這是前些日子爆出已經被加拿大法院接理對藏傳佛教噶舉派法王的訟訴。(加拿大法院鏈接在此:https://www.bccourts.ca/jdb-txt/sc/21/09/2021BCSC0939cor1.htm?fbclid=IwAR2FLZlzmUIGTBaTuKPVchEqqngcE3Qy6G_C0TWNWVKa2ksbIYkVJVMQ8f8)
這位法王的桃色事件,我是幾年前才聽到。但,藏傳佛教的高層有這些性醜聞,我已經聽了幾十年。我以前的一位前女友也被一些堪布藉故上她的家摟抱過,也有一些活佛跟她表白。(這不只是她,其他地方我也聽過不少)
這是一個藏傳佛教裡面系統式的問題。
很多時候發生這種事情,信徒和教主往往都是說女方得不到寵而報仇,或者說她們也精神病,或者說她們撒謊。
我不排除有這種可能性,但,多過一位,甚至多位出來指證的時候,我是傾向於相信『沒有那麼巧這麼多有精神病的女人要撒謊來報仇』。
大寶法王的桃色事件,最先吹哨的是一位台灣的在家信徒,第二位是香港的女出家人,現在加拿大又多一位公開舉報上法庭。
對大寶法王信徒來說,這一次的比較麻煩,因為是有孩子的。(關於有孩子的,我早在法王的桃色事件曝光時,就有聽聞)
如果法庭勒令要驗證DNA,這對法王和他的信徒來說,會很尷尬和矛盾,因為做或不做,都死。
你若問我,我覺得『人數是有力量的』,同時我也覺得之後有更多的人站出來,是不出奇的。
我也藉此呼籲各方佛教徒,如果你們真的愛佛教,先別說批判,但如鴕鳥般不討論這些爭議,你是間接害了佛教。
(下面是我從加拿大法院鏈接拷貝下來的內容,當中有很多細節。)
Table of Contents
INTRODUCTION
BACKGROUND
ANALYSIS
A. The Spousal Support Claim in this Case
B. The Test to Amend Pleadings
C. Pleadings in Family Law Cases
D. The Legal Concept of a Marriage-Like Relationship
E. Is There a Reasonable Claim of a Marriage-Like Relationship?
F. Delay / Prejudice
CONCLUSION
INTRODUCTION
[1] The claimant applies to amend her notice of family claim to seek spousal support. At issue is whether the claimant’s allegations give rise to a reasonable claim she lived with the respondent in a marriage-like relationship, so as to give rise to a potential entitlement to spousal support under the Family Law Act, S.B.C. 2011, c. 25 (“FLA”).
[2] The facts alleged by the claimant do not fit within a traditional concept of marriage. The claimant does not allege that she and the respondent ever lived together. Indeed, she has only met the respondent in person four times: twice very briefly in a public setting; a third time in private, when she alleges the respondent sexually assaulted her; and a fourth and final occasion, when she informed the respondent she was pregnant with his child.
[3] The claimant’s case is that what began as a non-consensual sexual encounter evolved into a loving and affectionate relationship. That relationship occurred almost entirely over private text messages. The parties rarely spoke on the telephone, and never saw one another during the relationship, even over video. The claimant says they could not be together because the respondent is forbidden by his station and religious beliefs from intimate relationships or marriage. Nonetheless, she alleges, they formed a marriage-like relationship that lasted from January 2018 to January 2019.
[4] The respondent denies any romantic relationship with the claimant. While he acknowledges providing emotional and financial support to the claimant, he says it was for the benefit of the child the claimant told him was his daughter.
[5] The claimant’s proposed amendment raises a novel question: can a secret relationship that began on-line and never moved into the physical world be like a marriage? In my view, that question should be answered by a trial judge after hearing all of the evidence. The alleged facts give rise to a reasonable claim the claimant lived with the respondent in a marriage-like relationship. Accordingly, I grant the claimant leave to amend her notice of family claim.
BACKGROUND
[6] It should be emphasized that this is an application to amend pleadings only. The allegations by the claimant are presumed to be true for the purposes of this application. Those allegations have not been tested in a court of law.
[7] The respondent, Ogyen Trinley Dorje, is a high lama of the Karma Kagyu School of Tibetan Buddhism. He has been recognized and enthroned as His Holiness, the 17th Gyalwang Karmapa. Without meaning any disrespect, I will refer to him as Mr. Dorje in these reasons for judgment.
[8] Mr. Dorje leads a monastic and nomadic lifestyle. His true home is Tibet, but he currently resides in India. He receives followers from around the world at the Gyuto Monetary in India. He also travels the world teaching Tibetan Buddhist Dharma and hosting pujas, ceremonies at which Buddhists express their gratitude and devotion to the Buddha.
[9] The claimant, Vikki Hui Xin Han, is a former nun of Tibetan Buddhism. Ms. Han first encountered Mr. Dorje briefly at a large puja in 2014. The experience of the puja convinced Ms. Han she wanted to become a Buddhist nun. She met briefly with Mr. Dorje, in accordance with Kagyu traditions, to obtain his approval to become a nun.
