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เพราะช่วยให้เราคลายกังวลและได้มีเวลากับคนที่เรารักมากขึ้น...
Continue ReadingKRUNGSRI EXCLUSIVE X invest manly
Thai economy.. What will it be from now on?
During a time when the global economy is bleak, many business owners.
In need of a financial institution that is ready to take care of our investment financial advisory.
Because it helps us to relax and have more time with our loved ones.
This is the most important happiness in life.
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Even during the COVID-19 period, we still send care through the screen.
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Recently, there is an online seminar ′′ Thai economic direction half year after 2563 ′′
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Believe it or not, GDP will be 10.3 % negative this year.
From last year, Thailand's GDP is worth 16.9 trillion baht.
Which means this year, the country's GDP will be lost at least 1.69 trillion baht.
This story is not difficult to guess the reason because COVID-19 has infected into a severe Thai economic system.
This crisis also makes us see the weaknesses in the Thai economic system more clearly.
Last year Thailand had 39.8 million tourists together.
Earn 1.9 trillion baht or think 11 % of GDP
But when foreign tourists in the first 5 months of the year drop 60 %
Specifically, the numbers after April are recently. This number is almost zero.
And there's no point increasing as long as we don't open the door for foreign tourists.
Thailand exports worth around 7.6 trillion baht in the first 5 months of this year. 22.5 % decrease.
I still don't know how much export numbers will be reduced by the end of 2563
From the above numbers, it can be concluded that the Thai economic system relies on foreign income.
Be the main heart
The question that many people are wanting answers is
Today Thailand is out of sickness from COVID-19 plague.
When will we return to normal condition?
The answer is that the Thai economy will recover with markers as long tailed as Nike logo.
And we will see GDP back positive again. Quarter 2 next year.
And I will return to the same place. I will have to wait 3 years from today.
Now many people question whether we can hold our breath until that day?
Earlier during the outbreak of Covid-19, Ministry of Finance, there was a cure for 5,000 Baht per person. The amount of 15.3 million people thought about 217,500 million Baht.
As for business sector SMEs, financial institutions have extended moratoriums.
While in the tourism sector, we choose to rely on people in the country through the project ′′ we travel together ′′ because in the day that there is no vaccine to eliminate COVID-19 to disappear.
This way is the best solution
Even missing foreign tourists can't compensate
But this plan, the government has hoped that it would be 10.6 million Thai people.
I traveled abroad and spent 4 billion baht in the last year.
Turn around to travel in Thailand this year.
However, the government thinks it's not enough to stimulate the Thai economy from crisis.
Out of the hospital. The school. A. K. A loan of 1 trillion baht in the quarter of 3 has happened.
With payment plan, this part consists of
Healing the affected people for 3 months and provide agricultural equipment, medical equipment, total of 6 billion baht.
The remaining 4 billion baht will be used to revive the community level economy of each province.
In this loan, there is a question following
Is Thailand's public debt today in danger?
Thailand currently has 40 % of GDP public debt.
While in 2543, the country is salvaging the Tom Yum Kung crisis.
Public debt has touched 59 % of GDP and when the numbers reach 60 is dangerous.
This story is telling us that Thailand still has enough bullets left to make public debt today.
To tackle the current economic crisis
However, it's better if business owners stop thinking about holding their breath to wait for the COVID-19 vaccine or waiting for the Thai economy to recover.
Why aren't we looking for new oxygen tanks that are our own.
By modifying business to the crisis faced and changed people's behaviors.
Our business, if we write it ourselves, it's better than waiting for destiny to determine..
This is the information that invested manly from attending a seminar with KRUNGSRI EXCLUSIVE
Which must be said, it's very invaluable with the era that we need to lead our business through the biggest economic crisis in history.
And when we get through this crisis, we can live aesthetic life with our loved ones.
With the special privileges of KRUNGSRI EXCLUSIVE, fulfill the happiness in our lives.Translated
同時也有1部Youtube影片,追蹤數超過3萬的網紅業輝馮,也在其Youtube影片中提到,大家好,我來自馬來西亞 在艱難的2020年,我透過留學的方式來到了紐西蘭拍攝 為了完成這組作品,記錄下最原始純凈的中土世界自然風光 我花了10個月時間實現新西蘭南北島自駕大縱走,超過32000公里的旅程 Hello everyone, I am Yap Hui Phong from Mala...
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"橫尾先生你傾向於在你的遊戲中有個悲傷的結局(除了《尼爾 自動人形》),這是為什麼呢?
橫尾:我想啊,玩家在遊戲中的旅程中殺了那麼多的敵人,但自己卻迎來了一個Happy Ending,這很奇怪,所以我之前遊戲的主角都有著不幸的結局,我覺得對他們來說有個Happy Ending是不對的。
不過對《尼爾 自動人形》來說,對2B和9S來說,從被給予生命,他們殺了很多人,但也被自己殺了很多,很多次,有著無數次的輪迴。我認為這已經把他們殺死敵人的罪給贖了,幸福結局對他們兩個來說更合適一些。"
【尼爾:自動人形】是好遊戲,2B很可愛~
Talking To Yoko Taro, PlatinumGames' Takahisa Taura, And Composer Keiichi Okabe About Life, Death, And Opportunity
This interview with《Nier: Automata》director Yoko Taro and PlatinumGames' designer Takahisa Taura was first conducted in March of this year. Square Enix then offered gameinformer another chance to talk with Taro again, this time with Keiichi Okabe to speak more about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.
At the start of the first interview, Taro Yoko, whose pen name is appropriately Yoko Taro, was surprisingly quiet. He took a gulp from a bottle of Diet Pepsi and looked me straight in the eye to say something. I myself looked to the translator, who laughed at whatever Yoko said. She began "Yoko-san wants you to write about how expensive the food and drinks are here, if you can. He says it's way too much."
[The following interview contains some spoilers for Nier: Automata, including the game's final ending.]
