ใครชอบว่าคนอื่น ออกจากกลุ่มเราไปเลย ต้องจับมาปรับทัศนคติกันหน่อยนะ 😅
“แม่ชม นมเหี่ยว”
ต่อให้ดีแค่ไหน ก็หนีไม่พ้นสังคมแห่งการ bully
“อยากให้คนมองเพชร เราเคลียร์พื้นที่ให้เพชร ก็ไม่รู้สิแต่ถ้าเราไม่มั่นใจ...เราก็คงไม่ทำ”
written by Thanabatra Beboyl Chaidarnn
page owner: ตุ๊ดส์review / Pussy can talk
โห...ระดับชมพู่ ยังไม่รอดจากสังคมแห่งการด่าทอของคนไทย
ล่าสุด ชมพู่ อารยา ได้เป็น Brand Ambassador ให้กับเครื่องประดับสุดหรู “Chopard” ร่วมงานใน Chopard’s exclusive dinner แต่ปรากฏว่าคนจับจ้องที่การเปลือยอก จนเพจใต้เตียงดารา เมาท์ถึงผู้คน ที่ไปคอมเมนต์ถึงชมพู่ว่า “หน้าอกหย่อนคล้อย”
ที่เห็นตรงหน้า นี่มันสวยทั้งเต้า ทั้งเพชรต่างหาก
ผมอยากพูดถึงประเด็นนี้ ก็เพราะว่า ผู้หญิงที่แต่งงานมีสามีแล้ว ในวัย 38 ปี อีกนิดจะ 40 ที่มีลูกแฝดสอง ดูแลตนเองได้ขนาดนี้ คือคนที่ควรถูกชื่นชมในสังคมบ้านเรา และควรจะชื่นชมเธอที่กล้าจะแต่งตัวเปลือยอกอย่างมั่นใจ ไร้กังวล แสดงถึงความเป็นผู้มีความเคารพตนเอง และภูมิใจในเรือนร่างของตัวเอง (High Self-Esteem) ซึ่งไม่ใช่สาวๆทุกคน จะกล้าทำแบบเธอเสียด้วยซ้ำ
และเชื่อเถอะว่า ต่อให้หน้าอกชมพู่ไม่ออกมาทรงนี้ แต่ทรงสวยแน่น นมชิด กลมป๊อก คนก็จะไป Bully อีกแบบว่าเธอทำนมมา แต่เท่าที่เราเห็นกัน เธอควรภูมิใจจริงๆ กับของธรรมชาติที่ดูแลตนเองได้ในวัยเกือบ 40 กะรัตแล้ว แต่ยังกระแสแรงมีงาน แบบไม่มีตกเลยแม้ลูก 2
📍 คนที่เหยียดคนอื่น คือคนที่ขาดความภูมิใจในชีวิตตัวเอง
สังคมบ้านเราเป็นสังคม Bullying ของจริงแหละ คนไม่แข็งแรง มันอยู่ไม่ได้ เพราะคนเราไม่ได้คิดก่อนพูด หรือใส่ใจคำพูดที่เราส่งต่อคนอื่นๆ ไม่ได้สนใจความรู้สึกของคนอื่นเขาว่าจะรู้สึก ต่อคำพูดเหล่านั้นอย่างไร
พวกคำที่ใช้ในการเหยียดรูปร่าง ไม่มีทางหมดไปจากสังคมไทยได้ ไม่ว่าจะสีผิว ความอ้วนผอม ผมบนหนังศีรษะ สังคมบ้านเรายังคงเหยียดคนได้ตั้งแต่หัวจรดเท้า ออกมาเป็น อีอ้วน ดำ เตี้ย หัวล้าน ขาเป๋ ฯลฯ
จากมุมมองทางจิตวิทยา ตามกลไกการป้องกันตนเอง (Self-Defense Mechanism) ได้สื่อสารถึงเรื่องนี้ว่า
“คนที่ชอบเหยียดรูปร่างของผู้อื่น คือ คนที่มีปัญหาในชีวิต ที่ไม่ภูมิใจในรูปร่างของตนเอง จึงทำให้พยายามกลบปมด้อยตนเอง หรือลดคุณค่าของคนอื่น ด้วยการมองว่าสิ่งอื่นมันผิด มันไม่ดี เพื่อปกป้องตัวเอง ให้ตัวเองรู้สึกดูดีขึ้น หรือสูงค่ามากขึ้น”
📍 ชีวิตเป็นของเรา ร่างกายเป็นของเรา ความสุขเป็นของเรา
เราห้ามคำพูดเลวๆของคนอื่นคงไม่ได้ แต่เราปรับเปลี่ยนวิธีคิด และแสดงออกอย่างแข็งแรง ด้วยความภาคภูมิใจที่มีต่อตนเองได้เสมอ และนั่นคือคำตอบของแม่ชม ที่มีต่อการเปิดหน้าอก ที่สะท้อนว่า เธอไม่ได้แคร์เสียงเหล่านั้นเลย เธอมีความสุขดี และภูมิใจในสิ่งที่เธอได้ทำ