[10] In October 2016, Ms. Han began a three-year, three-month meditation retreat at a monastery in New York State. Her objective was to learn the practices and teachings of the Kagyu Lineage. Mr. Dorje was present at the retreat twice during the time Ms. Han was at the monastery.
[11] Ms. Han alleges that on October 14, 2017, Mr. Dorje sexually assaulted her in her room at the monastery. She alleges that she became pregnant from the assault.
[12] After she learned that she was pregnant, Ms. Han requested a private audience with Mr. Dorje. In November 2017, in the presence of his bodyguards, Ms. Han informed Mr. Dorje she was pregnant with his child. Mr. Dorje initially denied responsibility; however, he provided Ms. Han with his email address and a cellphone number, and, according to Ms. Han, said he would “prepare some money” for her.
[13] Ms. Han abandoned her plan to become a nun, left the retreat and returned to Canada. She never saw Mr. Dorje again.
[14] After Ms. Han returned to Canada, she and Mr. Dorje began a regular communication over an instant messaging app called Line. They also exchanged emails and occasionally spoke on the telephone.
[15] The parties appear to have expressed care and affection for one another in these communications. I say “appear to” because it is difficult to fully understand the meaning and intentions of another person from brief text messages, especially those originally written in a different language. The parties wrote in a private shorthand, sharing jokes, emojis, cartoon portraits and “hugs” or “kisses”. Ms. Han was the more expressive of the two, writing more frequently and in longer messages. Mr. Dorje generally participated in response to questions or prompting from Ms. Han, sometimes in single word messages.
[16] Ms. Han deposes that she believed Mr. Dorje was in love with her and that, by January 2018, she and Mr. Dorje were living in a “conjugal relationship”.
[17] During their communications, Ms. Han expressed concern that her child would be “illegitimate”. She appears to have asked Mr. Dorje to marry her, and he appears to have responded that he was “not ready”.
[18] Throughout 2018, Mr. Dorje transferred funds in various denominations to Ms. Han through various third parties. Ms. Han deposes that these funds were:
a) $50,000 CDN to deliver the child and for postpartum care she was to receive at a facility in Seattle;
b) $300,000 CDN for the first year of the child’s life;
c) $20,000 USD for a wedding ring, because Ms. Han wrote “Even if we cannot get married, you must buy me a wedding ring”;
d) $400,000 USD to purchase a home for the mother and child.
[19] On June 19, 2018, Ms. Han gave birth to a daughter in Richmond, B.C.
[20] On September 17, 2018, Mr. Dorje wrote, ”Taking care of her and you are my duty for life”.
[21] Ms. Han’s expectation was that the parties would live together in the future. She says they planned to live together. Those plans evolved over time. Initially they involved purchasing a property in Toronto, so that Mr. Dorje could visit when he was in New York. They also discussed purchasing property in Calgary or renting a home in Vancouver for that purpose. Ms. Han eventually purchased a condominium in Richmond using funds provided by Mr. Dorje.
[22] Ms. Han deposes that the parties made plans for Mr. Dorje to visit her and meet the child in Richmond. In October 2018, however, Mr. Dorje wrote that he needed to “disappear” to Europe. He wrote:
I will definitely find a way to meet her
And you
Remember to take care of yourself if something happens
[23] The final plan the parties discussed, according to Ms. Han, was that Mr. Dorje would sponsor Ms. Han and the child to immigrate to the United States and live at the Kagyu retreat centre in New York State.
[24] In January 2019, Ms. Han lost contact with Mr. Dorje.
[25] Ms. Han commenced this family law case on July 17, 2019, seeking child support, a declaration of parentage and a parentage test. She did not seek spousal support.
[26] Ms. Han first proposed a claim for spousal support in October 2020 after a change in her counsel. Following an exchange of correspondence concerning an application for leave to amend the notice of family claim, Ms. Han’s counsel wrote that Ms. Han would not be advancing a spousal support claim. On March 16, 2020, counsel reversed course, and advised that Ms. Han had instructed him to proceed with the application.
[27] When this application came on before me, the trial was set to commence on June 7, 2021. The parties were still in the process of discoveries and obtaining translations for hundreds of pages of documents in Chinese characters.
[28] At a trial management conference on May 6, 2021, noting the parties were not ready to proceed, Madam Justice Walkem adjourned the trial to April 11, 2022.
ANALYSIS
A. The Spousal Support Claim in this Case
[29] To claim spousal support in this case, Ms. Han must plead that she lived with Mr. Dorje in a marriage-like relationship. This is because only “spouses” are entitled to spousal support, and s. 3 of the Family Law Act defines a spouse as a person who is married or has lived with another person in a marriage-like relationship:
3 (1) A person is a spouse for the purposes of this Act if the person
(a) is married to another person, or
(b) has lived with another person in a marriage-like relationship, and
(i) has done so for a continuous period of at least 2 years, or
(ii) except in Parts 5 [Property Division] and 6 [Pension Division], has a child with the other person.
[30] Because she alleges she has a child with Mr. Dorje, Ms. Han need not allege that the relationship endured for a continuous period of two years to claim spousal support; but she must allege that she lived in a marriage-like relationship with him at some point in time. Accordingly, she must amend the notice of family claim.