With Nier: Automata, you guys won a Game Developer Conference award. How do you feel about that?
Yoko: We heard it was a user's choice award where the players themselves select the winners, so I'm just really happy that the players have selected our game for winning the award.
How did PlatinumGames and Yoko-san first meet on Nier? Why did you decide on that project versus something like another Drakengard or a new IP as a whole?
Taura: I loved the previous Nier title, I was actually went to Square Enix saying "Please let us create a Nier sequel, because you haven't done anything with it for a long time." At the same time, there was coincidentally Saito-san, the producer for Nier: Automata, talking with Yoko-san that they wanted to do something together. It just so happened that it was the right time, right place and we met for the first time when we started this project.
When you started working on the Automata, did you know what it was going to be? Did you have an idea in your head of what a Nier sequel would look like after the first game?
Yoko: Not at all, I had no ideas for a sequel in mind. When I first heard that we might do a collaboration with PlatinumGames, the image I had of them is that they only create Sci-Fi action games. When I thought of that, I thought of what part of the Nier storyline might fit in with that Sci-Fi action gaming sequence, I selected the themes for Automata because I felt it just fits in with the PlatinumGames style.
PlatinumGames has a reputation for fast, often-challenging action games, but Nier: Automata is a lot easier. Was that intentional to keep it closer to the first Nier or perhaps a consequence of trying to make PlatinumGames action more mainstream?
Taura: That's actually exactly the reason why. Saito-san from Square Enix told us when the project started that, since the original Nier has a lot of female fans and a lot of non-action gamer fans, to make the game as fun and accessible as possible to people who aren't accustomed to playing difficult action games. We always thought of making the game into something that's fun to play for newcomers to the action game field, but also to the more experienced players as well.
One of the usual tropes of PlatinumGames is that, as the game goes on, it tends to escalate more and more to an explosive finale. Nier: Automata kind of messes with that formula a little bit by Ending A being a little bit more subdued and low-key and then goes up again and again until it finishes with endings D and E. Is that something you had to work with Yoko-san about, where the escalation and pacing would best fit the gameplay?
Taura: In terms of like a climax or increasing the difficulty level toward the end, it's not that different from our other titles, or at least we didn't feel like it was that different. The one major difference was that this was the first game that I've at least worked that had the leveling up element in it. So as long as you level up your character, the boss would be easier to defeat, but if you don't, then some of the enemies toward the end of the game would be very difficult. For me, the balancing between the difficulty level of stages and bosses versus the levels the player might be was the difficult part in creating this game.
One thing that we really had it easy with in this game is that Yoko-san's scenario and Okabe-san's music, once it's mixed into the battle, makes a really menial and indifferent battle sequence suddenly becomes this dramatic and grandiose battle with everything at stake, so I felt like that really helped elevate our battle sequences as well. We did have an easy time thanks to that!
With Automata, you started appearing at press conferences and as part of the marketing of the game, whereas previously you never did that. When you appear in public, you have been wearing a mask of Emil from the first Nier title. Why Emil specifically?
Yoko: Hmm. One of the answers I can give is that, and I do have a little more that I want to elaborate on, is that for one Emil in the previous title is just a strong character on its own, so it's more like an iconic image or character for Nier as a series. Another part of the answer is that Emil actually holds a great secret of the part of the Nier world and it's not all revealed with the games I've created so far. I'm not sure if I'll have an opportunity to disclose that secret, but if I do, I might one day create a game that delves more into why it's Emil and why I continue to wear Emil's mask.
I don't know if either of you can speak to this, but the trailers for Nier: Automata were a little misleading. They showed A2, who you play as late in the game, but with short hair, so she looked like 2B. Was that something you decided, to show those scenes but not make it clear who it was?
Yoko: There were trailers like that?
There was one specifically showing A2 fighting Hegel like that.
Yoko: Ahh, yeah. There's no reason! We weren't trying to hide A2 or mislead anyone, it just happened to work out that way.
Taura: We made so many trailers at some point we kind of didn't care what we showed.
Oh, wow, that's going to shock a lot of fans in the Nier community. People really believed in the theory that you were hiding A2 in plain sight the marketing.
Yoko: Haha, but it might not be the correct answer. Like Taura-san said, we made so many trailers that we can't remember them all, so I'm definitely happy to take the credit without remembering why.
Taura: Yeah, let's say we intentionally did that. For the fans. It might be true.
Yoko: But I can say, in one of the trailers is A2 fighting one of the Engels, one of the big robots. She actually has long hair in the trailer, but in the actual game, it's after she cut her, so she would have had shorter hair. That one was actually intentional, because we did not reveal before the game that A2 would cut her hair, so we actually made a scene specifically with long-haired A2 to take that trailer. So that's that shot was kind of a lie.
In the Automata DLC, the CEO of Square Enix Yosuke Matsuda, as well as PlatinumGames boss Kenichi Sato, are boss fights. Where did that idea come from and how did you get them to approve it? How did they react when you asked them?
Yoko: Haha, oh yeah.
Taura: The development team went to Square Enix and said "Please let us use him in our game!" Their reaction was initially saying "Uhm, are you sure you want to?"
We were thinking for a while of what we could do with the DLC, because we didn't have a lot of time to develop it, so we wanted to do something fun with it. When we were thinking about it, we saw that Final Fantasy XV used a character model of president Matsuda in one of their marketing assets. When Yoko-san saw that, he reached out and asked if maybe we could use that in the game at Platinum. We said that, if we get the character models, we could definitely use them for something in the game. We reached out to Square Enix and they gave us the model and we were able to use that character model for a boss fight.
If it was just that you were able to fight the CEO of Square Enix, then it would have just been the same as what Final Fantasy XV did, so we had to think of ways to spice that up even more. So we had PlatinumGames' CEO Sato-san appear in the fight as well. We also included background music that arranged their voices, we included their voices in the music, just to add a little bit more and beat out Final Fantasy XV. That BGM track is Matsuda-san and Sato-san's debut single. We didn't even get permission from them, so it's an unofficial debut single, and those are much rarer.
