GS: One thing you didn't change was the revenue model. Now, when I think of you, I think of you as a keen observer of what's happening in the Asia markets... Do you see anything happening in the future with products at SOE that might build off of the billing and pay-model trends building in Asia? JS: What I'm seeing over there is a trend toward more the upsell model. You can play a game without subscription, but maybe you're buying cosmetic items, or maybe you're purchasing a cheap subscription with a kind of "behind the velvet rope" [gamespace]. We've been trying to adopt a variant [subscription] model for an upcoming game we have coming out next year--I can't really give you details about it. But we're also considering adding other models for the current set of games. We think the best strategy is to get these games into the hands of more people. We believe that the social bonding that occurs really makes them like the experience and want to come back for more. Then getting gamers over that subscription hurdle is--gotta be job number one for us after making great games. So we think that [free-to-play] model could easily apply to other games. Is that going to happen to Star Wars? We have no plans for that, but let's put it this way, if we're very successful with this [upcoming] model, we could see making radical changes across the board. But we'll just have to se