But I think as people want to be inspired, they want to have someone to look to and talk to and sort of resonate with, um, in the way that I was inspired by Doug, and Warren, and Will, and Eric Zimmerman, and Mark LeBlanc, and all these people that really had an influence on my own personal perspective in games. And I understand the value of that. Um, the very next game that we’ll release from Phenomena will be most designed by [Kata Takahashi] and it will be Kata’s game in that way. It will have his Kata Takahashi-ness in it. Um, but it will also have a little bit of me, and a little bit of Martin, and a little bit of [Ekrom], and a little bit of Charlie. Like they’ll - a little bit of [Quimby]. We’ll all be in it. And I think it’s important to just make sure that when we go out and we talk about the game we show their faces, too. When we present the company to people we do it in a way that is inclusive and recognizes and appreciates everyone there so that they all feel that their voice has been heard. Um, it’s okay for there to be someone who has to do most of the public speaking and most of the marketing and PR and all that. That just happens with communication. But I also think it’s important for people to realize that there are more than one - there’s more than one face behind every game. And I always try to say we, you know, our creation, our process, the game, you know, to really take the ego out of it and put the team first. Um, and if we all did that and we did it in our hiring and we did it in our recruiting, I think we would find there’s a lot more - there’s a lot more out there than, uh, than we may, we may think.