Don't fall in love with your ideas. And I think that, that goes for all creative, um, people. You know, it's very easy when you come up with something -- you're passionate about it, and, you know, you're telling your, your friend at work, "This is going to be great because of X, Y, Z." Um, you've already kind of crossed that line where you're not channeling the player, and I think, you know, as a producer of games, um, it's really important to think of our end-players. That's who we make the games for. And while, yes, this design is really cool when you're describing it to me, and I totally get why it would be cool, and I get how it's a clever design, and it works with the big system, and it's, it's really elegant -- um, at the end of the day, if the person sitting there at home with the, with the controller in their hand doesn’t get it, the player doesn't get it, then that's a failed design. It doesn't matter how cool it is. It doesn't matter how clever it is. If the person doesn't get what you want them to do, or doesn't understand the setup, or feel empowered by it, uh, it's a failure.