เราคงห้ามคนอื่นไม่ได้ แต่จงเชื่อเถอะว่า ร่างกายนี้เป็นของเรา ชีวิตนี้เป็นของเรา คนอื่นไม่เคารพชีวิตเรา เราคงเสียเวลากับการใส่ใจคำของเขาไปก็คงไม่มีประโยชน์ ไปใช้ชีวิตของเราที่มีความสุข กับร่างกายที่เราภาคภูมิใจ และพัฒนาบุคลิกภาพ และการนำเสนอตัวตนของเราให้ดูดีจะดีกว่า
“เขาไม่ได้สูงขึ้น เพราะเขากดคนอื่นให้ต่ำลง”
📍 ปล่อยเขาแบก แต่เราเบาสบาย
สำหรับชมพู่เอง นมก็นมของเขา ชีวิตก็ชีวิตเขา ต่อให้แหวกถึงสะดือ ถ้าเขามั่นใจ ภูมิใจในรูปร่าง และมีความสุข มันก็คือชีวิตของเขา
เช่นกันกับนมของเรา ชีวิตของเรา ร่างกายของเรา…เขามาเผือกเรื่องของเรา นั่นเป็นเรื่องของเขาล้วนๆที่ไม่รู้จักเคารพความเป็นมนุษย์ และ “พื้นที่ส่วนตัว” ของคนอื่น อย่าปล่อยให้คำพูดของคนเหล่านี้ ที่ใช้สมองคิดไม่เยอะพอ มาทำร้ายทำลายความมั่นใจ และความภูมิใจในชีวิตของคุณ
ถ้าใครบางคนอยากเผือก ก็เรื่องของเรา มายุ่งเอง เข้ามาแบกไว้เอง เมื่อเราไม่หนัก เราไม่แบก ปล่อยคนพวกนั้น แบกนม แบกสีผิว แบกรูปร่างของชาวบ้านไป
ส่วนชีวิตเรา…เราไปต่อ
นมคุณ ชีวิตคุณ…คุณใช้ซะ
#ตุ๊ดส์review
#StopSocialBullying
// ขนาดแม่ชมยังไม่รอด…แน่นอนว่า ชีวิตพวกเรา คงต้อง Strong กันต่อไปครับ กว่าสังคมไทยจะหลุดพ้น
"mom chom withered milk"
No matter how good it is, I can't escape the society of bully.
" I want people to look at diamonds. I don't know if I'm clear the area for diamonds. But if I'm not confident... I will
written by @[1228486403:2048:Thanabatra Beboyl Chaidarnn]
page owner: @[332977620507759:274:ตุ๊ดส์review] / @[205184872969590:274:Pussy can talk]
Oh... Chompoo level has not survived the society of cursing of Thai people.
Recently, CHOMPOO ARAYA HAS BECOME BRAND AMBASSADOR FOR LUXURY JEWELRY "Chopard" to work in Chopard's exclusive dinner, but it turns out that the catches the topless page under the bed. Star Mount to people who go to comment. Even though chompoo says "Flabby breasts"
What I see in front of me is beautiful. Both Diamonds and diamonds.
I want to talk about this issue because a married woman has a husband at the age of 38 years old. It will be 40 who has two twins can take care of herself like this is the one who should be admired in our home society and should appreciate her who dares to Dress Topless, carefree, self-respect and proud of their own body (High Self-esteem), not all girls will even dare to do her way.