B. The Test to Amend Pleadings
[31] Given that the notice of trial has been served, Ms. Han requires leave of the court to amend the notice of family claim: Supreme Court Family Rule 8-1(1)(b)(i).
[32] A person seeking to amend a notice of family claim must show that there is a reasonable cause of action. This is a low threshold. What the applicant needs to establish is that, if the facts pleaded are proven at trial, they would support a reasonable claim. The applicant’s allegations of fact are assumed to be true for the purposes of this analysis. Cantelon v. Wall, 2015 BCSC 813, at para. 7-8.
[33] The applicant’s delay, the reasons for the delay, and the prejudice to the responding party are also relevant factors. The ultimate consideration is whether it would be just and convenient to allow the amendment. Cantelon, at para. 6, citing Teal Cedar Products Ltd. v. Dale Intermediaries Ltd. et al (1986), 19 B.C.L.R. (3d) 282.
C. Pleadings in Family Law Cases
[34] Supreme Court Family Rules 3-1(1) and 4-1(1) require that a claim to spousal support be pleaded in a notice of family claim in Form F3. Section 2 of Form F3, “Spousal relationship history”, requires a spousal support claimant to check the boxes that apply to them, according to whether they are or have been married or are or have been in a marriage-like relationship. Where a claimant alleges a marriage-like relationship, Form F3 requires that they provide the date on which they began to live together with the respondent in a marriage-like relationship and, where applicable, the date on which they separated. Form F3 does not require a statement of the factual basis for the claim of spousal support.
[35] In this case, Ms. Han seeks to amend the notice of family claim to allege that she and Mr. Dorje began to live in a marriage-like relationship in or around January 2018, and separated in or around January 2019.
[36] An allegation that a person lived with a claimant in a marriage-like relationship is a conclusion of law, not an allegation of fact. Unlike the rules governing pleadings in civil actions, however, the Supreme Court Family Rules do not expressly require family law claimants to plead the material facts in support of conclusions of law.
[37] In other words, there is no express requirement in the Supreme Court Family Rules that Ms. Han plead the facts on which she relies for the allegation she and Mr. Dorje lived in a marriage-like relationship.
[38] Rule 4-6 authorizes a party to demand particulars, and then apply to the court for an order for further and better particulars, of a matter stated in a pleading. However, unless and until she is granted leave and files the proposed amended notice of family claim, Ms. Han’s allegation of a marriage-like relationship is not a matter stated in a pleading.
[39] Ms. Han filed an affidavit in support of her application to amend the notice of family claim. Normally, evidence would not be required or admissible on an application to amend a pleading. However, in the unusual circumstances of this case, the parties agreed I may look to Ms. Han’s affidavit and exhibits for the facts she pleads in support of the allegation of a marriage-like relationship.
[40] Because this is an application to amend - and Ms. Han’s allegations of fact are presumed to be true - I have not considered Mr. Dorje’s responding affidavit.
[41] Relying on affidavit evidence for an application to amend pleadings is less than ideal. It tends to merge and confuse the material facts with the evidence that would be relied on to prove those facts. In a number of places in her affidavit, for example, Ms. Han describes her feelings, impressions and understandings. A person’s hopes and intentions are not normally material facts unless they are mutual or reasonably held. The facts on which Ms. Han alleges she and Mr. Dorje formed a marriage-like relationship are more important for the present purposes than her belief they entered into a conjugal union.
[42] Somewhat unusually, in this case, almost all of the parties’ relevant communications were in writing. This makes it somewhat easier to separate the facts from the evidence; however, as stated above, it is difficult to understand the intentions and actions of a person from brief text messages.
[43] In my view, it would be a good practice for applicants who seek to amend their pleadings in family law cases to provide opposing counsel and the court with a schedule of the material facts on which they rely for the proposed amendment.
D. The Legal Concept of a Marriage-Like Relationship
[44] As Mr. Justice Myers observed in Mother 1 v. Solus Trust Company, 2019 BCSC 200, the concept of a marriage-like relationship is elastic and difficult to define. This elasticity is illustrated by the following passage from Yakiwchuk v. Oaks, 2003 SKQB 124, quoted by Myers J. at para. 133 of Mother 1:
[10] Spousal relationships are many and varied. Individuals in spousal relationships, whether they are married or not, structure their relationships differently. In some relationships there is a complete blending of finances and property - in others, spouses keep their property and finances totally separate and in still others one spouse may totally control those aspects of the relationship with the other spouse having little or no knowledge or input. For some couples, sexual relations are very important - for others, that aspect may take a back seat to companionship. Some spouses do not share the same bed. There may be a variety of reasons for this such as health or personal choice. Some people are affectionate and demonstrative. They show their feelings for their “spouse” by holding hands, touching and kissing in public. Other individuals are not demonstrative and do not engage in public displays of affection. Some “spouses” do everything together - others do nothing together. Some “spouses” vacation together and some spend their holidays apart. Some “spouses” have children - others do not. It is this variation in the way human beings structure their relationships that make the determination of when a “spousal relationship” exists difficult to determine. With married couples, the relationship is easy to establish. The marriage ceremony is a public declaration of their commitment and intent. Relationships outside marriage are much more difficult to ascertain. Rarely is there any type of “public” declaration of intent. Often people begin cohabiting with little forethought or planning. Their motivation is often nothing more than wanting to “be together”. Some individuals have chosen to enter relationships outside marriage because they did not want the legal obligations imposed by that status. Some individuals have simply given no thought as to how their relationship would operate. Often the date when the cohabitation actually began is blurred because people “ease into” situations, spending more and more time together. Agreements between people verifying when their relationship began and how it will operate often do not exist.
