"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about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.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…
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family camp budget 在 謙預 Qianyu.sg Facebook 的最佳解答
【加減乘除的人生】
I have been very broke and very broken before.
(60 cents in bank, hello!)
In those dreadful days of brokenness, I spent countless long nights binge watching Youtube and blog surfing. From midnight all the way to dawn.
I lamented at how many other people are more successful, eloquent, smarter and better-looking than me.
Influencers, bloggers, content creators, Youtubers...
The more I watched and read, the more broken and stupid I felt.
My failed businesses have knocked the wind out of me and I lost the confidence to be a Feng Shui practitioner, despite Shifu and my husband egging me on.
I assumed I would suck at it, just like how I failed at everything else.
I hid for a very long long time in my eggshell, refusing to tell people that I know Metaphysics or the Dharma to help them with their life problems.
I can't even help myself. How am I qualified to help them?
Fast forward 5 years later, I am blessed with a growing audience through my writing and FB Livestreams.
That I am able to monetise what I have been learning for the past 11 years and changing people's lives, one Bazi at a time.
What's more astonishing was I self-taught myself into doing up videos on the topics that matter most to my heart.
Watching YouTube make my dreams come true. #yesmumthatstrue
You may have read that I produced a Vesak Day video, a Mothers' Day video, a Summer Health Guide and a Father's Day video for Shifu in the last 2 months. Their combined total views are over 3000.
It felt bittersweet to hear from my husband he liked my videos.
You see, years ago, when I was crippled by my business, I asked the Husband if his company needed a marketing person for their social media.
I thought they could do better in their FB marketing and gave him a lot of ideas.
The husband brushed me off, saying that his boss was unlikely to have the budget to take me in. I tried bargaining for just $200/mth for trial. But was turned down flat. #stingy
I was forced to come out and do something on my own. #女人當自強
Life feels like a Ferris wheel of deja vu sometimes.
2001. My first attempt in doing videos started in NUS Buddhist Society. I was sought to be the Vice-Chairperson in the Freshmen Orientation Camp committee. At that time, my mum bought a Sony camcorder and somehow we came up with the idea of doing a video, introducing Buddhism to the freshies, modelled after the 城人雜誌 variety show.
We went to a few temples in Singapore, of Tibetan, Mahayana and Theravada linages, showcasing the difference in various styles of prostration and offerings. My Chairman Vincent Kwan and another Comm. member starred in the video, while I did the voiceover and shooting.
I had to beg my Bizad friend who was a whiz in IT stuff, to help me edit. I parked like an owl at his home for several nights till after midnight.
Despite all the efforts we put in, the video wasn't well-received by the freshies. They felt Buddhism is one complicated maze after watching it. But the seniors liked it.
I learnt the importance of understanding my target market and perceived customisation.
Not that I understood that better when I did businesses.
I only got it after I became a Feng Shui practitioner and marketing online for a year through more trial and error.
Before the few videos I did this year, I had produced videos for Shifu a few years back. They received generally good response on his budding FB page. Despite being very low key, he has major underground Peach Blossom Luck and much goodwill among his clientele after all.
But nothing like these recent videos that get shared 11-13 times, with reach over 500-600% of the page's fan base.
I don't know what clicked inside me this year, to be able to produce videos that people like.
To be able to do FB Lives that get shared, reacted and commented, and be told that I'm natural on screen, when I used to have onscreen fright.
Feels like Disney magic at work, doesn't it? (Okay, I admit I used Feng Shui.)
I look back and discover life is a game of arithmetic.
My story-telling competitions in primary school.
A librarian in secondary school.
My leadership roles in JC and NUS.
My key role in project presentations in Uni.
Door-to-door and telephone surveys.
A barista in Coffee Bean.
Modelling for Carrie's.
A banquet waitress at Royal Scotts (where the fish head flew onto the table, sauce and fish eyeballs and all, as I was cutting up the fish)
Tutoring children.
Meeting tens of thousands of passengers in SQ.
Being the merchandiser, photographer and graphics designer for my failed blogshop business.