And believe me, even if chompoo breasts don't come out this style, but it's beautiful, tight. Pok Milk will go to bully. It's like that you have made milk. But as far as far as we can see, you should be really proud of nature that you can Almost 40 Karat, but it's still strong. I have a job without falling. Even my kid. Haha.
📍 someone who is racist is the one who lacks pride in their life.
Our home society is a bullying society. It's real. People are not strong. They can't live because people don't think before speaking or care about the words that we pass on. Others don't care about other people's feelings. How to feel about those
Those who are used to be racist can never run out of Thai society. No matter the skin color, obesity, hair on the scalp. Our society can still be racist from head to toe to toe. Black, short, bald, legs, etc.
From a psychological perspective, according to self-Defense Mechanism (Self-defense mechanism) communicates this.
" a person who likes to racist other people are people who have problems in life who are not proud of their own shape, so they try to remove their inferiority or reduce other people's value by seeing that other people are wrong. It's not good to protect themselves to protect themselves to feel better or high More value "
📍 life is ours. The body is ours. Happiness is ours.
We can't stop other people's bad words, but we can always change the way of thinking and acting strong with pride of ourselves. and that's the answer to the chest opening that reflects that she doesn't care about those voices. She is happy and proud of what she has done.
We can't stop others, but believe that this body is ours. This life is ours. Others don't respect our lives. We will waste our time caring about his word. It's useless. Live our lives that are happy with the body that we are proud of and develop personality. And it's better to present our identity.
" he is not higher because he presses others down
📍 let him carry but I'm light and comfortable.
For Chompoo, his breast milk, life is his life. Even if he is unconventional. If he is confident, proud of shape and happy, it's his life.
Same with our boobs, our lives, our bodies... they come to taro our business. That's all about him who don't know how to respect humanity and "Personal Space" of others. Don't let the words of these people who use their brain think much enough to hurt. Destroy your confidence and pride in life
If someone wants to be taro, it's our business. Come to carry it. When we are not heavy, we don't carry them. Let them carry milk and carry skin color. Carry other people's shape.
As for our lives... we keep going.
Your boobs, your life... you use it.
#ตุ๊ดส์review
#StopSocialBullying
// even mother can't survive... of course, our lives will continue to be strong until Thai society is free.Translated
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strong brand identity 在 半瓶醋 Facebook 的最讚貼文
"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…
strong brand identity 在 Dean Siu 邵子風 Facebook 的最佳貼文
【100毛現象】
100毛粉絲已經衝破100萬大關!究竟100毛work 唔work呢?相信好多marketer都有呢個疑問,拍條九唔搭八嘅片,臨尾hardsell一句咁就work?阿邊個同阿邊個都用完再用,食過番尋味,唔會唔work呱!唔係喎,好多廣告公司都話100毛啲橋唔掂架喎?hey....廣告公司眼紅啫!真係?
100毛粉絲過百萬,而且忠誠度高,亦無alternative product畀佢switch,粉絲stickiness不容置疑,落廣告有反應,預期中事,情況好似穩奪9成收視多年嘅TVB,大家點鬧都好,TVB依然係全港reach最高嘅media,出條宣傳易都有數番嘅,而師奶阿毛亦繼續熱烈愛戴TVB膠劇,激烈讚嘆巨輪變亂輪嘅大突破,只可以說,100毛同TVB一樣,audience夠多夠sticky,但唔等於節目/廣告質素好。
點解喺TVB有啲brand會播條幾萬蚊嘅片,但求番數兼Campaign ROI低,但有啲brand會幾百萬拍條片播呢?因為大家眼光不同,這正正解釋點解廣告人不齒100毛式廣告。
做廣告,不只看sales,也看brand,會consider你喺度build緊一個點嘅brand,你嘅brand value、brand essence、brand personality、brand attitude、brand identity係咩,更重要係brand differentiation。
一個campaign只stimulate sales只係孖劇亭中最低而又最不負責任嘅要求,因為你個brand所做嘅任何promotion就好似一個人嘅舉止言談,每個campaign 都在代表你自己,客戶喜不喜歡跟你做朋友,就係喜不喜歡你這個brand,即係跟你個brand 嘅emotional attachment有幾strong,如果你好似實惠咁,一時好warm又老正嘅tone同我講「小小空間,大大宇宙」,一時又用100毛tone同我講潮語,我分唔到你係100毛定實惠。brand identity何在?
