I feel like I've lucked into really positive collaborative relationships. And that's one of the things that drove me to sort of follow my designers and move to Quebec, was that I knew that we could have that relationship of negotiating story, and I'm thoroughly interested in learning, like, how design relates to story, and what they were already doing to contribute to story. So I've been lucky that way. And it's definitely a priority for me to work with people that are kind interested in that same kind of stuff that I am. We also hear horror stories from other corners of the industry where some companies are maybe, like, "So we made this game. And can you write a story for it now?" And that's a lot harder, a lot harder. I think often when you look at a game and you're, like, "The story for this game is not good," you have no idea at which point the writer forced to take action that they knew couldn't work, and possible even brought it up. But it was decided. It was, like, "No, this is how the game is going to go." So I don't know. I've been lucky not to have that experience.