Yeah, for me as a - as a creative player I love games that I can explore really, really big worlds. Um, like I love to play Red Dead Redemption with the [HUD] turned off. Um, I love the first Tomb Raider. It was one of my first games I fell in love with. I loved Mule. I love games that engage my sense of systems. Um, The Sims was a huge influence on me because I’m a builder and I love to build houses, almost to the - to the detriment of other aspects of the game. I would just give myself [Simoleons] and build huge houses. Um, I think creativity tools and exploration tools are great in games and we have the opportunity to give people just massive, uh, toolsets and cool things to build with and experiment with. And that’s great. Um, the simulation of aspect of computers is really amazing. But then there is this other thing that we have access to which is to be able to explore a space that in and of itself is narrative. So, to be able to tell a story through your walking through a house and listening to these tapes and thinking about your sister, you know, you can have this beautiful experience in Gone Home even just by opening a few drawers and moving through a few rooms. It’s not a very complicated experience mechanically, but just the mise en scène, the like feeling that you get from being there is so - so precious and so perfect. Um, I think you can feel satisfied playing a game when you - when you know that you and the designer are on the same page and you’re moving through the system they designed and you feel like they thought about you. it’s a little bit like when you go to a really great restaurant and you sit down and the food comes and you think, you know, I would never - I would never put chicory with this pear. I would never sprinkle this cayenne over the dish in this particular way. And you just observe the dish and then you smell it and then you saver it and you think, “Someone did this for me.” Like, it’s - it almost feels like kind of a crime to eat it because it’s so beautiful and it smells and tastes so amazing that the whole system is just engaged. I think a game can be like this. And that can be satisfying regardless of whether you are a real fan of the specific flavors, or you ever really even wanted to try that eggplant. As long as the experience is new and engages you in that way, it’s satisfying. So, games don’t have to be about winning. They don’t have to be about succeeding. They don’t have to be about discovering the - the solution to the problems of the planet. They can just be about giving you this experience of your own mind and your own - your own feelings, your own sensations.