Tagging along the generous and strict Shifu, who taught me for free all these 11 years.
Knowing Sam Choo and Tavia Wong, in 2015 July, opened up my eyes to the IM world and learnt branding + FB marketing knowledge that my NUS professors miss out.
The rejections, the failures...
Take out any one of these, and I would lose that courage, gungho-ness, eloquence, marketability and skilfulness in handling people and trying new things, that you see now.
I sometimes see clients who lament about their less-than-desirable family backgrounds.
Or their companies who do not give them the pay and environment they crave.
Or their partners who always hold them back.
They tell me their dreams and ask me what they can do.
I would eagerly tell them their favourable elements and industries to work in.
Over time, I observed clients can know how to use their favourable elements, and yet have massively different results.
The difference lies not just in their attitude towards life, but what skills they have amassed over the years.
People have dreams, but few make serious effort to gain a skill that will push them an inch closer to their aspirations.
Or they get so caught up in life's dramas that they forgot they can.
I have seen too many clients resigned to tough life. Especially those with children.
It's like they have bid farewell to Life, before they even get near the coffin. #趕去投胎嗎
My Bazi indicated that I would be doing what I studied as a career.
I was telling Shifu, strange that I wasn't.
He told me, I was. With all the heavy duty articles I post on FB, the copywriting I learnt, landing pages, 50 over FB Livestreams, 11 workshops, I am marketing Chinese Metaphysics and Dharma.
Derrick, my web designer, remarked that he had never seen a geomancer who does marketing online the way I did. Very different from what he had seen.
I realised they are right. I am very marketing-slanted in the way I do things. NUS Bizad will be so proud of this alumni.
On my down days, I would think it is too late for me to be doing all these when I'm hitting 40.
On my up days like today, I would think if not now, when?
The more you practice, the more polished you get at doing something.
You have seen me at my most amateurish on FB, writing and doing Livestreams.
I hope it had inspired you in one way or another. If not for the better, at least don't make the same mistakes I did. Make better ones. 😄
If you wish to join me on my journey, as I take my baby step into Youtube, you can subscribe to me at:
https://www.youtube.com/channel/UCweF0iGnkE2kxMlMDcDvnqA
There is only one video uploaded so far. No channel art. No fancy words. No custom URL as I would need 100 subs before I qualify.
That 4-minute video was my very first video on Chinese Metaphysics and got me over 1459 views on Facebook, since 2016 June.
I only have 350+ friends now. Does that mean each of you watch it thrice? 😍
I will gradually edit my FB videos, throw in the subtitles, and upload them on Youtube. It won't be monetised so that next time, you can binge watch my videos with no interruption.
While I have a couple of videos in the pipeline, I do not have concrete plans what I wish to do for my Youtube channel.
But life is a game of arithmetic. As long as I am moving in my favourable direction, I am going to grow into a health stocky broccoli. Non-GMO.
Stay with me, my friend. Let's see how high we can soar together.
My barebone channel -
https://www.youtube.com/channel/UCweF0iGnkE2kxMlMDcDvnqA
.........
Fun fact: I'm still using a Sony camera for my videos.
📸: The man who didn't want to employ me
family camp budget 在 Bodyslam Facebook 的精選貼文
ทำไปได้อะไร / โดย เพจลงทุนแมน
ตูน บอดี้สแลม คือ ใคร
ทำไม ต้องลงทุนวิ่ง จากอำเภอเบตง ถึง แม่สาย
55 วัน กับระยะทาง 2,191 กิโลเมตร
เพื่อขอบริจาคคนละ 10 บาท จาก คนไทย 70 ล้านคน เพื่อโรงพยาบาลศูนย์ 11 แห่ง
ทำไม ต้องเป็น ตูน บอดี้สแลม และ ตูน บอดี้สแลม ได้อะไร จากการวิ่ง?
