Focus testing is a huge... secret to our success. Everything that we do we focus test with members of the team before we start showing the design to anybody in terms of art or programming or anything. And then we, on top of that, we bring people in from the outside, we'll bring the general public in and we'll watch the way that they play. And if there's a certain way that we want them to play and they're not playing that way, we sort of reverse-engineer "why are they playing it this way?" We ask them questions, and its actually and at the same it's a learning experience, its also very frustrating, like, "why aren't you playing it this way!" So there's no better way than getting people's hands on the controllers and playing it and then we just try to figure out how to make it work the way that we want it. But the interesting thing is that a lot of times that they'll find a different way to do it; something we didn't think of, and they might have fun doing that, and we might rethink the whole design at that point, like, "Wow, they're doing something that we really didn't think of and that's pretty cool," and that happens all the time. So I think the most important thing is really getting people’s hands on it and see how they play it, because everybody is going to approach it differently.