Speaking of crossovers, did you know that Nier fans have been trying get Katsuhiro Harada of Bandai Namco to put 2B in Tekken? Is that something you guys would want to do? [Note: This interview was conducted before 2B was announced as a Soulcalibur guest character.]
Yoko: For us, if we were asked, we would gladly say yes to anything for money. We're open to any kind of opportunities for anything, ever. Even if it's Candy Crush, if they want to use 2B, we will say yes, please go ahead and use her.
Actually, speaking of doing anything for money, you've never created a direct story sequel before, they've all been loosely tied together and many years apart. Saito-san has already said there will be another Nier game, if the characters are popular enough, would you create a direct sequel to Automata or would you change the characters and location again?
Yoko: I haven't thought about it once! Taura-san, where would you want to create a new game?
Taura: Actually, when I brought my concept document to Square Enix about a Nier sequel, I wanted to write a story about that prologue portion in the first Nier game. You know the beginning of the game, where you're kind of in Tokyo, in an area that's more modern? I kind of want to delve into that storyline a little bit more. So if I'm allowed to create a new Nier title, that's what I want to create. But that's just me speaking as a fan of the series, so I don't think that will actually happen officially.
Yoko: When I actually heard about that idea from Taura-san when we first started this project, I felt that it would be very difficult to make a modern recreation of Tokyo because it's the city that we constantly see every day. You just notice differences in the lies that we put in there, so I felt it would be very difficult to do to recreate a city that we know and see so much. But now that I know that PlatinumGames is such a good studio that they most likely will have that power and talent to be able to create that kind of video game world, I think that might be an option. Whether or not we'll do that is a different question, but it is a viable option.
One of the things you said before the release of Drakengard 3 was that you wanted to call it Drakengard 4 and just let people figure out what the theoretical Drakengard 3 was supposed to be. That's similar to what you did with Automata where the game takes place 10,000 years after Nier and people who played the first game were more confused than new players. Was that an intentional idea or something you've wanted to do for a while?
Yoko: It's not that I brought over that idea to Nier: Automata, the greatest reasoning why I did this is because I wanted players who haven't played the original title to enjoy Nier: Automata so you can enjoy the game without knowing anything about the previous game. That's the biggest reason why we took a storyline that's so far in the future that it really didn't have anything to do with the previous title.
A common through-line for Yoko-san's games is flowers: the lunar tear in the Nier series, the flower in Zero's eye in Drakengard 3, is that symbolizing anything in your games or is it just visual imagery you like?
Yoko: Well, I do like flowers in general, but yes, there is a greater meaning to it that I have with these flowers. It's the same as Emil like I talked about earlier, I just haven't revealed it anywhere. There is a meaning, which is why they keep on coming back in my games, but I haven't revealed it anywhere yet.
With the last Nier game, you had said that you built the game on the concept of people being okay with murdering people who are different. With Nier: Automata, the games actually became more fun to play and control and touch, do you think there's a danger in giving people that sense of ease in killing enemies in the narrative?
Yoko: In the previous title, I actually feel like I overdid that a bit. I did want to portray that enemies have a reason to live and a reason to fight on their own as well, but I feel like I forced that idea that I had in my mind a little bit too much on the players. So for Nier: Automata, I did not want to focus on it, I didn't want to impose my feelings and thoughts. I actually feel that it's fine if some people feel it's fun to kill in our games. If that's all that they feel from the game, then it's fine, because its their freedom to feel what they want from the game. To answer your question, I think that it's fine to have that happen.
Taura: I actually have the same answer, too. I feel like if it's fun to fight, that's great as a game designer. But if you feel bad to kill these cute little robots, that's fine with me as well. I feel like different people will have different reactions to the game and they will feel differently when they play the game, so I'm actually happy to create a game that creates those kind of differences within the players as well.
Yoko: That's a really good question for us, because if players felt that it was way too fun to kill these enemies that it started making them feel guilty, that's something we didn't really aim to do. Just as we mentioned earlier, I'm really happy that players were able to take it on their own and experience it on their own, then we didn't just provide something for people to take it as-is on face value. I feel like it's great that the players are now taking the game and experiencing it on their own and trying to figure things out on their own.
There was a time after 2B was revealed that people were asking you about her design on Twitter and you answered that you just like sexy ladies. That quote has become pretty famous and attached to you and a lot of people are reading into it. Is that a thing you still believe, would you ever take the quote back, or would you have ever changed 2B's design?
Yoko: [laughs] Don't straight men like cute girls? Isn't that common knowledge? I didn't realize that was a quote.
A lot of people use you as an example as a developer that just says what is on their mind.
Yoko: Before we released the game, on Twitter, because so many people were sending me 2B fan art, I said that "Send me a zip file of all your erotic fan art!" When I tweeted that out, my number of Twitter followers jump from 20,000 to 60,000 just with that one Tweet. I actually think it's because I did something that's more of a taboo in the western world where I talked about sexuality or gender that openly on Twitter, but that's actually...so, I do know that what I said did not just creative positive buzz and there's some negative buzz around it as well, but I feel like it kind of has to do with the Japanese culture where we're not too strict about gender and sexuality and being more open about talking about those things.
I think it's the same thing as reading manga as an adult, it's a little bit different when you think about it because in Japan that's more common, it's not considered something weird or something outlandish. With that kind of feedback that I get from fans, I just feel like it's the difference in culture between Japan and the rest of the world.
That is something you tend to tackle fairly often. Drakengard 3 was partly about sex and sexuality treated casually within the game's universe, is that something you feel doesn't translate across all regions?
Yoko: I actually don't think [translating across regions] has a lot to do with sexuality. I don't think it would have sold more copies of Drakengard 3 if I took away aspects of sexuality or added more in there. I feel that Nier: Automata sold well because we worked with PlatinumGames, so I don't think that has anything to do with a sexual nature.