[45] In Mother 1, Mr. Justice Myers referred to a list of 22 factors grouped into seven categories, from Maldowich v. Penttinen, (1980), 17 R.F.L. (2d) 376 (Ont. Dist. Ct.), that have frequently been cited in this and other courts for the purpose of determining whether a relationship was marriage-like, at para. 134 of Mother 1:
1. Shelter:
(a) Did the parties live under the same roof?
(b) What were the sleeping arrangements?
(c) Did anyone else occupy or share the available accommodation?
2. Sexual and Personal Behaviour:
(a) Did the parties have sexual relations? If not, why not?
(b) Did they maintain an attitude of fidelity to each other?
(c) What were their feelings toward each other?
(d) Did they communicate on a personal level?
(e) Did they eat their meals together?
(f) What, if anything, did they do to assist each other with problems or during illness?
(g) Did they buy gifts for each other on special occasions?
3. Services:
What was the conduct and habit of the parties in relation to:
(a) preparation of meals;
(b) washing and mending clothes;
(c) shopping;
(d) household maintenance; and
(e) any other domestic services?
4. Social:
(a) Did they participate together or separately in neighbourhood and community activities?
(b) What was the relationship and conduct of each of them toward members of their respective families and how did such families behave towards the parties?
5. Societal:
What was the attitude and conduct of the community toward each of them and as a couple?
6. Support (economic):
(a) What were the financial arrangements between the parties regarding the provision of or contribution toward the necessaries of life (food, clothing, shelter, recreation, etc.)?
(b) What were the arrangements concerning the acquisition and ownership of property?
(c) Was there any special financial arrangement between them which both agreed would be determinant of their overall relationship?
7. Children:
What was the attitude and conduct of the parties concerning children?
[46] In Austin v. Goerz, 2007 BCCA 586, the Court of Appeal cautioned against a “checklist approach”; rather, a court should "holistically" examine all the relevant factors. Cases like Molodowich provide helpful indicators of the sorts of behaviour that society associates with a marital relationship, the Court of Appeal said; however, “the presence or absence of any particular factor cannot be determinative of whether a relationship is marriage-like” (para. 58).
[47] In Weber v. Leclerc, 2015 BCCA 492, the Court of Appeal again affirmed that there is no checklist of characteristics that will be found in all marriages and then concluded with respect to evidence of intentions:
[23] The parties’ intentions – particularly the expectation that the relationship will be of lengthy, indeterminate duration – may be of importance in determining whether a relationship is “marriage-like”. While the court will consider the evidence expressly describing the parties’ intentions during the relationship, it will also test that evidence by considering whether the objective evidence is consonant with those intentions.
[24] The question of whether a relationship is “marriage-like” will also typically depend on more than just their intentions. Objective evidence of the parties’ lifestyle and interactions will also provide direct guidance on the question of whether the relationship was “marriage-like”.
[48] Significantly for this case, the courts have looked to mutual intent in order to find a marriage-like relationship. See, for example, L.E. v. D.J., 2011 BCSC 671 and Buell v. Unger, 2011 BCSC 35; Davey Estate v. Gruyaert, 2005 CarswellBC 3456 at 13 and 35.
[49] In Mother 1, Myers J. concluded his analysis of the law with the following learned comment:
[143] Having canvassed the law relating to the nature of a marriage-like relationship, I will digress to point out the problematic nature of the concept. It may be apparent from the above that determining whether a marriage-like relationship exists sometimes seems like sand running through one's fingers. Simply put, a marriage-like relationship is akin to a marriage without the formality of a marriage. But as the cases mentioned above have noted, people treat their marriages differently and have different conceptions of what marriage entails.
[50] In short, the determination of whether the parties in this case lived in a marriage-like relationship is a fact-specific inquiry that a trial judge would need to make on a “holistic” basis, having regard to all of the evidence. While the trial judge may consider the various factors listed in the authorities, those factors would not be treated as a checklist and no single factor or category of factors would be treated as being decisive.
E. Is There a Reasonable Claim of a Marriage-Like Relationship?
[51] In this case, many of the Molodowich factors are missing:
a) The parties never lived under the same roof. They never slept together. They were never in the same place at the same time during the relationship. The last time they saw each other in person was in November 2017, before the relationship began.
b) The parties never had consensual sex. They did not hug, kiss or hold hands. With the exception of the alleged sexual assault, they never touched one another physically.
c) The parties expressed care and affection for one another, but they rarely shared personal information or interest in their lives outside of their direct topic of communication. They did not write about their families, their friends, their religious beliefs or their work.
d) They expressed concern and support for one another when the other felt unwell or experienced health issues, but they did not provide any care or assistance during illness or other problems.
e) They did not assist one another with domestic chores.
f) They did not share their relationship with their peers or their community. There is no allegation, for example, that Mr. Dorje told his fellow monks or any of his followers about the relationship. There is no allegation that Ms. Han told her friends or any co-workers. Indeed, there is no allegation that anyone, with the exception of Ms. Han’s mother, knew about the relationship. Although Mr. Dorje gave Ms. Han’s mother a gift, he never met the mother and he never spoke to her.
g) They did not intend to have a child together. The child was conceived as a result of a sexual assault. While Mr. Dorje expressed interest in “meeting” the child, he never followed up. He currently has no relationship with the child. There is no allegation he has sought access or parenting arrangements.
