It's like I was saying earlier. What we set up by default is what I would call the systemic background. That's what Quantum is good at, which is it's like the real-world economy. Things flow, but in general, you don't have major financial crises or great depressions or wars on a regular basis. But the reality from a gameplay perspective is you actually want a little bit of chaos here and there. We, the designers, want to go in and specifically massage it. It's like, oh, you know what? This area of the solar system has been kind of boring. Today, we're going to liven it up. What these dynamic events allow us to do is basically to seamlessly integrate a chunk of designer- and writer-driven content into this background simulation so that how it interfaces with the world as it currently exists, it's all logical. In other words, for example, if we introduce a horde of pirates at a particular location, well, those pirates, they're going to need fuel. They're going to need ammo. They're going to need ship repairs. All of a sudden, you would expect to basically see lots more missions. You'd see escorts of transport ships in that area. You'd see more bounty service beacons being dispatched to that area. So you have all of these other logical knock-on effects you would like, and those they get for free. But you think about it, it's like in Xenothreat, there's all this custom dialogue and stuff geared towards this, and you've got to go record the specific lines and trigger them up. What I would describe as the best of both worlds, which is it's a big open world and you can do whatever you want and make whatever choices you want and the game will respond logically. And if you're particularly clever, you'll occasionally ferret out some cool opportunities. And then at the same time, whether we manually do it or whether on occasion Quantum decides, you know what, there's been so much battling in this area that we're going to go ahead and activate a compatible dynamic event. The way these things are configured is you can think of it a bit like a programming function, to where they've got certain requirements, certain inputs that have to be fed to them. And so what the system is basically looking for at any given time is, for the inputs in any given area, what kind of content does it have that it can match up? And so I mentioned dynamic events, but there's a middle layer to this. Before today, you've had the normal, what I'd call the static missions. And then at the far end of the spectrum, you've got these dynamic events. And in between, you've actually got what I've always referred to as dynamic missions. And dynamic missions, they kind of split the difference, to where they're going to be systemically generated all over the place. You constantly see them. They'll look very much like right now, if you're in an area and there's a high probability of pirates, we actually create a pirate encounter mission or create a cargo transport ship mission or conflict or whatever the case may be. What dynamic missions do is basically allow us at a smaller, more localized scale, now we're not talking about trying to coordinate this across multiple servers or anything like that, it's just that cargo ship that you run into in this area of space, what type of cargo should it have? Should it be copper? Should it be platinum? Should it be aluminum? Logically, it would depend upon, well, is it coming from an area where it purchased those things, where that stuff is mined, refined, et cetera, and where is it going to? If the cargo transport is going from the refinery to the factory, then you would expect that it's going to be loaded with goods the refinery produces. If the cargo ship is headed towards the refinery, then it likely has raw ore that needs to be processed, et cetera. The point being, with the dynamic mission system, designers don't need to fill in things like, hey, for this cargo transport mission, what kind of cargo does it have? Should it be beat up or should it be in pristine condition? Should it have fighter escorts or should it just be traveling solo? Should it basically be a derelict husk in space that you stumble upon or should it basically be in perfectly fine pristine condition? So these all become inputs to these setups. So the designers set up the archetypes and the system feeds the inputs. And what you wind up getting is an exponential increase in variety, because all of a sudden designers aren't trying to hard-code every single specific instance. And so you can think of dynamic events as really just an evolution of that system that adds on some additional back-end coordination. And those modifiers that I talked about earlier for dynamic events, they grant the designer the temporary capability to nudge certain things in the simulation a particular way, whether it be new items added to a shop's inventory, whether it be additional demand for an item at a particular shop, whether it be missions that are going to be offered here, all of those sorts of things. And so I mentioned population control. You can see a Fleet Week in the future will be a dynamic event. And when that event's going on, we're going to turn the dial and crank up the population. We're going to wind up doubling it, because you'd expect to see a lot of people coming to see that show. And then when the event dissipates, then we'll basically turn that dial back down. The population will recede back to its normal levels. It's a special event that we've come in, we've added a ton of custom content, NPC conversations, all this stuff geared towards that. And so we kind of view it as one big comprehensive designer-driven package that can be merged with all of this back-end systemic background.