For the original Nier, there was a lot of information on the periphery of the game like books with background information and short stories that answer questions raised in the game. Automata even had a stage play predating the game. Do you think it's harder for western fans to grasp the whole stories of these games when there's Japanese-exclusive media about it expanding the lore?
Yoko: Of course we can't localize everything because we have limitations in budget, so it's really difficult to do all of that, but I actually think there really isn't a need to know everything, either. The meaning I have behind Emil's mask or the flowers you asked about, like I said it's not revealed in the game at all or anywhere else yet, but no one really needs to know that to enjoy the game or enjoy the world or enjoy the game. More than gaining knowledge, I want players to cherish the experience they have when playing the game. It's more about that instead of the knowledge they could have for every question. Of course the theatrical stage play was more of like a YoRHa spinoff, but you don't need to know that to enjoy the game. Every piece, like the books and the stage play, is made in a way so that you can enjoy it by yourself, so you don't need that extra knowledge to enjoy it.
It may add a little bit depth to the knowledge that you have, but you don't necessarily need to have it. I do understand the otaku mentality that you want to know everything, you want to have everything answered, you want to collect everything, but I don't see the value in knowing everything. For example, just in real life, you might not know everything about the politics that surrounds the world or even in your own country, and there's really no point in knowing everything that happens in the world. Maybe a lot things, but not everything, right? What's more important is how you interact with people around you, immediately around you, and I think that's the same with video games. You don't really need to know everything that happens in the world to enjoy it.
Of course I do respect the freedom that the players feel as well, so if you do get mad that we can't localize everything in America, or America never gets everything, that's also something to be respected and I do understand the frustrations surrounding that as well.
When Nier: Automata released, it did so in a three-month timeframe that several other big Japanese games came out in the U.S., like The Legend of Zelda: Breath of the Wild and Yakuza 0. A lot of people started heralding those games as a return of Japanese development in the west. What do you think about going from fairly niche games to what some people consider the tip of the spear of modern Japanese development?
Yoko: First and foremost, just to speak about having so many good titles in that timeframe, my thought was "Are you people trying to kill me with this?!" In Japan, Horizon came out first, then it was Nier, then Zelda, and I think in the west, it was Horizon, Zelda, then Nier in North America. So we're literally sandwiched between those two with a two-week window in between each and they were all very similar to us in the futuristic setting. Especially for Zelda, it was one of the titles we copied in the first place, so I really felt like they were trying to kill us at the time.
Personally, not even thinking about Nier: Automata during that time frame, I was running around excited about all the fun-looking games coming as a gamer myself.
Hideki Kamiya [PlatinumGames] has once said that Nier: Automata saved Platinum. Is that something you agree with and how has the relationship been between PlatinumGames and Square Enix?
Yoko: Speaking from my perspective, of course Taura-san will likely know more about it internally at PlatinumGames...Kamiya-san, he's very laid back on Twitter, but when you actually really talk to him, he's a very serious person and very sincere. I guess Nier: Automata did generate sales for them, because I received a direct letter of gratitude from him saying "Thank you very much for creating a great game." I don't even know if we saved them or not in that sense, but just receiving that kind of message from was just very heartwarming and I was just really happy that I was able to provide such a game for them.
Taura: You could make the headline of your article "Yoko Taro Saved PlatinumGames" and that's definitely true.
Yoko: It's a very true headline.
Why do both of you think that Nier: Automata was more successful than Yoko-san's previous games or most other PlatinumGames titles?
Taura: Mainly because PlatinumGames' sensibilities were much better than Yoko Taro's.
Yoko: I actually think it's the Square Enix brand, the name Square Enix gives a more reliable feeling to an otaku type of title. PlatinumGames' strong name being known for making really good action games and I think the combination of the two really helped. This time with Nier: Automata, we sold about 2.5 million copies and the previous title we sold around 500,000. For the last game, we weren't really in the red, but it wasn't exactly a success either. We have these passionate fans that really supported the time from announcement and the series as a whole. Of course for Automata, too, we had a very passionate fan base including the media and including yourself that gave impressions and articles that helped make the game into a success, so I'm just really grateful for the fans and media alike that really supported the title and were passionate about it.
[The remainder of this interview took place a few weeks later with Taro Yoko and Nier: Automata composer Keiichi Okabe. Okabe is also known for his work on both Nier titles, Drakengard 3, Tekken, and contributing some tracks to Super Smash Bros. Ultimate. Before we started recording, Yoko said it will be okay if I asked Okabe most of the questions and I remarked that I wouldn’t want to make him jealous. He paused for a moment and then said it doesn’t matter because he would get paid either way.]
You two have been working together for a long time, I was curious how much the music composition is tied in with the writing. One of the city themes in Nier: Automata uses similar composition to a track in Nier. Does that come from the writing or the musical identity of the series?
Okabe: Since Yoko-san is I feel the type of person that doesn't want to do the same thing over and over again, even if he did receive praise for what he did previously, I kept that in mind while I was composing music for Nier: Automata. I also wanted to have some kind of connection that you would feel as a player between the previous title and this one, so I used similar tones from previous titles or from the previous game. It might not be exactly the same, but I used some similar types of music lines from the previous title so that you might feel that kind of connection.
But we do have tracks that are arrangements of previous tracks from older titles, but that was mostly for fan service.
I kind of wanted to drill down a little bit this time and get to the core of your philosophy of why and how you make games. If you had to pick a reason to hold up and say "This is why I make video games," what would that be?
Yoko: I feel that video games, amongst all the different entertainment mediums, have the most freedom in what you can do as a creator. For example, in a film, if you are able to control movement, then that's no longer a film in my eyes. In video games, you could have film-like cutscenes and videos, you could have them going on forever as much as you would like as a creator. That kind of freedom to do that is what I really wanted to do and I feel like video games are what provide me that option, even if I never do it.