[52] The only Molodowich factor of any real relevance in this case is economic support. Mr. Dorje provided the funds with which Ms. Han purchased a condominium. Mr. Dorje initially wrote that he wanted to buy a property with the money, but, he wrote, “It’s the same thing if you buy [it]”.
[53] Mr. Dorje also provided a significant amount of money for Ms. Han’s postpartum care and the child’s first year of life.
[54] This financial support may have been primarily for the benefit of the child. Even the condominium, Ms. Han wrote, was primarily for the benefit of the child.
[55] However, in my view, a trial judge may attach a broader significance to the financial support from Mr. Dorje than child support alone. A trial judge may find that the money Mr. Dorje provided to Ms. Han at her request was an expression of his commitment to her in circumstances in which he could not commit physically. The money and the gifts may be seen by the trial judge to have been a form of down payment by Mr. Dorje on a promise of continued emotional and financial support for Ms. Han, or, in Mr. Dorje’s own words, “Taking care of her and you are my duty for life” (emphasis added).
[56] On the other hand, I find it difficult to attach any particular significance to the fact that Mr. Dorje agreed to provide funds for Ms. Han to purchase a wedding ring. It appears to me that Ms. Han demanded that Mr. Dorje buy her a wedding ring, not that the ring had any mutual meaning to the parties as a marriage symbol. But it is relevant, in my view, that Mr. Dorje provided $20,000 USD to Ms. Han for something she wanted that was of no benefit to the child.
[57] Further, Ms. Han alleges that the parties intended to live together. At a minimum, a trial judge may find that the discussions about where Ms. Han and the child would live reflected a mutual intention of the parties to see one another and spend time together when they could.
[58] Mr. Dorje argues that an intention to live together at some point in the future is not sufficient to show that an existing relationship was marriage-like. He argues that the question of whether the relationship was marriage-like requires more than just intentions, citing Weber, supra.
[59] In my view, the documentary evidence referred to above provides some objective evidence in this case that the parties progressed beyond mere intentions. As stated, the parties appear to have expressed genuine care and affection for one another. They appear to have discussed marriage, trust, honesty, finances, mutual obligations and acquiring family property. These are not matters one would expect Mr. Dorje to discuss with a friend or a follower, or even with the mother of his child, without a marriage-like element of the relationship.
[60] A trial judge may find on the facts alleged by Ms. Han that the parties loved one another and would have lived together, but were unable to do so because of Mr. Dorje’s religious duties and nomadic lifestyle.
[61] The question I raised in the introduction to these reasons is whether a relationship that began on-line and never moved into the physical world can be marriage-like.
[62] Notably, the definition of a spouse in the Family Law Act does not require that the parties live together, only that they live with another person in a marriage-like relationship.
[63] In Connor Estate, 2017 BCSC 978, Mr. Justice Kent found that a couple that maintained two entirely separate households and never lived under the same roof formed a marriage-like relationship. (Connor Estate was decided under the intestacy provisions of the Wills, Estates and Succession Act, S.B.C. 2009, c. 13 ("WESA"), but courts have relied on cases decided under WESA and the FLA interchangeably for their definitions of a spouse.) Mr. Justice Kent found:
[50] The evidence is overwhelming and I find as a fact that Mr. Chambers and Ms. Connor loved and cared deeply about each other, and that they had a loving and intimate relationship for over 20 years that was far more than mere friendship or even so-called "friendship with benefits". I accept Mr. Chambers' evidence that he would have liked to share a home with Ms. Connor after the separation from his wife, but was unable to do so because of Ms. Connor's hoarding illness. The evidence amply supports, and I find as a fact, that Mr. Chambers and Ms. Connor loved each other, were faithful to each other, communicated with each other almost every day when they were not together, considered themselves to be (and presented themselves to be) "husband and wife" and were accepted by all who knew them as a couple.
[64] Connor Estate may be distinguishable from this case because Mr. Chambers and Ms. Connor were physically intimate for over 20 years, and presented themselves to the world as a married couple.
[65] Other decisions in which a marriage-like relationship has been found to exist despite the parties not living together have involved circumstances in which the couple lived under the same roof at previous points in the relationship, and the issue was whether they continued to be spouses after they took up separate residences: in Thompson v. Floyd, 2001 BCCA 78, the parties had lived together for a period of at least 11 years; in Roach v. Dutra, 2010 BCCA 264, the parties had lived together for approximately three years.