ตูน หรือ นายอาทิวราห์ คงมาลัย อายุ 38 ปี เกิดและเติบโต ที่ สุพรรณบุรี เรียนจบมัธยม ที่ โรงเรียนสวนกุหลาบวิทยาลัยและ จบนิติศาสตร์ จากจุฬาลงกรณ์ฯ
ตูนได้รางวัลชนะเลิศจากเวทีการประกวด Hotwave Music Award จึงได้เซ็นสัญญากับค่ายเพลง music bugs และออกอัลบั้มชุดแรกชื่อ ละอ่อน และภายหลังได้ ตั้งวงขึ้นมาใหม่ ชื่อ Bodyslam
ตูน นอกจากเป็นนักร้องเพลงร็อคแล้ว ยังมีความสามารถด้านกีฬา ได้เข้าร่วมการแข่งขันเทเบิลเทนนิสชิงชนะเลิศประเทศไทยในปี 2554 และ 2555 และเข้าร่วมการวิ่งการกุศลอยู่เสมอ
เมื่อ 3 ปีก่อน ตูน ได้ย้ายมาอยู่บางสะพาน จังหวัดประจวบฯ โดยปีที่แล้ว นายแพทย์ เชิดชาย ชยวัฑโฒ ผู้อำนวยการโรงพยาบาล บางสะพาน ได้เชิญตูนมาร่วมงานวิ่งการกุศล เพื่อ นำเงินบริจาคที่เหลือมาซื้ออุปกรณ์การแพทย์ที่ขาดแคลน
เมื่อไปที่โรงพยาบาล ทำให้รู้ว่า นอกจาก ผู้ป่วยยังต้องนอนตามเตียงทางเดิน เครื่องมือพื้นฐานในการรักษา ไม่มี หรือมีก็ไม่พอเพียง อาทิ ตู้อบทารกแรกเกิด มีแค่เครื่องเดียว เด็กเกิดใหม่ต้องแชร์เครื่องฉายไฟ จำนวนเครื่องฟอกไต ก็มีไม่พอ คนไข้โรคไต ต้องรอคิวใช้กัน
การจัดงานวิ่งการกุศล มีค่าใช้จ่ายสูง อาจจะไม่มีเงินเหลือพอสำหรับการซื้อเครื่องมือแพทย์ ซึ่งแต่ละอย่าง ราคาเป็นหลักล้าน
ทำยังไง ให้ได้เงินบริจาคมากที่สุด โดยไม่ต้องหักค่าใช้จ่ายใดๆ?
คำตอบคือการ "วิ่งคนเดียว" ของตูน
ถ้าวิ่งคนเดียว ก็ไม่จำเป็นต้องมีเงินซื้อเสื้อวิ่ง ค่าอาหาร ค่าเต้นท์ ค่าเหรียญ
แล้วทำไมต้องวิ่ง?
สาระการวิ่ง ก็เพื่อสื่อสารให้คนรับรู้ ว่า โรงพยาบาลมีปัญหา ไม่ใช่การวิ่งเพื่อใครชนะหรือถึงเส้นชัยก่อน วิ่ง 10 วัน เพื่อให้คนรับรู้ 10 วัน
ให้แต่ละคนก้าว ออกมา คนละก้าว เพื่อบริจาค คนละ 5 บาท 10 บาท ไม่จำเป็นต้องเป็นคนรวย มีเงินบริจาคเยอะ ขอให้มีคนรับรู้มากๆพอ และ มีจิตใจที่ต้องการช่วยเหลือคนป่วย
จึงได้เกิดโครงการก้าวคนละก้าว เพื่อโรงพยาบาล บางสะพาน เมื่อเดือนธันวาม 2559 โดยตูนวิ่งจาก โรงเรียนสวนกุหลาบวิทยาลัย กรุงเทพฯ ถึงบางสะพาน ประจวบคีรีขันธ์
และ ก้าวเล็กๆ ของแต่ละคน ที่มากองรวมกันในปีที่แล้ว ตูนได้เงินบริจาคถึง 85 ล้านบาท
