You sort of set me up perfectly for my next question. It’s about our players and it’s about our narrative that really help inform us about what we should be doing. There were some people that weren’t sure about that addition, but I think the vast majority understand and enjoyed that. So that worked perfectly for Dead Space 2. It just so happened that a lot of people – a lot of players – wanted to know more about Isaac. So with Dead Space 3, and even in Dead Space 2, Isaac having a voice was very critical, so we went ahead and did that. And what does the narrative… what does the story dictate what we do with the game. What kind of enhancements would they really enjoy. Of course, gameplay is super up at the top as well, but really what our players, the people that have been with us, expect and want the game to be like. Those are two big drivers for the decisions that we make and stuff sort of falls out of that. And a lot of the time, it’s about our players. There are a couple motivators for us when we’re sitting down to consider what we’re going to do with the game. Are there any design decisions you’re making in the third game that are along those lines? From what I remember reading at the time, you made this decision based on a lot of fan reactions to the first game. We really got to know him as a character finally. I’m a huge fan of the Dead Space franchise, and one of the design decisions I thought you guys really nailed in the sequel, was in having Isaac talk.
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