[66] However, as Mr. Justice Kent noted in Connor Estate:
[48] … [W]hile much guidance might be found in this case law, the simple fact is that no two cases are identical (and indeed they usually vary widely) and it is the assessment of evidence as a whole in this particular case which matters.
[67] Mr. Justice Kent concluded:
[53] Like human beings themselves, marriage-like relationships can come in many and various shapes. In this particular case, I have no doubt that such a relationship existed …
[68] As stated, Ms. Han’s claim is novel. It may even be weak. Almost all of the traditional factors are missing. The fact that Ms. Han and Mr. Dorje never lived under the same roof, never shared a bed and never even spent time together in person will militate against a finding they lived with one another in a marriage-like relationship. However, the traditional factors are not a mandatory check-list that confines the “elastic” concept of a marriage-like relationship. And if the COVID pandemic has taught us nothing else, it is that real relationships can form, blossom and end in virtual worlds.
[69] In my view, the merits of Ms. Han’s claim should be decided on the evidence. Subject to an overriding prejudice to Mr. Dorje, she should have leave to amend the notice of family claim. However, she should also provide meaningful particulars of the alleged marriage-like relationship.
F. Delay / Prejudice
[70] Ms. Han filed her notice of family claim on July 17, 2019. She brought this application to amend approximately one year and nine months after she filed the pleading, just over two months before the original trial date.
[71] Ms. Han’s delay was made all that more remarkable by her change in position from January 19, 2021, when she confirmed, through counsel, that she was not seeking spousal support in this case.
[72] Ms. Han gave notice of her intention to proceed with this application to Mr. Dorje on March 16, 2021. By the time the application was heard, the parties had conducted examinations for discovery without covering the issues that would arise from a claim of spousal support.
[73] Also, in April, Ms. Han produced additional documents, primarily text messages, that may be relevant to her claim of spousal support, but were undecipherable to counsel for Mr. Dorje, who does not read Mandarin.
[74] This application proceeded largely on documents selected and translated by counsel for Ms. Han. I was informed that Mandarin translations of the full materials would take 150 days.
[75] Understandably in the circumstances, Mr. Dorje argued that an amendment two months before trial would be neither just nor convenient. He argued that he would be prejudiced by an adjournment so as to allow Ms. Han to advance a late claim of spousal support.
[76] The circumstances changed on May 6, 2021, when Madam Justice Walkem adjourned the trial to July 2022 and reset it for 25 days. Madam Justice Walkem noted that most of the witnesses live internationally and require translators. She also noted that paternity may be in issue, and Mr. Dorje may amend his pleadings to raise that issue. It seems clear that, altogether apart from the potential spousal support claim, the parties were not ready to proceed to trial on June 7, 2021.
[77] In my view, any remaining prejudice to Mr. Dorje is outweighed by the importance of having all of the issues between the parties decided on their merits.
[78] Ms. Han’s delay and changes of position on spousal support may be a matter to de addressed in a future order of costs; but they are not grounds on which to deny her leave to amend the notice of family claim.
CONCLUSION
[79] Ms. Han is granted leave to amend her notice of family claim in the form attached as Appendix A to the notice of application to include a claim for spousal support.
[80] Within 21 days, or such other deadline as the parties may agree, Ms. Han must provide particulars of the marriage-like relationship alleged in the amended notice of family claim.
[81] Ms. Han is entitled to costs of this application in the cause of the spousal support claim.
“Master Elwood”
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"橫尾先生你傾向於在你的遊戲中有個悲傷的結局(除了《尼爾 自動人形》),這是為什麼呢?
橫尾:我想啊,玩家在遊戲中的旅程中殺了那麼多的敵人,但自己卻迎來了一個Happy Ending,這很奇怪,所以我之前遊戲的主角都有著不幸的結局,我覺得對他們來說有個Happy Ending是不對的。
不過對《尼爾 自動人形》來說,對2B和9S來說,從被給予生命,他們殺了很多人,但也被自己殺了很多,很多次,有著無數次的輪迴。我認為這已經把他們殺死敵人的罪給贖了,幸福結局對他們兩個來說更合適一些。"
【尼爾:自動人形】是好遊戲,2B很可愛~
Talking To Yoko Taro, PlatinumGames' Takahisa Taura, And Composer Keiichi Okabe About Life, Death, And Opportunity
This interview with《Nier: Automata》director Yoko Taro and PlatinumGames' designer Takahisa Taura was first conducted in March of this year. Square Enix then offered gameinformer another chance to talk with Taro again, this time with Keiichi Okabe to speak more about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.
At the start of the first interview, Taro Yoko, whose pen name is appropriately Yoko Taro, was surprisingly quiet. He took a gulp from a bottle of Diet Pepsi and looked me straight in the eye to say something. I myself looked to the translator, who laughed at whatever Yoko said. She began "Yoko-san wants you to write about how expensive the food and drinks are here, if you can. He says it's way too much."
[The following interview contains some spoilers for Nier: Automata, including the game's final ending.]
With Nier: Automata, you guys won a Game Developer Conference award. How do you feel about that?
Yoko: We heard it was a user's choice award where the players themselves select the winners, so I'm just really happy that the players have selected our game for winning the award.
How did PlatinumGames and Yoko-san first meet on Nier? Why did you decide on that project versus something like another Drakengard or a new IP as a whole?
