SBe: Ultimately, gameplay always wins. What we want is we want to be able to have really great looking animations, and they're fluid and they're fun and everything like this. But if you can't get out of them, it can be brutally exhausting. This is why we're doing the combat animations for the ships, because all the backers and us internally were just like, 'Oh my god, how long does this take to get into the ship?' So there's nothing that stops that. So if we're playing, say, a sit-in-chair animation, and it takes one second or a second and a half, perhaps we can or cannot give that ability. Within the engine, it's like a flag that allows us to leave an animation or not leave an animation. But that being said, when you're constantly allowing people to pop in, pop out, pop in, pop out of things, and you don't have good animated solutions for how to leave them, the thing can look very gamey. So it's a fine balance between those.