I think it is, for the next-gen creation, it is quite important the game designer designs game at first stage, and not just start creating it because if you try to upgrade the graphics, the realistic background, the character, and also try to create a bigger map or more real map, it is almost impossible to upgrade everything, so you need to prioritise what you want to do or what you want to express. If you want to do everything, yes, the only solution is increasing staff, however if you want to maintain your staff numbers to a limited amount, the game designer at the very beginning has to design or think what direction he would like to take, or which priority he would like to prioritise.
So it was the same situation when we had to go into PS2, when we were actually creating MGS2 at that time, we had the same thing back then. We could have used up all the PS2's Emotion Engine to creating a more real snake or more real characters, but we didn't do that, we used that power to express the rain, or the humidity or the atmosphere, so that we could generate a more atmospheric world. So we decided to lose some polygons, actually, from the characters in some way, and tried to emphasise on the atmospheric new sensation that we give, therefore I think we had that choice back then, and it's the same question now, it's just going to go from PS2 to PS3.
So that's why I said earlier, I would like to concentrate on what we cannot see, so the map might not become bigger, or the graphics might not enhance so much, but I promise you, I think I can bring a better solution, a better fun gameplay experience by concentrating on the things we cannot see.