Taura: I loved the previous Nier title, I was actually went to Square Enix saying "Please let us create a Nier sequel, because you haven't done anything with it for a long time." At the same time, there was coincidentally Saito-san, the producer for Nier: Automata, talking with Yoko-san that they wanted to do something together. It just so happened that it was the right time, right place and we met for the first time when we started this project.
When you started working on the Automata, did you know what it was going to be? Did you have an idea in your head of what a Nier sequel would look like after the first game?
Yoko: Not at all, I had no ideas for a sequel in mind. When I first heard that we might do a collaboration with PlatinumGames, the image I had of them is that they only create Sci-Fi action games. When I thought of that, I thought of what part of the Nier storyline might fit in with that Sci-Fi action gaming sequence, I selected the themes for Automata because I felt it just fits in with the PlatinumGames style.
PlatinumGames has a reputation for fast, often-challenging action games, but Nier: Automata is a lot easier. Was that intentional to keep it closer to the first Nier or perhaps a consequence of trying to make PlatinumGames action more mainstream?
Taura: That's actually exactly the reason why. Saito-san from Square Enix told us when the project started that, since the original Nier has a lot of female fans and a lot of non-action gamer fans, to make the game as fun and accessible as possible to people who aren't accustomed to playing difficult action games. We always thought of making the game into something that's fun to play for newcomers to the action game field, but also to the more experienced players as well.
One of the usual tropes of PlatinumGames is that, as the game goes on, it tends to escalate more and more to an explosive finale. Nier: Automata kind of messes with that formula a little bit by Ending A being a little bit more subdued and low-key and then goes up again and again until it finishes with endings D and E. Is that something you had to work with Yoko-san about, where the escalation and pacing would best fit the gameplay?
Taura: In terms of like a climax or increasing the difficulty level toward the end, it's not that different from our other titles, or at least we didn't feel like it was that different. The one major difference was that this was the first game that I've at least worked that had the leveling up element in it. So as long as you level up your character, the boss would be easier to defeat, but if you don't, then some of the enemies toward the end of the game would be very difficult. For me, the balancing between the difficulty level of stages and bosses versus the levels the player might be was the difficult part in creating this game.
One thing that we really had it easy with in this game is that Yoko-san's scenario and Okabe-san's music, once it's mixed into the battle, makes a really menial and indifferent battle sequence suddenly becomes this dramatic and grandiose battle with everything at stake, so I felt like that really helped elevate our battle sequences as well. We did have an easy time thanks to that!
With Automata, you started appearing at press conferences and as part of the marketing of the game, whereas previously you never did that. When you appear in public, you have been wearing a mask of Emil from the first Nier title. Why Emil specifically?
Yoko: Hmm. One of the answers I can give is that, and I do have a little more that I want to elaborate on, is that for one Emil in the previous title is just a strong character on its own, so it's more like an iconic image or character for Nier as a series. Another part of the answer is that Emil actually holds a great secret of the part of the Nier world and it's not all revealed with the games I've created so far. I'm not sure if I'll have an opportunity to disclose that secret, but if I do, I might one day create a game that delves more into why it's Emil and why I continue to wear Emil's mask.
I don't know if either of you can speak to this, but the trailers for Nier: Automata were a little misleading. They showed A2, who you play as late in the game, but with short hair, so she looked like 2B. Was that something you decided, to show those scenes but not make it clear who it was?
Yoko: There were trailers like that?
There was one specifically showing A2 fighting Hegel like that.
Yoko: Ahh, yeah. There's no reason! We weren't trying to hide A2 or mislead anyone, it just happened to work out that way.
Taura: We made so many trailers at some point we kind of didn't care what we showed.
Oh, wow, that's going to shock a lot of fans in the Nier community. People really believed in the theory that you were hiding A2 in plain sight the marketing.
Yoko: Haha, but it might not be the correct answer. Like Taura-san said, we made so many trailers that we can't remember them all, so I'm definitely happy to take the credit without remembering why.
Taura: Yeah, let's say we intentionally did that. For the fans. It might be true.
Yoko: But I can say, in one of the trailers is A2 fighting one of the Engels, one of the big robots. She actually has long hair in the trailer, but in the actual game, it's after she cut her, so she would have had shorter hair. That one was actually intentional, because we did not reveal before the game that A2 would cut her hair, so we actually made a scene specifically with long-haired A2 to take that trailer. So that's that shot was kind of a lie.
In the Automata DLC, the CEO of Square Enix Yosuke Matsuda, as well as PlatinumGames boss Kenichi Sato, are boss fights. Where did that idea come from and how did you get them to approve it? How did they react when you asked them?
Yoko: Haha, oh yeah.
Taura: The development team went to Square Enix and said "Please let us use him in our game!" Their reaction was initially saying "Uhm, are you sure you want to?"
We were thinking for a while of what we could do with the DLC, because we didn't have a lot of time to develop it, so we wanted to do something fun with it. When we were thinking about it, we saw that Final Fantasy XV used a character model of president Matsuda in one of their marketing assets. When Yoko-san saw that, he reached out and asked if maybe we could use that in the game at Platinum. We said that, if we get the character models, we could definitely use them for something in the game. We reached out to Square Enix and they gave us the model and we were able to use that character model for a boss fight.
