Yeah, exactly! It’s poor failure design. And I think that when you look at the games that have come out since that have embraced stealth as a mode, they’ve done a really good job of tackling that. And that’s what we’re trying to do. So one of the things we’ve done is overhaul our AI substantially. We’ve introduced new archetypes and a whole new suite of behaviours so that even in situations that require the player to go undetected – and those moments exist in our game – we’re doing it in a way where, if the player starts to screw up, they can salvage the situation. They can save the day, and silence whoever they’re dealing with, and get back to the stealth.