Right. A lot of the games we build tend to have local client installs that only use services in the cloud for things that aren't sensitive to the time response. We'll build games that run on your mobile device, but only then push your top score to the cloud, or allow you to post something to Facebook, the kind of service where it doesn't matter if it takes an extra half-second of lag time. I fully agree that there are a lot of online gaming tools through some of the consoles, such as Xbox Live, where a millisecond of lag time means the difference between getting a flag or not. We build fewer of those kinds of games.
On that side, we're more concerned about building video delivery engines. We build a lot of video players for media clients who are very much concerned about the lag time on delivering streaming video for a music video, a live event, an awards show. We do a lot of development work where we build out tools that can adapt to the available bandwidth and break down packets and only send every other image down the wire—things that help the client overcome that sort of limitation of bandwidth at different client locations.