Every time I mention the name, they send me a check. So keep doing that. That's why I came here. No, it's good. But basically, here's what it's all about. Again, it's about matching what we need to do with how we're going to do it. You use a hammer on a nail, right? So we have these features that we want to build. So whether it's the character customizer, or whether it's the service beacon, the distress signaling, or whether it's improvements we want to make to the PMA, or any number of features, and people know them, we put them live. Those features, we generally know what they are, but we don't know if that's a month of work and then it'll be fun, or if it's six weeks of work and then it'll be fun, or seven weeks. It's really hard to schedule fun. So what we say is, let's get a group of people together who know it. Let's give them two weeks to go run off and do stuff and try it out. And then at the end of two weeks, they have to show us what they've done. Chris is in the room. We have these great meetings where every Scrum team meets with him and talks about their feature and shows it, and all the directors are there. So basically, we can't schedule when it's going to be fun, but we know the more cracks we get at it, the closer we'll get, and it'll become fun over time. And then any team can only ever really get two weeks. If someone doesn't have the greatest idea, not all of our ideas are great. They're trying something and they get a result and it's not exactly what fits with the game, whatever. They tried something, and that's good, and they're pushing. Then we can bring them back every two weeks. So really, for feature development, we don't know exactly how to make it. So that's what Scrum's about. It's getting a small group of people together, a couple programmers, a designer, a dedicated tester, an artist, if they need an audio guy, bringing them in, letting them go for two weeks, operate maybe a little bit like a startup. So maybe like old days LA, right? Make a whole bunch of old days LA, little tiny teams. And let them go for a couple weeks, bring them together. When we began this, we didn't know if character customizer was going to take three sprints. And again, sprints are two weeks each. So we didn't know if it was going to be six weeks or if it was going to be eight weeks. What we did know is if we gave them a quarter to do it in, and this comes back to our quarterly schedules, that we would be better each iteration on it. By the end of that, we would have something that we would feel pretty good about. And so in terms of matching the development that makes sense for our features, it makes a ton of sense. We get things out to the community. So that seemed to fit this stage of the project. It also seemed to fit the culture of this company, which I'm learning about and I love. It's a band of pirates and it's fantastic. But the other thing is, and I'm going to throw out a number here, this number's not exactly correct: if we've got to make 200 characters, and let's say we're halfway done with them, but we've got to make a huge amount of characters, well, we wouldn't ask them to work in two-week increments. It could be really hard to write up a narrative bio of a character, figure out the gameplay design of it, and then get a concept, and then model it, and then rig it, and then set it up, and then go get the animation done, then go get the AI done, then go implement it in game. You can't do that in two weeks. There's no way you could fit that. So it's not about, oh, Scrum is great, it's a buzzy word, let's use it for them too. No, they actually all know what they need to do. What they need is the time and context. So what they need to do is say, we're going to be working on these characters in priority order. And we're all going to work on them. And we're all going to be the same team. We're all going to be thinking about the same list of characters that we need to put out this year. And we're all going to basically work more together. We're going to work on unified priorities. I always make fun of it, it's almost like a Chipotle burrito line, where people go step by step through it. But what's great about that is it's super clear what goes on. And also, you get your burrito faster than if you had to wait for someone to take your order. That kind of style fits that kind of work. And then when you go to your departments who are making tech, that's a different style of work. So what we've done this year is said, just like those Scrum teams, the more cracks we have at it, the more iterations that we have, the better we'll be. It's like anything else. The more times you practice something, the better you'll be at it. So last year, we had a lot of stuff we were researching, a lot of things we were trying, a lot of things that we wanted to do. And so we said, okay, here's a big group of work we want to get done. And we went through and we got that work done, and we got a result out of it, which was a whole lot of really great features, but it was really hard to estimate. And it ended up, we got the work done, but since you can't schedule fun, basically we came in at the end of last year. This year, we said it would be more effective because we'd get more iterations in. Imagine if we had four releases in the same time period as one. Now, all of a sudden, we're doing four experiments instead of one, or four practices instead of one. And we time box it instead. And we say, whatever we can get done in this time period, we're going to send out. And then we're going to do it again. And then we'll send it out. And perhaps the first one or the second one, we're going to learn things. We're maybe not going to get everything done that we thought we would. We'll get more done in some areas and less in others. But we'll learn each time. The community will learn, and you guys out there will learn it also: what does it mean to basically say, oh, we're going to have these regular releases coming out, and some things won't be done. Some things will be farther than we ever thought they could be, because we'll have learned. But really what it is, is we know the more cracks we have at it, the more times we can send things out, the better. And so in order to enable that, in order to be able to release things four times a year, we had to really say, okay, we've got to shrink everything that we did, from "I have an idea on the whiteboard" to "it's in the game and working". We had to shrink that down basically from a whole year into a quarter. And in order to do that, we had to break the features up smaller. In order to do that, we have to find ways to work better together, which goes back to the new tooling and kind of the Scrum and Agile, and these are some of the things we can get into for sure. Basically, everything that we're doing is to make the game better. The more cracks we have at it, the more iterations, that'll make the game better. We'll find the fun sooner. And in order to make these quarterly releases worthwhile, we need to make sure that they're an asset to the team and the team's working in a great way. But it's going to be really interesting. I'm excited that we'll be releasing on time, which is a really great thing. And we're going to learn a lot, and I'm curious to see what people think about it. But I think overall it would be a positive.