Well, a couple of things. I'm doing a panel on Friday with the Oculus Rift guys. So I think it's gonna be Palmer, who created the Rift, myself, Cliffy B, ex of Gears of War and Epic, and I think one other person, although I'm not quite sure. So we're discussing the future of VR, and I'll be geeking out about how we can use it for Star Citizen. And then on Sunday, I'm doing a talk about generally how great the process has been and what's happened with Star Citizen, the new way I think games can get made and developed, and what's really great and positive about them. I think yesterday they launched Torment: Tides of Numenera from inXile, and they raised like a million five in the first 24 hours, which is pretty impressive. But I really think, a couple of things. First of all, the sense of empowerment, where people get to decide what games they want to have happen. And also the fact that they can have their voice and input heard early in the process is good for someone as a game player that really cares about games. But also from my side as someone that makes games, it's fantastic because, like we were saying earlier in the show, you have a lot less dead ends in terms of working on stuff that maybe is not so important for people. And it's just great. You're crowdsourcing ideas, concept, feedback. People are poking holes in things that you're giving them. So you pretty much see early on if something flies or not, because it's not like you're doing it with a very contained development group, and usually in development groups you always love your own ideas. It's always great that you push it out there, and you see if it registers or not, or if people can poke holes. So I just think that it helps focus the development side, and I think it's very exciting, and I think if you went around and interviewed the people around the office here, they really enjoy it. I've got team members who are like, hey, can I show my thing next week? Because it's great. It's energizing. People love to get the feedback. And so my personal feeling is we'll see when the game comes out, but I'm pretty sure it's going to make a better game for us, for you guys. And I think it's a great way to do it. And it really uses today's technology in a way that you can connect directly to people in a way that you couldn't do 10 years ago. So I think it's exciting. I think it's a completely new time for making games. I love the fact that a lot of people are being taken out of the value chain, so to speak. You've got the publishers, or even in the case of investors, where people have different agendas. We care about making a great game. A publisher cares about making profits for its shareholders on Wall Street. And sometimes those things are in conflict. So I think the way we are doing it right now is much purer, because we're connecting directly with the people that want the games and love the games and will pay for it. And we're making a great game and we're doing it for you guys. And we get the middlemen out of the way, which means that less money goes to them, which means we actually don't need to collect as much money to make exactly the same game, because there's not people in the middle taking it. And we're making a game that's truer to what you guys want, because we listen to you guys and we're building the game we want to play, and I think it's the game you guys want to play too. I think it's a great way to do things, so I'm really happy to see things like the Torment stuff do really well. So that's kind of what my speech will be about.