Is there any kind of message you use games for that you want to convey to your audience or anything you want them to hear from you? Or do you prefer to let them take whatever interpretation they get from your games?
Yoko: It's the latter. I would want our players to freely interpret what I've created just on their own, to grasp something for their own. I feel that's one of the interesting aspects of video games is that you are able to freely interpret what's being shown to you. I also feel like the players make the game whole by playing it. The action of playing the game I feel has meaning in itself and because of that I want the players to find something from the game, feel something from the game, for themselves.
Nier: Automata won a number of awards, Okabe-san you won best music at The Game Awards, Automata won the audience award at GDC. Is there any pressure to appeal a more mainstream audience with your next game?
Okabe: For a popular title that will be played by many, it doesn't really matter what kind of genre you put out musically. I will still be interested to compose music for those if possible. I would have to take a different approaches to those kind of mainline titles, whereas for Nier, I felt that the music can be more geared toward a core audience where only those who would understand the music would play it. But at the same time, once you understand, I want you to be deeply affected by it. That's what I aim for with Nier. If I am to work on a way more mainstream title next time, I will have to change that mindset I have as a composer, but that would be something I'd like to challenge myself more. To answer your question, yes, I'd like to try that, but I'd also do whatever kind of jobs I'm assigned to.
Yoko: For me, my games I actually think are really niche. How Nier: Automata was so successful was actually just a coincidence. To make a successful game is something that I can't really aim to do, so I think that I'll probably return to my small and dark corner, my niche corner, with my successive titles.
Who would you both consider your inspirations for writing and composing?
Okabe: For me, it's obviously more of a composer than a writer, but I don't really focus on one person. I tend to just try to get music here and there and have a wide net. I am greatly affected by people who I've listened to in my youth, like Japanese composer Ryuchi Sakamoto, Ennio Morricone who creates film music, and also pop music like Michael Jackson and Madonna. I am affected by those as well.
Yoko: I have received inspiration from a lot of things, but I think personally expressions in film or any like visual production is something I'm deeply affected by. For example, Neon Genesis Evangelion by Hideaki Anno, that was really a strong influence on me. Also, the drama series 24, the way that they incorporate speedy and complicated constructions of storylines was something that was very new at the time. Just throughout the timeline of visual production, I think there's a sudden burst of evolution, and I think that "that" moment in a title that does that just greatly affects me and becomes an inspiration for me. But I feel that can be said for the rest of the world.
Lately, anything that Christopher Nolan creates I think is very intriguing where he tries to include deep knowledge and thoughtfulness into what he creates. I'm very interested in this new wave of evolution.
Last year, with the release of Animal Crossing on mobile, you talked on social media about how it was your favorite game of the year because you created a narrative where the characters were all unwillingly imprisoned in the camp. Do you often create your own narratives for games?
Yoko: I do that for some games and I don't for others. Off and on, I guess. It's a lot easier to create my own storyline per se for a more primitive game. For example, in Zelda: Wind Waker, you start off with a grandma and your sister living on an island and it's really happy and joyful and there's really no reason for Link to get out of there and fight Ganondorf because you're already living happily. You don't need to get out of that happiness. As a gamer, I felt the kind of sadness to have to leave that happy island life.
In Dragon Quest [V], you have to choose who you want to wed, and I felt that I couldn't really get into liking either of the characters. I also couldn't find the point of having to decide who I want to marry, so I just at that instant I turned off the game and said "My journey ends here!" My mind narrated "The three of them went on the journey and lived happily ever after, the end." That was my ending for Dragon Quest V.
Around the release of Drakengard 3, you spoke about how it's not possible in this industry to make a six-minute game and sell it for $60, no matter how good those six minutes are. Is this something you still think?
Yoko: That analogy was given to explain that, no matter how much you try to make a game really good, there's a limit to what you can do. If you are to create a six-minute game, because you can't go through a lot of different stages, you would have to create one stage. Which means that you could really refine the quality of that one stage without having to put in a lot of money into it and a lot of manpower into it. Also, because it's only six minutes, you can't really have too many characters in it, so you could focus on one or two characters at max. By doing that, you could refine the quality of those two characters. But because you're time-limited, no matter how much you refine the quality of the world around you or the characters, if you're limited to six minutes there's just so much you could do that the game won't become good at all. That was an example for me to say that there's a limit to what you can do in video games.
Okabe-san, in the music for a lot of Yoko-san's game, you use constructed or uncommon languages, is there a specific reason for that?
Okabe: [laughs] Yeah, for one, because it is Nier: Automata, Replicant, and Gestalt, they all take place in a unique world, even though they're in the timeline of our current world, it's so much in the future that it should feel kind of foreign. That's one of the reasons why I went for language we can't understand, but another is that, in games in the past, game directors actually got mad at many occasions for including vocals into the soundtrack. They were saying that it would become too distracting from the gameplay and would distract the player. It was considered more of a taboo, so for Nier, I included vocals in there without a language you could understand more for the sound that you get from the words. It wasn't to convey any meaning of what was being said, but more for a sound impact.
Yoko-san, you tend to have very sad endings in your games, with the exception of Nier: Automata which is as happy an ending as you can get with most characters dying. Why do you tend to write toward more sad endings and do you feel like Automata's happy ending fit the game better?
Yoko: The reason why I created endings that end on a death is because, until now I was creating games where you would kill a lot of enemies, but I've always felt that it doesn't feel right when the protagonist has a happy after they've killed so many enemies during the course of their journey. That's why in Replicant and Gestalt, or my previous titles, the protagonist pretty much ended up dying because I didn't feel like it was right for them to have a happy ending. But for Nier: Automata, 2B and 9S, from the time that they were given life, they've been killing a lot of enemies, but they've also been killed by them many, many times, and regenerated many times. They've actually been killing each other, which you find out at the very end, many, many times as well. So I felt that kind of cleansed them of their sins for killing so many enemies, which made me feel that a happy ending was more fitting for those two.