ตูน บอดี้แสลม ได้สร้างปรากฏการณ์ ที่กระเพื่อมสังคมไปทุกระดับ ตูนเป็นแบบอย่างของคนรุ่นใหม่ ที่รักในการดนตรี รักกีฬา เป็นผู้นำ และเป็นคนดีที่ทำประโยชน์เพื่อสังคม
ตูนบอกว่า เป็นอีกวันหนึ่งของชีวิตที่มีความสุขมาก เห็นได้จากแสงแห่งความสุขที่ฉายอออกมาจากแววตา และ รอยยิ้ม เป็นความสุขในการทำความดีให้ผู้อื่น คงไม่ผิด ที่จะบอกว่า มีเงินเท่าไหร่ก็หาซื้อ ความสุขแบบนี้ไม่ได้
เมื่อย้อนกลับไปเข้าใจความเป็นตัวตนของตูน นอกจาก จะได้รับรางวัลเพลงยอดเยี่ยม ศิลปินร็อคยอดเยี่ยม และผลสำรวจโพลว่าเป็นนักร้องชายที่ประชาชนชื่นชอบ ตูนยังได้รับรางวัล ลูกกตัญญูในวันแม่ปี 2549
และ บ้านที่บางสะพาน ยังเป็นของขวัญที่ตูนซื้อให้คุณแม่ บ่งบอก ความสุขของการเป็นผู้ให้ของตูน และ ตูน ได้สร้างความภาคภูมิใจให้แก่ครอบครัวคงมาลัย ที่มีลูกชายที่เป็นคนดี และ การยังประโยชน์เพื่อสังคม
ถ้าถามว่า ตูน ได้แก้ปัญหาถาวรให้กับโรงพยาบาลได้หรือไม่ หรือ สร้างเหตุการณ์ขึ้นมาครั้งเดียว ให้แค่อยู่ในความทรงจำ และลืมเลือนไป
ในหนึ่งปัญหา ย่อมมีทางออกหลายทาง และโครงการก้าวคนละก้าว อาจนำไปสู่ ก้าวเล็กๆ ที่เดินไปหาทางออกที่ใหญ่ได้
ตามข้อมูล สมาพันธ์แพทย์ โรงพยาบาลศูนย์ โรงพยาบาลทั่วไป ได้รายงานการขาดทุน 18 โรงพยาบาล ในปี 2560 โดย 5 อันดับแรกคือ
ร.พ. พระนั่งเกล้า ขาดทุน 355 ล้านบาท
ร.พ. สระบุรี ขาดทุน 322 ล้านบาท
ร.พ. อุตรดิตถ์ ขาดทุน 277 ล้านบาท
ร.พ. สกลนคร ขาดทุน 225 ล้านบาท
ร.พ.สุราษฎร์ธานี ขาดทุน 220 ล้านบาท
ตั้งแต่ ปี 2551 โรงพยาบาลเหล่านี้ ขาดทุนมาตลอด จากหลักประกันสุขภาพถ้วนหน้า ของสำนักงานหลักประกันสุขภาพแห่งชาติ สปสช หรือ 30 บาท รักษาทุกโรคสำหรับประชาชน
เมื่อดู งบประมาณแผ่นดินของปี 2561 จำนวน 2.9 ล้านล้านบาท ได้จัดสรร ดังนี้
กระทรวงศึกษาธิการ 5.1 แสนล้านบาท (ค่าจ้างครู 3.11 แสนล้านบาท)
กระทรวงมหาดไทย 3.55 แสนล้านบาท
กระทรวงการคลัง 2.38 แสนล้านบาท
กระทรวงกลาโหม 2.22 แสนล้านบาท (ค่าจ้างทหาร 1.04 แสนล้านบาท)
