Now, what anchors your world down? Let's get back to the story in the context of that world. About, let's think about the facts. What happens now in the world, as you're playing with it? What happened before, as well? It's, you know, a callback to the myth and the lore we briefly talked about, as well. There might be battlefields, ruins, remnants of other civilization in that world. You know, you can get objects from these old things. You can find old objects and make new things with it. New, again, new weapons maybe to defend yourself. That's a classic adventure game play, roaming the land, finding old things, to craft new stuff. Well these relics, artifacts, they can be part of contraptions. Like the dungeons in Dark Souls. And all these objects on your way, they are one aspect of setting up a tangible environment. Think of the forest and all the trees in it. Well, all these trees have to be slightly different to give you an aspect of realism. You have to be eclectic in terms of pure design environments in what you have in the video game world. They all have to be united into one big world space. Sky maybe if you have different environments. If they’re different planets, they're still somehow in the same space. You can respect what we call biomes. Biomes are really important in contemporary video game design because they are one way to respect natural environments, deserts, forests, mountains, swamps. They all are encapsulating different properties and aspects of, a tiny world in itself, with a different fauna, a different plants, and vegetation. You also maybe have to respect the laws of physics in that world. Or not at all. And if you're not respecting natural biomes, or laws of physics, well, you have to define it. Make it a design choice. And assume it. It may be great, but it is something that is to be well thought out. It is something that has to come out as a choice. One main component about those physics inside a video game world, is that most of the time always bigger on the inside than it is outside. You have to adapt the scale accordingly, in houses, for example, with a lot of objects, because you can't really adapt the scale accordingly to real laws of physics, you can't perfectly respect it because then you will have issues with perspective, which is only an illusion in video game design. So as a side note, just an advice, you will have to rescale everything. It doesn't have to be technical in a way, it might just be this come back and forth between what would feel right as a player bumping into these objects on your way. And all those objects, again, maybe you will be able to gather them. If you're a gatherer, if you're gathering all these objects, putting it in your infinite pocket, in your satchels and bags, well, what are you going to do with it? Are you going to actually legitimately be able to craft, get other objects, or new objects out of old ones? Are you going to just get them as souvenirs? Are they going to be keys, puzzle aspects, puzzle components? This may be only important in RPGs, in role playing games and online games like Monster Hunter. It's also a lot of models and textures. It is a lot of work. But it may be worth it. Valuing items and objects is one long time running debate in video game design. Too much, not enough, you have to do it accordingly to the game genre and the targeted players.