Do you feel like that cycle of violence and death and the consequences of that are human nature?
Yoko: I think the reasons why we kill in video games do kind of shine light on what's kind of broken within humanity or humans in general. We want peace in the world, but we also enjoy killing others in video games, like shooting guns in video games. I think that's karma in a sense for humans, the way that video games grasp the true essence of humanity, whether or not that's what they were aiming to do.
Is there a series that you know, like Persona or Yakuza or anything like that, that either of you would want to work on?
Yoko: A series or anything?
It can be anything.
Yoko: Personally, it's not a Japanese title. I'd actually love to see how western titles are developed, because I have no insight into how they're made. There was a moment in time where I felt that it might be fun join a western development to see how things run. Of course there's the language barrier that would make it difficult for me to do that, but generally speaking I feel that western storytelling follows kind of a similar route for all the stories that western mediums create. I would feel it fascinating to find out why western games use certain flows and storyline arcs.
Okabe: I'm kind of a fanboy myself, so there is a part of me that wants to work on major titles like Dragon Quest. I feel that if I do work on those titles, the pressure of working such a known title would be just too big and because there is a part of me that really loves that series, I feel like I would try to skew my music in a way that would fit into that series instead of trying to create music that I think is good. I don't feel like I would be able to bring out the best quality in my music if I worked on those big titles, because of that pressure and because of the image I have of those titles in my mind. Currently, my want to work on those major titles and the part of me that's telling me I shouldn't do it are about equal.
Were either of you surprised by Nier: Automata's success?
Yoko: [in English] Oh yes.
Okabe: For me, I live in Tokyo and developer PlatinumGames live in Osaka, so we did have quite a distance in-between, like literal physical distance between us. From the moment that I created the music to when I was able to see it next, there was a big gap in time, so when I was able to my music in the game for the first time, the game was pretty close to finished, they were almost done with development. At that moment, I thought "Maybe this one might sell?" But at the same time, I didn't think it would become this big of a success, I always thought it might do better than the previous titles, but it was like a hunch that I didn't feel until this time in Yoko-san's titles. I did have some kind of a gut feeling that it might do well.
The last song of Automata, Weight of the World, had a chorus with the entire game's development staff at PlatinumGames and Square Enix singing along to encourage the player. Why did you decide on that for the final song of the game?
Okabe: I didn't remember this, I actually forgot about it for a while, but Yoko-san actually came to me telling me that he wanted a chorus at the end of the game pretty early on in the development process. I apparently made disgruntled face at him and did not remember why I even made that face or even that I made that face. After a while, I actually remember why I had such a reaction with the disgruntled face, because there's a couple of different types of choirs, but Yoko-san likes the more classical choir, so when he requested that he wanted a choir, I thought he wanted that classical type of choir at the last part of the game. At that moment, I thought "Well, that doesn't really fit in with the game plan, I don't really want to do that," which is why I had that expression on my face. After we talked about it, Yoko-san mentioned that wasn't really what he was going for, he said that because that last scene is all about all these different people helping you, he wanted everyone to sing, he wanted it to feel like everyone is singing there with you as you play.
When I thought about doing that, and I actually agreed that might be a good idea, because in Nier: Automata all the choir vocals that you hear in the game, it's actually recorded by a small group of singers, I just overlapped their voice so it sounds like a big choir. Because that last part of the game is more about you playing amongst a lot of people, I felt that taking that approach again of overlapping voices again would not really work. So I reached out to the dev teams because they were working on that part and I thought it would be a good idea to have them put themselves in the game as well. I also thought that they don't need to have a good voice, it's just to give that feeling that you're playing with all these developers.
Development teams from Square Enix, PlatinumGames, and also some composers from my company who didn't work on Nier: Automata are singing in it as well. There's also children of PlatinumGames developers and their family actually singing in it as well. That was the reasoning behind why we decided to do that at the end.
Has there ever been, in all your games you've made, an idea you had that you had to be talked out of?
Yoko: For the first Drakengard, I had an idea of [Japanese pop-star] Ayumi Hamasaki, like her character model, wearing all-silver spandex, like a giant version of her descending from the sky and you would fight against her by music. Everyone else on the staff shut it down. It does still leave that kind of music game essence kind of in there, but the part Ayumi Hamasaki comes out in silver spandex has been taken out.
Isn't that kind of similar to Drakengard 3's actual ending?
Yoko: Similar, but I actually wanted to go for something funny, or shockingly stupid. But no one would let me.
Source:
https://www.gameinformer.com/…/talking-to-yoko-taro-platinu…
how to write a project plan 在 喬寶寶 Qbobo Facebook 的最佳貼文
Love is everywhere❤️
[#WrittenBySimon] From Gill Paul to Qbobo: Prime act of an Indian Hongkonger
Gill Mohindepaul Singh may not be a familiar name to most Hongkongers but how about Qbobo (literally cute baby in Cantonese)?
We got to know him through TVB.
Many Hongkongers were amazed by this hunky Indian’s versatile, hilarious dance and juggling and most importantly, his almost irreproachable Cantonese. He shot to fame shortly after his maiden appearance in the reality TV show Minutes To Fame in 2005. That was how he earned his affectionate stage name “Qbobo”.
Qbobo was born to a Hong Kong Indian family in 1969. Before making his first splash into the entertainment industry, he worked as an assistant officer at the Correctional Services Department for more than 16 years.
In the next decade, as one of TVB’s most beloved actors, he appeared in more than 40 TV dramas, in particular sitcoms, and in a dozen comedy and action movies as well.
But his growing cult following among locals, including South Asians, didn’t help when his wife, who had been living in Hong Kong for more than 20 years, was denied a Hong Kong passport in 2012.
His wife originally planned to apply for the travel document for easier trips to Scotland where her younger son was attending school and receiving treatment for spine problems.