และกระทรวงสาธารณสุข 1.26 แสนล้านบาท (ค่าจ้างหมอ พยาบาล 0.99 แสนล้านบาท ที่เหลือเป็น ค่าใช้จ่ายทางเครื่องมือแพทย์และ อื่นๆ)
โดยเมื่อต้นปี กระทรวงสาธารณสุข ได้ชี้แจงเรื่อง วิกฤตปัญหาการเงินของโรงพยาบาล ว่าเป็นปัญหาสภาพคล่อง และ ดำเนินการแก้ไขอยู่
ถึงแม้ในภาครัฐ จะมีการจัดการ แต่ความเจ็บป่วย ก็รอไม่ได้
ในปีนี้ โครงการก้าวคนละก้าว จัดเพื่อ 11 โรงพยาบาล และ อาจเป็น การวิ่งเพื่อโรงพยาบาลครั้งสุดท้ายของตูน
ตูน จะเริ่มวิ่งวันที่ 1 พฤศจิกายน จากอำเภอเบตง จังหวัด ยะลา ผ่าน 20 จังหวัด และ ถึง แม่สาย จังหวัด เชียงราย ในวันที่ 25 ธันวาคม รวม 55 วัน โดยวิ่ง 4 วัน พัก 1 วัน
ระยะทางและเวลา มากกว่า ปีที่แล้ว ถึง 5 เท่า และไม่น่าจะมีใครกล้าวิ่งแบบนี้มาก่อน
นอกจากเราคนไทย จะช่วยกันส่งกำลังใจแล้ว เรามาช่วย ส่งตูน ให้วิ่งถึงเส้นชัย ด้วยการบริจาคกันได้ เพจลงทุนแมน ขอร่วมเป็นหนึ่งในก้าวเล็กๆ ในการทำความดีด้วยการเขียนบทความนี้ และได้บริจาคเงิน 10,000 บาท ให้กับโครงการ ก้าวคนละก้าว
ถึงแม้เราจะไม่ได้วิ่งกับ ตูน และไม่มีคนอื่นเห็น แต่ความดีที่เราได้ทำ และความสุขที่เราได้รับ ก็น่าจะอยู่ในใจเรา
ในโลกนี้
น่าจะมีคนอยู่ 2 ประเภท คือ
1.คนที่มองภาพเล็ก ที่มุ่งหวังแต่เรื่องของตัวเอง สิ่งที่สนใจมากที่สุดของคนนั้นคือ ตัวเลขที่เพิ่มขึ้นในบัญชีธนาคาร ทุกอย่างที่จะทำต้องมีความคุ้มค่า ถ้าทำมากแล้วได้น้อย ถือว่าไม่คุ้ม ท้ายสุดแล้วเขาน่าจะไม่ได้อะไรเลยนอกจากตัวเลขที่เขาสร้างขึ้นมาเพื่อหลอกตัวเอง คนนี้เรียกว่า LONELY MAN
2.คนที่มองภาพใหญ่ ที่มุ่งหวังเรื่องของสังคมโดยรวม สิ่งที่สนใจมากที่สุดของเขาคือ สุดท้ายแล้วสังคมจะได้ประโยชน์อะไรบ้าง ทุกอย่างไม่ได้เกี่ยวกับตัวเลขของตนเอง แต่เกี่ยวกับความสุข ความเป็นอยู่ ของทุกคน สุดท้ายเขาอาจจะไม่ได้อะไรเลยเช่นเดียวกับคนแรก แต่คนที่ได้คือทุกคนในสังคมทั้งหมด และจะย้อนกลับไปเป็นความสุขใจของเขาเอง โดยที่ไม่ต้องมีใครรู้.. แค่นี้ก็พอแล้ว
สิ่งที่จะเป็นในอนาคต เราเลือกเส้นทางได้จากการกระทำของเราในปัจจุบัน
เราเลือกได้ว่าเราจะเป็น LONELY MAN หรือคนแบบที่สองที่เรียกว่า HAPPY MAN..
