but the digital era brings with it a lot of problems. For example, gamers are still somewhat suspicious about the free-to-play model ... It's a new type of game -- you have to change the way you think. There can be misunderstandings about the type of monestisations in place -- some mobile games push you very quickly to buy something. But we see that, the longer people can play without having to play, the more we actually monetise. It shows that if you provide a good experience it will bring in more people and a greater number of these players will eventually want to show they have, say, a better costume than others, or will want different items than the others. We don't look at the first steps toward free-to-play, we're looking at what it will be in the long term. The goal will be to make sure you want to stay in that environment, to be with your friends, to be able to help your friends progress. The first goal is always to make sure the experience is interesting. And, as I've said, everything we learn there we can use in console games. After a year you can be so confident, you can optimise it so well, the experience becomes perfect. And you've just closed your first big digital controversy -- your very unpopular always-on DRM. Is that a sign that you're developing a new approach to the industry as it evolves? In fact, when you look at it,