that. You have forks and plates in the world. We debated whether you should be able to pick those up. There are certain things that have good gameplay: magic items, and gems, and gold, and then you have all these forks and plates and cups and everything you would find in a regular world. So we debated whether we should let you pick those up, because ultimately they are worthless; they are bad gameplay. But if we don't let you pick them up, it doesn't feel right. So the player self-manages and they realize plates are useless to carry around. We do tend to design the world and make it feel right, and then we can drive the players toward the good gameplay. Another good example is that we were doing these animations to make the town look alive. People would cook or chop wood. And we built these for just the people to do, but then we figured out that with a little extra work we can make it that the player can do all of these things. And then we find gameplay reasons for why we would want to chop wood--you make a little bit of money. Oftentimes in a game like this, when you are playing for a long period of time, I think the player wants some diversions. They are good self-managing their time--they just went to a dungeon that was very intense and they are like, "I would rather just go to town and relax."