marketer 除了番數,更重要嘅責任係要build自己嘅brand,只有brand 才是不可取替。一個campaign若然只顧番數,可以不忠於自己嘅brand bible,輕易變身,就好似打嗎啡針咁,短期見效,長期其實係一步一步走離自己嘅brand personality,慢性毒藥一樣,最後令品牌形象變得䑃糊,無一個鮮明嘅品牌形象,你點build differentiation and customer loyalty?? 如果nike同adidas都用100毛式廣告,邊個先係我鍾意嘅brand?全部都100毛嚟嘅。
Marketer對brand building絕對係責無旁貸,點可以因為舐media嘅reach,而輕易放棄自己及前人咁多年build 嘅brand image?廣告唔係淨係拍條有人睇嘅片就得,亦唔係今個campaign番數就得,你而家唔係拍緊宣傳易,更高層次係要持續建立一個有個性及relevant嘅品牌,每條成功嘅廣告片及每個成功嘅品牌背後其實都有個好sophisticated嘅brand strategy 去build and sustain who you are in the market,令consumer認識你、喜歡你、購買你、再次購買你、不願離開你,你話而家求其拍條片,內容噏乜無所謂,九唔搭八無所謂,無brand personality無所謂,仲可以同自己嘅brand tone完全大相逕庭,完全ignore廣告嘅專業,廣告人點會唔嬲。
我唔係完全反對100毛,等如我唔係完全反對TVB,但作為marketer,清醒啲,which brand are you working for?
strong brand identity 在 XE HAY Youtube 的最佳解答
Https://xehay.vn
WITH THE ALL-NEW 2018 LS, LEXUS REIMAGINES GLOBAL FLAGSHIP SEDAN
It is possible that no single automobile has, upon introduction, upended its category as decisively as the first Lexus LS did when it launched the luxury brand 28 years ago. The 1990 LS 400 was the original luxury disruptor, winning critical acclaim and astonishing customers by setting new benchmarks for comfort, powertrain performance and smoothness, quietness, build quality, attention to detail, and dependability. The brand supported that groundbreaking vehicle by setting and maintaining new standards for customer service and satisfaction.
Now, Lexus is about to repeat history with the introduction of the all-new, fifth-generation LS flagship sedan for 2018, unveiled at the 2017 North American International Auto Show. Inside and out, the new LS reflects a strong, uniquely Japanese identity and approach to luxury. Yet, the LS was designed to be the brand’s latest global citizen, available in about 90 countries.
“Not only will the LS symbolize the Lexus brand, it will become the definitive new-generation luxury car embodying Japanese tradition and culture,” said Toshio Asahi, chief engineer for the new LS. “As such, this global pinnacle must go far beyond what the world expects from a luxury car.”
Longer, Lower, Wider – and More Exciting
Longer and lower than the sedan it replaces, the all-new LS debuts a strikingly bold design with a coupe-like silhouette punctuated by the new Lexus design language. A new driver-centric performance feel comes from building the LS on the company’s all-new global architecture for luxury vehicles (GA–L). This premium rear-wheel drive platform, an extended version of the one used for the stunning new Lexus LC 500 coupe, will offer a more dynamic experience on the road while further elevating renowned Lexus comfort.
The original Lexus LS won acclaim by anticipating what luxury customers would want, rather than simply amplifying what established luxury automobile brands offered at the time. In that spirit, the 2018 LS sedan’s spacious cabin, unique appointments and visionary technology will once again surprise customers by resetting expectations for a global flagship sedan.
“We set previously unheard of targets and resolutely pushed ahead towards these ambitious goals,” said LS chief engineer Asahi. “The customers that are going to want to own a Lexus flagship are already surrounded by luxury on a daily basis, people who have a sharp eye for authenticity to begin with. We wouldn’t turn their heads with a conventional premium product.”
A Flagship Reborn
Just as the original LS launched the Lexus brand, the all-new 2018 LS continues the brand’s more dynamic direction. Each generation of LS sedans leading up to this iteration advanced luxury, craftsmanship, performance and safety in their own way, with the most recent also introducing a far more emotional design and engaging on-road performance.
To create the all-new LS, Lexus took the approach of starting from new, reimagining what a flagship sedan should be, as if launching the brand all over again. The goal was not to improve on what Lexus has done, but to exceed expectations of global luxury customers.
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