some sort of competitive and social element in the game, but we also didn't want it to feel like it was tacked-on. We took a look at what the community and fans were doing and if you go to YouTube and look at the videos, there are a lot clever ways to kill all the NPCs in the game. Then we also noticed they were challenging each other to pick other targets than the ones originally intended. They would say 'this guy; can you kill him on Silent Assassin?' Then they would informally challenge each other on the forums and we thought that was a brilliant way to think about it. Then we'd been talking about this really fundamental thing, that if anyone can be a target it changes the amount of replay value you get out of the game and that's when we knew the basic concept was really strong. But how do we do it then, because we really didn't want a level editor? As I mentioned before, we really wanted players to remain in the game all of the time and from that we worked out this Play To Create, where you create your own contracts. We thought 'why not just play the game and mark the targets in the game'? Then the game will track what you're doing and that obviously means while you're playing you're aware how fun it's going to be. It's just you showing a friend how you can kill a guy with