Ono: That's what I've always been telling the company too. But at the end of the day, there are just some brick walls that a salaryman can never overcome *laughs*. For instance, if a game doesn't sell over 2 million copies, then we'd have to put the brakes on any plans for a sequel. All that means is that we weren't capable enough. And all we can do after that is to reflect on the experience, take what we can learn from it, and try to apply those lessons on some other title.