A friend of mine named Robert Gehorsam who was working early on for Prodigy, uh, had told me how excited he was about online in the mid-80’s. And it just sounded so cool because this idea of group experiences instead of solitary or one-on-one experiences. It just - it was intoxicating to think about it. And so, I don’t think of game design, and I don’t know if I ever have, thought of game design as a matter of controlling an experience. And I think a lot of this is terminology, um, because I think - I’ve had a lot of discussions with people who think of it that way. And we start to dig deeper and we discover, you know, we’re kind of saying the same thing from different angles. I like creating systems in which they start to take on a life of their own and become unpredictable in ways I never could have conceived of. Because then it’s kind of like, “Oh, the monster has come to life now, yes.” You know, it’s a Frankenstein moment where you’ve created something you did not fully design, you did not fully define and you do not control. That’s really cool. So, it’s a very different def - uh, experience. But even with a free standing program - even if you had a game that was designed purely as a solitaire experience you still want the player to find places in it you never conceived of. So, for me it was online games have always been one of the flavors of the rainbow of game development and game design but it’s - you get in this wonderful partnership. In some ways it is like a call and response, uh, with the audience. It’s just very fulfilling and very fun.