I think the most important thing we learned from Essentials is that whenever you're managing D&D, if you have something thats more of the entry way or it's sort of like the ground floor entry into the system it's best to do that first. Because I think a lot of people when you bought the Player's Handbook in 2008 for 4th and you're playing and you're getting more experience with the system and you're building characters and designing adventures, it's a little wierd then for us to come out and say "Hey, here's a new way to enter into the system." Rather than having just a starter set, having an entire line. So I think it just caused a lot of confusion among existing players. Cause I think in a lot of ways when you meet someone who wants to start playing D&D with your group, you just teach them with the books you have. So I think in some ways we really learned was how putting the product line together trumps what the system might be doing. We really need to think of it in terms of the customer's experience and, you know, whether you're experienced or new to the game, what you see on the shelf and how we're presenting it and where we're presenting it in the history of the edition has to make sense to people. So I think if we had released Essentials in 2008, and then, say, taken Player's Handbook 1 and released that as like the Advanced Player's Handbook in 2010 I dont think we would have had any trouble. People would have just said "We get it. You did the basic entry thing. We were playing with that and liking it and now, hey, here's the more advanced options. That makes sense. I've been playing this game for a couple years now. I'm ready to get into more detail, have more flexibility, and have more and more detail in the game."