Speaker
Yeah, mean, we took, you know, Glenn, your question was interesting because The second part, I think you said is real, where like we did depart from the exact formula of DD1 and and I don't know, you look back to DD1, it was a risky game to make. you know Like when we were first pitching it to people, we're like, okay, okay, okay, it's an RPG, it's a dungeon crawler, but it's about the psychological stress of your adventures. And you know a lot of people are like, oh, okay. And then you say, so imagine they get back, they're all stressed out, you can send them to the bar to drink, you can send them to church to pray, then people start perking up, whatever. But it's a weird concept, right? so And we took a lot of risks with it. And so our development style is like, there's some amount of risk built in. And I guess like, like yeah, I admit also, i did not think that changing the formula was that big a risk because you know we're keeping the combat.