ติดตามรายละเอียดของโครงการได้ที่ Facebook: ก้าว
#ก้าว #ก้าวคนละก้าวเพื่อ11โรงพยาบาล #ก้าวนี้เพื่อหมอและพยาบาลทุกคน
การทำความดี แม้ไม่รู้ว่า ทำไปทำไม ก็ต้องทำ
การทำความดี แม้ไม่รู้ว่า ทำไปถึงไหน ก็ต้องทำ
การทำความดี แม้ไม่รู้ว่า มีใครทำบ้าง ก็ต้องทำ
การทำความดี แม้ไม่มีใครชื่นชมยินดี ก็ต้องทำ
การทำความดี แม้ต้องฝืนใจทำ ก็ต้องทำ
การทำความดี แม้ไม่เห็นผลตอบแทน ก็ต้องทำ
การทำความดี แม้มีเวลาน้อยนิด ก็ต้องทำ
เพราะความดีก็ยังคงเป็นความดีอยู่ตลอดเวลา
เพราะคนดีก็ต้องทำความดี
เพราะคนดีได้กำลังใจจากการทำความดี
ขอให้เชื่อมั่น ในความดี ทำดีต้องได้ดี
มิเปลี่ยนแปลง
“การทำดีนั้นทำยากและเห็นผลช้า แต่ก็จำเป็นต้องทำ
เพราะหาไม่ความชั่วซึ่งทำได้ง่าย จะเข้ามาแทนที่
และจะพอกพูนขึ้นอย่างรวดเร็วโดยไม่ทันรู้สึกตัว
แต่ละคนจึงต้องตั้งใจและเพียรพยายามให้สุดกำลัง
ในการสร้างเสริมและสะสมความดี”
พระบรมราโชวาท พระบาทสมเด็จพระปรมินทรมหาภูมิพลอดุลยเดช
14 สิงหาคม 2525
What can I do? / by Investment page man
Who is Toon Bodyslam
Why do you have to invest from Betong to Mae Sai District?
55 days and 2,191 km distance
To ask for donations of 10 baht each from 70 million Thai people for 11 center hospitals.
Why does it have to be a Toon Bodyslam and Toon Bodyslam?
Toon or Mr. Sunwarah Khongmalai, born and raised in Suphan Buri, graduated at Suan Kulalongkorn school and graduated from Chulalongkorn University.
Toon won the award from the Hotwave Music Award contest, so he signed the first music bugs camp and released the first set of the name and later set up a new band named Bodyslam.
Toon, in addition to being a rock singer, there is also a sports talent, participating in Thailand and 2555 and 2554 charity run.
3 years ago, Toon moved to Bang Saphan, Prachuap Province. Last year, Dr. Snub Chao Chao cuddle Thao, director of Bangsaphan hospital invited Toon to join the charity run to bring the rest of the donations Medical equipment shortage
When you go to the hospital, let's know that the patient has to sleep in bed, the basic tools for treatment, no or not enough. Such as newborn cabinet. There is only one new born child must share. The number of dialysis machine. There are not enough patients. Kidney has to wait for the queue to use.
Charity run is high cost. There may not be enough money left for medical equipment. Each cost a million.
How to get the most donations without deductions?
The answer is "running alone" of Toon.
If you run alone, you don't need to have money to buy a running shirt, food, tent, coins
So why run?
Running is to communicate that the hospital has problems, not running for anyone. Win or reach the finish line for 10 days to make people know for 10 days.
Let each person step out to donate 5 baht each. 10 baht. There is no need to be rich person. There are many donations. I wish that there are many people to know enough and have a
So there was a project to be a step at a step for Bang Saphan Hospital in December 2559 by Toon ran from Suan Kua School, Bangkok to Bang Saphan, Prachuap Khiri Khan
And the small step of each person who came together in the last year. Toon has donated up to 85 million baht.
Toon Bodyslam has created a phenomenon that ripple society. Toon is a role model for a new generation who loves music, love sports, a leader and a good person who makes merit for society.
Toon says it's another day of a happy life. See from the light of happiness that I come out of eyes and smile. It's happiness in doing good deeds for others. It's not wrong to say that no matter how much money you have, I can't buy this
When I understand the identity of Toon, in addition to winning the great rock artist and poll polls that they are the people's favorite male singer. Toon also won cuddle girls on Mother's Day 2549
And the house that bang saphan is also a gift that toon bought for mother. The happiness of being a cartoon and toon has made pride for the family who has a good person who is a good person and a good person for society.
