[Going back to Salty Mike's question,] the experimental modes are a big part of how you're going to serve both of those objectives: core modes for distinct, standalone gameplay, and experimental modes to help test and evaluate potential new features for the PU?
TL;DRYes, experimental modes test new ideas while core modes are kept, promoted or dropped based on player engagement analytics, so the mode lineup will shift over time.
A hundred percent, man. A great way to explain it. And let me take you one step further: what do we do with all of that now? So, okay, we have the experimental modes where we're doing tests and trying new things. And we've got our sort of solid modes. These are the ones we know are being played. We like them. Everything's good. AAA, these are great. So what we'll be checking on during the experimental modes is, are people playing them? Are they really engaged with them or not? And should we promote it to a mode or not? And then at the same time, we'll be looking at all the current modes that are online. We're going, okay, are people playing them? Are they engaged with them? If they're not, we're going to drop them. If they are, then we're going to promote them. And basically, you'll see the game modes shift around like this. But we're going to data drive it. There's no reason to just guess. We have the analytics for all of this information. We know how many people play Pirate Swarm versus how many people play racing. So we can make decisions according to that. I think it sets us up in a really nice framework to be able to do all this.