Yeah, I’d - I’d say that, uh, in, when I first joined Microsoft there was a - there is - this is in 2008/2009, there was this interesting shift in game design thought, uh, that we should be removing barriers and removing barriers and making the experience easier and easier. And that it’s really ultimately about how, what percentage of players actually finish the experience. And what I noticed what was happening was that, uh, while I - at the time I really agreed with a lot of those, that thinking, uh, games ended up starting, just felt like games started becoming more like - like amusement park rides. And I - I started losing interest. And, and then I feel like the biggest moment, well, one of the biggest moments I think in the past five years in terms of game design that probably doesn’t get enough credit, uh, and that still needs to be explored, I think, properly is - is the, uh, is the influence of Dark Souls, honestly, on designers, particularly on how they’re integrating that into games because, uh, games like Dark Souls that have a true sense of loss, you start to feel things that maybe you’ve forgotten that you used to feel back in the day of like why you like these old games. And I think, I think we started to realize that failure and loss and - and not achieving all of your goals is not necessarily a bad thing. And that you’re seeing that in like in games that were invented hundreds of years ago or thousands of years ago. And so now I’m - I’m really trying to explore that, that how hard is too hard, or how easy is too easy. And I feel like the pendulum is always moving back and forth, uh, but right now I’m moving towards, you know, how can we - how can we make games that - are still challenging and can be frustrating, and that’s okay, uh, without losing, uh, you know, a wider audience, right.