The Immigration Department didn’t bother with any explanation for the flat refusal, citing “confidentiality”.
Qbobo told media it was a big letdown and he couldn’t understand why since many of their fellow Indians in Hong Kong who couldn’t speak fluent Cantonese could get their Hong Kong passports.
That, ultimately, forced the couple to decide to emigrate to Scotland for the sake of their children. Like all the new arrivals there, Qbobo had to be physically in Scotland for the most part of the initial years so as to qualify for residency. That forced him, very reluctantly, to bid farewell to his fans in Hong Kong.
Qbobo started a new chapter in his performing career a year later when he returned to Hong Kong. In July, with the help of stenographers, he published a book in Chinese, Made In Hong Kong, a memoir of his own life and that of other South Asians. It’s a first-person account of the living history of Hong Kong’s ethnic minorities.
“Hong Kong is my home. I’m always proud of my Hong Kong identity,” he wrote on the cover of the book.
“We also love fish balls and steamed rice rolls. We also grew up watching Bruce Lee and Stephen Chow movies. We South Asians are all made in Hong Kong. Can society count us as Hongkongers?” he asked at the end of the book.
I recently had a casual chat with Qbobo, in Cantonese of course.
==================
Shen: Many of your fans are still curious about your family. Tell us how you grew up in Hong Kong.
Qbobo: My grandfather went from India to Shanghai alone in the 1930s and worked in the British Settlement. Later, he raised his own family there. They all fled to Hong Kong after China fell to the communists in 1949.
I went to Matteo Ricci Primary School, where most of the students were locals, and very quickly learned to speak Cantonese and how to use chopsticks.
My father was rather worried that I might become too “Chinese” and decided to send me to Sir Ellis Kadoorie school (Sookunpoo), a government school for ethnic minorities, so as to mingle more with my compatriots and other South Asians.
I joined the Hong Kong Correctional Services and I started to pick up my Cantonese with the help of local colleagues. I ended up spending 16 years there.
I don’t think my childhood was anything different from other Chinese kids back then. We all played in street parks, adored Cantopop singers like Leslie Cheung, Alan Tam and Samuel Hui, watched TVB’s children show 430 Space Shuttle every afternoon, and of course went to movies for Bruce Lee, Chow Yun-fat and Stephen Chow.
Shen: But still you live in two cultures — the local one and the Indian one. How did that influence your childhood?
Qbobo: I usually ate a lot of fishballs after school and I also used chopsticks like my classmates. But at home my father always wanted us not to forget our own culture and where we were from. We spoke Punjabi, went to Sikh Temples and all family members would put on traditional clothing (long loose trousers and a long sleeved jacket for men, long trousers over dress known as Salwar Kameez and Chuni (scarf) to cover the head for women) every Sunday.
Shen: What made you give up your job to become an actor?
Qbobo: Perhaps I was born with a penchant for acting. I liked to sing Alan Tam songs so my colleagues signed me up for a TVB reality show in 2005. At the beginning, I just wanted to let people know that South Asians could also sing in Cantonese.
I entered the finals and got many show invitations and so I resigned from the Correctional Services.
I wanted to project a positive image for Indians and other South Asians in the city. Throughout history people from India contributed greatly to Hong Kong — most of the officers were Indians in the earliest days of the disciplined services, the University of Hong Kong was established with large donations from Sir Mody and other Indian businessmen, the Star Ferry was founded by an Indian Parsee merchant and we all know that CLP is owned by the Kadoorie family from Mumbai.
But the government is now under fire for taking in refugees from South Asia and granting them non-refoulement permissions. This has somehow affected how Hong Kong society sees the entire South Asian community.
Shen: Why did you want to publish the book?
Qbobo: I had the idea for years. I have always been wondering what makes a person a genuine Hongkonger. Are Hongkongers ethnic Chinese only? As a metropolis Hong Kong has residents of all races and color. Since I was born and raised here, I consider myself a Hongkonger, even though some may not agree.
Racial discrimination is everywhere in this world and the problem in Hong Kong is not that serious by comparison. I have the luck to be an actor and I hope I can do something to raise people’s awareness of the life and rights of South Asians who also live here.
Shen: Since you’ve also lived in Scotland as well, tell me which place you like more, Hong Kong or Scotland?
Qbobo: I still love Hong Kong more, it’s my home.
We emigrated because we had to plan for our kids after my wife was denied a Hong Kong passport. We tried our best to settle into society but sadly there are still some hurdles, some arise from government policies or the system itself.
One more thing, Hong Kong’s political status is worrying, with all the dissension among people getting deeper rather than healing up. The housing problem has shown no sign of improvement either… Homes are getting ever smaller and more expensive.
All parents want a better future for their kids, so do we.
Shen: What are the problems and difficulties South Asians face in Hong Kong?
Qbobo: It’s not easy for Indians, Pakistanis or Nepalese to find a job. If you don’t speak Cantonese or can’t write or read Chinese, you just can’t get hired even if you have a college diploma.
Say if there is also a Westerner candidate who doesn’t know Chinese either, the chances are that the white guy is more likely to land the job.
Chinese language capabilities are vital for South Asians if they seek to move up the ladder and thus the government has been allocating more resources to training programs and vocational Chinese language courses.
Shen: How do you plan for your future career? Are we going to see more of your TV dramas and movies?
Qbobo: My wife wants me to go back to Scotland to spend more time with her and our kids and I think I may call it a day for my career in three to four years’ time, perhaps in 2020.
But I will always carry my Hong Kong identity even if I leave and don’t come back one day. Hong Kong is always my home.
how to write a project plan 在 業輝馮 Youtube 的精選貼文
大家好,我來自馬來西亞
在艱難的2020年,我透過留學的方式來到了紐西蘭拍攝
為了完成這組作品,記錄下最原始純凈的中土世界自然風光
我花了10個月時間實現新西蘭南北島自駕大縱走,超過32000公里的旅程
Hello everyone, I am Yap Hui Phong from Malaysia.