If you ask if toon has solved a permanent problem for the hospital or create an event once, just stay in memory and forget.
In one problem, there are many solutions and one step of the project can lead to small steps that walk to a big solution.
According to the Confederation, Medical Hospital Center, General Hospital reported a loss of 18 hospitals in 2560 by the top 5 are
The school. Nov. Phra sit klao is a loss of 355 million baht.
The school. Nov. Saraburi is a loss of 322 million baht.
The school. Nov. Uttaradit is a loss of 277 million baht.
The school. Nov. Sakon Nakhon. Loss 225 million baht.
The school. Nov. Surat Thani loss of 220 million baht.
Since 2551, these hospitals have been a loss from all health insurance of the National Health Insurance Office, PA or 30 baht. Treatment for all diseases for the people.
When you look at the budget of 2561, the amount of 2.9 trillion baht has been allocated as follows
Ministry of Education 5.1 billion baht (Teacher's wages 3.11 billion baht)
Ministry of Thailand 3.55 hundred thousand baht.
Ministry of Finance 2.38 billion baht
Ministry of Defense 2.22 billion baht (Military wages 1.04 billion baht)
And Ministry of Health 1.26 billion baht (Doctor's wages, Nurse 0.99 billion baht. The rest is medical and more)
At the beginning of the year, the ministry of health clarified the hospital's financial problems that it is a problem and proceeded.
Even in government, there is a deal with sickness can't wait.
This year, the project is a step at a time for 11 hospitals and it may be the last run for the hospital.
Toon will start running on November 1th from Betong District, Yala province through 20 provinces and arrive at Mae Sai province, Chiang Rai on December 25, total of 55 days, 4 days. 1 days. Day day
Distance and time 5 times more than last year and no one should have dared to run like this.
In addition to us, Thai people send encouragement, we can help send toon to run to the finish line by donating. Invest man page. Let's be one of the small steps to do good deeds by writing this article and donate 10,000 baht to Project one step at a time.
Even if we don't run with toon and no one else sees the good deeds we have done and the happiness we receive should be in our hearts.
In this world
There should be 2 types of people.
1. People who look at small photos who look forward to themselves. The most interested in that person is the number in the bank account. Everything to do must be worth it. If you do a lot, it's not worth it's not worth it. He shouldn't get anything. Apart from the numbers he created to fool himself, this one is called LONELY MAN
2. People who look at the big picture who look forward to society. Overall the most interested in the end, society will benefit. Everything is not about their own numbers, but about the happiness of everyone. Finally, he may not get anything as well as the first person. All I got is that everyone in society and will go back to be their own happiness without having to know.. This is enough.
What will be in the future, we can choose the path from our actions in the present.
We can choose whether we are LONELY MAN or the second one called HAPPY MAN..
Follow project details on Facebook: @[1253942961362212:274: k̂āw]
#ก้าว #ก้าวคนละก้าวเพื่อ11โรงพยาบาล #ก้าวนี้เพื่อหมอและพยาบาลทุกคน
Doing good deeds, even if you don't know why I have to do it.
Doing good deeds, even if I don't know where I do it, I have to
Doing good deeds, even if you don't know who does it, you have to do it
Doing good deeds, even if no one rejoice, must do it.
Doing good deeds, even if you have to do it, you have to do
Doing good deeds, even if you don't see the return, you
Doing good deeds, even if you have a little time to do it.
Because goodness is still good all the time
Because good people have to do good deeds.
Because good people get encouragement from doing good deeds.
Believe in good deeds, do good things must be good.
No change
" Doing good is hard and effective slowly, but it has to be done.
Because no evil is easy to do.
And I will be quick to make it up without feeling.
So each person has to focus and perseverance. Try their best.
To create, enhance and collect good deeds "
His Majesty King Bhumibol Adulyadej
August 14, 2525Translated
family camp budget 在 Tiger Muay Thai and MMA Training Camp, Phuket, Thailand Youtube 的最佳解答
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