We like that anything that looks like it should be interactive is interactive. So, our approach would be to, uh, reduce the amount of objects but make them interactive instead of like baking the objects in the scene and having them not interactive, uh, and which is -- there's been a discipline, you know, that it's the culture that is -- uh, that we had to really train our, our people in the company to make sure that everybody gets that, um, to simplify and make things a little more, um, um, um, you know, not necessarily as real but at least identifiable. So, as a player, when you come into a room, you see there's a bottle, there's a cup, there's a -- you know, there's two chairs. But all of this is interactive as opposed to a realistic environment would actually have like 24 chairs, uh, you know, the 24 dishes and all the forks and everything. But everything -- you could not do that in the game because everything would be baked. Um, and so we -- that's how we define our scope. It's just -- it's more by, um -- and if, if it's not interactive, then we remove it from the -- from the -- from the place as opposed to have it, uh, for the sake of having it just for, you know, for the visuals. And, uh, it, it takes time because, uh, it's sort of tradeoff. Uh, and, and, you know, there's a -- and then you have to add tons of rules like, okay, a vase, can I -- what do we do with it? We want it to be interactive, but do we want it to take in -- into our inventory? Probably not, you know. Um, so, we, we, we, we add, add rule later like that. But by default we like the world to be interactive even if like there's nothing to do other than like picking it up and throwing, because something will -- something will come with that. Uh, and, and designers will have ideas because of that. If you give them that tool, eventually one designer will think like, you know what? Uh, it's kind of cool that we can pick up vases, actually. And now that I'm thinking about it, we could do a puzzle where, uh, in the main room of the -- of the Lord Regent, if you take the, the, the, the vase, uh, and, uh, put it on the other alter like I see on the painting there, uh, then it unlocks the secret door in, in which there's a puzzle. And you go, "Cool. For it," you know? And this is because of the systems that we put in gave him, uh, another idea for making a cool puzzle. So, we, we do encourage a lot of like simulation just for the sake of it, because something will emerge from it.