In 2020, I filmed a video by studying abroad in New Zealand.
In order to complete these works, I recorded the most primitive and pure nature of New Zealand.
It took me 10 months to realize a self-driving trip across the North and South Islands of New Zealand. The total mileage exceeds 32,000 kilometers.
從北島的塔拉那基山,到南阿爾卑斯山的最高峰庫克山
從東海岸廣袤無垠的坎特伯雷平原,到西海岸郁郁蔥蔥的冰川雨林
我背著30公斤的器材上到高山之巔等待日出的到來
也在同一地點蹲守數日,只為等待落霞與孤鶩齊飛的一刻
我迷戀於波瀾壯闊的太平洋,也驚嘆世界上最大的星空保護區下的萬點繁星
我曾在38℃的炎熱高溫下熱淚盈眶,也在-12℃的刺骨寒風中瑟瑟发抖
From Mount Taranaki on the North Island to Mount Cook, the highest peak of the Southern Alps.
From the vast Canterbury Plain on the east coast to the lush and glacier rainforest on the west coast.
I carried 30 kilograms of equipment to the top of the mountains to wait for the sunrise.
Staying at the same place for a few days, just to wait for the moment when the sunset and the lonely bird fly together.
I am obsessed with the magnificent Pacific Ocean. And also marvel at the view of stars under the world's largest International Dark Sky Reserve.
I used to have tears in my eyes under the hot temperature of 38℃, and also shivered in the freezing wind of -12℃.
奔山赴海,只為心中的熱愛
無所畏懼,只因那不屈的執念
忘了有多少個夜晚,我癡癡地守候在三腳架前,等著將滿眼的星河燦爛一點點寫入相機裡
拍攝照片超過20萬張,不斷購買硬碟用以儲存檔案,經過1000多個小時的後期制作,最終精簡成這12TB的素材
也忘了有多少個夜晚,我伏案電腦前,一次次調整修改照片的每一個細節,常常不知不覺中发現窗外天色已微亮
I can go over the mountain and across the sea, just because I love and enjoying in filming.
I am fearless, just because of the unyielding obsession.
Forgot how many nights there were. I was waiting in front of the tripod to write the entire galaxy into the camera bit by bit.
I keep buying hard drives to store the files. I have took more than 200,000 photos and post-production more than 1,000 hours.
Finally reduced to this 12TB material.
I also forgot how many nights there were. I seat in front of my computer adjusting every details of the photo again and again. And often unconsciously find that the sky outside the window is slightly bright.
為了新西蘭最能代表春天的魯冰花,拍攝到完整的四季
我再一次申請延長留在新西蘭的簽證,守候蒂卡波湖畔半個月,只為捕捉到魯冰花盛開的那一刻
為了捕捉螢火蟲的美,我深入與世隔絕的深山洞穴,雙腳浸泡在溪流中三天才拍出想要的畫面,在這三天里都與螢火蟲為伴
In order to be able to capture the Lupins which represent the spring of New Zealand, and also to film the complete four seasons of New Zealand.
I applied for an extension of my visa once again to stay in New Zealand. And waiting by the Lake Tekapo for half a month, just to capture the moment when the Lupins bloom.
In order to capture the beauty of Glowworm, I went deep into the cave in the isolated mountain. My feet were soaked in the stream for three days before I took the picture I wanted.
而這部作品也成功獲得了8KRAW攝影大賽 第一名
在全世界最頂尖的團隊所辦的比賽,我很幸運拿到了夢寐以求的獎項
還要感謝精研國際 呂文元導演一直大力支持我的計劃
得到精研國際的支持讓我設備,技術大幅升級得以製作出高規格的作品
這也讓我更加堅定追求心中的熱愛,繼續去追逐我的夢想與創作
Fortunately, the film also successfully won the first place in the 8KRAW photography contest.
In the competitions held by the best teams in the world, I was lucky to have won the coveted award.
I also want to thank Director Wen-yuan, Lu of HD.CLUB CO., LTD for supporting my plan.
With the support of HD.CLUB CO., LTD, my equipment and technology have been greatly upgraded to produce high-standard works.
This also makes me more determined to pursue what I love and continue to work hard on my dreams and creations.
器材方面/Gear:
製作8K 的設備 Production 8K Equipment:ASUS ZenBook Pro Duo 15 UX581GV
Higrace 投入式漸層濾鏡系統:ZERO R0.6 | R0.9 | S0.9 | NDCPL32 | ND1000
YC 洋蔥熱狗滑軌 l 飛宇Qing l Vixen Polarie
Sony A7R4 | A7R3 | A7R2(MOD)
-Canon 16-35 F2.8 L ii
-Sigma 24-70 F2.8 Art
-Sony 100-400 F4.5-5.6 GM
-Sigma 14 F1.8 Art
-Sony 24 F1.4 GM
-Sigma 40 F1.4 Art
軟體Software:
LRTimelapse | Adobe Lightroom | Premeire l DaVinci Resolve 17 | After Effects | Media Encoder | Photoshop
若有縮時專案或8K縮時素材授權需求
If there is a time-lapse project or 8K time-lapse material authorization needs,Manufacturers are welcome to cooperate
LINE:yaphui96 Mr.Phong,馮先生
Email : yaphui01111740800@gmail.com
關於我的故事:https://www.youtube.com/watch?v=gFtcGnjyIEQ
臉書FaceBook : https://www.facebook.com/yaphui1996
INSTAGRAM : https://www.instagram.com/yh.1102/
音樂Music:Cassiopea - FullMix-15297
Maximum Impact Aurora 3149 - Look To The Stars 3149/7
影片歡迎個人非營利 FB 分享
how to write a project plan 在 How to write a project plan in 6 steps | monday.com Blog 的推薦與評價
Mar 26, 2018 - Learn the six simple steps to writing a comprehensive project plan that will guide your teams and project KPIs to success. ... <看更多>