You can't really truly have an incredibly interactive story yet, I think there's the yet in there because there's a point where you're going to be able to synthesize dialogue and synthesize meaningful communication from the computer. I mean, that's probably still decades away- I mean, it's coming but its not here yet. What we do is we create, almost in a sense a lot of variables; almost this giant chart of all the things that can happen. And the key thing is as you go through these actions and these activities; they all have to link together. And they actually can't cause conflict- that's one of the most interesting and challenging things about testing our games. For example, you can't be referring to a character after you've killed them, like, and there may be dialogue written that says that, that maybe other characters have referenced them. So it's this incredibly intricate spider web of details and choices. So there's actually a natural limitation to how complex you can make that web, and over the years we've learned how to make it pretty darn complex where you know, we have nine, ten endings on our games on average, there's all kinds of different variables that can happen, you know, and we actually carry those, in the case of "Mass Effect" through the series and people experience those and its something that we've kind of pushed the boundaries on, but I think its, what's exciting is that every game we kind of get a little bit broader and broader.