So it's forcing us also as developers to actually have hard deliverables to the community, so we can't fake it. So a lot of times, with development with the publisher, you sort of say 'Oh yeah we made a vertical slice'. But no one with the publishers is actually like looking at your code and seeing that you completely, like, gummed it up together at the back to make your milestone. Which is, that's a very typical developer trick. Whereas this, when you deliver to the community, yeah, you can't get away with it. It's got to work on their machines. So I sort of feel like it's helping our... us as a developer focus on actual deliverables, in shorter periods, that are more focused without as much functionality. Because sometimes with a game it can be completely over-awing with everything you've got to put into it so it's always better, this is the whole idea with agile and scrum, where you take smaller deliverables and sort of sprint towards them. But, but that only really works if the deliverable is real. So this is kind of an attempt to make the deliverable be a proper real deliverable.