If it was just that you were able to fight the CEO of Square Enix, then it would have just been the same as what Final Fantasy XV did, so we had to think of ways to spice that up even more. So we had PlatinumGames' CEO Sato-san appear in the fight as well. We also included background music that arranged their voices, we included their voices in the music, just to add a little bit more and beat out Final Fantasy XV. That BGM track is Matsuda-san and Sato-san's debut single. We didn't even get permission from them, so it's an unofficial debut single, and those are much rarer.
Speaking of crossovers, did you know that Nier fans have been trying get Katsuhiro Harada of Bandai Namco to put 2B in Tekken? Is that something you guys would want to do? [Note: This interview was conducted before 2B was announced as a Soulcalibur guest character.]
Yoko: For us, if we were asked, we would gladly say yes to anything for money. We're open to any kind of opportunities for anything, ever. Even if it's Candy Crush, if they want to use 2B, we will say yes, please go ahead and use her.
Actually, speaking of doing anything for money, you've never created a direct story sequel before, they've all been loosely tied together and many years apart. Saito-san has already said there will be another Nier game, if the characters are popular enough, would you create a direct sequel to Automata or would you change the characters and location again?
Yoko: I haven't thought about it once! Taura-san, where would you want to create a new game?
Taura: Actually, when I brought my concept document to Square Enix about a Nier sequel, I wanted to write a story about that prologue portion in the first Nier game. You know the beginning of the game, where you're kind of in Tokyo, in an area that's more modern? I kind of want to delve into that storyline a little bit more. So if I'm allowed to create a new Nier title, that's what I want to create. But that's just me speaking as a fan of the series, so I don't think that will actually happen officially.
Yoko: When I actually heard about that idea from Taura-san when we first started this project, I felt that it would be very difficult to make a modern recreation of Tokyo because it's the city that we constantly see every day. You just notice differences in the lies that we put in there, so I felt it would be very difficult to do to recreate a city that we know and see so much. But now that I know that PlatinumGames is such a good studio that they most likely will have that power and talent to be able to create that kind of video game world, I think that might be an option. Whether or not we'll do that is a different question, but it is a viable option.
One of the things you said before the release of Drakengard 3 was that you wanted to call it Drakengard 4 and just let people figure out what the theoretical Drakengard 3 was supposed to be. That's similar to what you did with Automata where the game takes place 10,000 years after Nier and people who played the first game were more confused than new players. Was that an intentional idea or something you've wanted to do for a while?
Yoko: It's not that I brought over that idea to Nier: Automata, the greatest reasoning why I did this is because I wanted players who haven't played the original title to enjoy Nier: Automata so you can enjoy the game without knowing anything about the previous game. That's the biggest reason why we took a storyline that's so far in the future that it really didn't have anything to do with the previous title.
A common through-line for Yoko-san's games is flowers: the lunar tear in the Nier series, the flower in Zero's eye in Drakengard 3, is that symbolizing anything in your games or is it just visual imagery you like?
Yoko: Well, I do like flowers in general, but yes, there is a greater meaning to it that I have with these flowers. It's the same as Emil like I talked about earlier, I just haven't revealed it anywhere. There is a meaning, which is why they keep on coming back in my games, but I haven't revealed it anywhere yet.
With the last Nier game, you had said that you built the game on the concept of people being okay with murdering people who are different. With Nier: Automata, the games actually became more fun to play and control and touch, do you think there's a danger in giving people that sense of ease in killing enemies in the narrative?
Yoko: In the previous title, I actually feel like I overdid that a bit. I did want to portray that enemies have a reason to live and a reason to fight on their own as well, but I feel like I forced that idea that I had in my mind a little bit too much on the players. So for Nier: Automata, I did not want to focus on it, I didn't want to impose my feelings and thoughts. I actually feel that it's fine if some people feel it's fun to kill in our games. If that's all that they feel from the game, then it's fine, because its their freedom to feel what they want from the game. To answer your question, I think that it's fine to have that happen.
Taura: I actually have the same answer, too. I feel like if it's fun to fight, that's great as a game designer. But if you feel bad to kill these cute little robots, that's fine with me as well. I feel like different people will have different reactions to the game and they will feel differently when they play the game, so I'm actually happy to create a game that creates those kind of differences within the players as well.
Yoko: That's a really good question for us, because if players felt that it was way too fun to kill these enemies that it started making them feel guilty, that's something we didn't really aim to do. Just as we mentioned earlier, I'm really happy that players were able to take it on their own and experience it on their own, then we didn't just provide something for people to take it as-is on face value. I feel like it's great that the players are now taking the game and experiencing it on their own and trying to figure things out on their own.
There was a time after 2B was revealed that people were asking you about her design on Twitter and you answered that you just like sexy ladies. That quote has become pretty famous and attached to you and a lot of people are reading into it. Is that a thing you still believe, would you ever take the quote back, or would you have ever changed 2B's design?
Yoko: [laughs] Don't straight men like cute girls? Isn't that common knowledge? I didn't realize that was a quote.
A lot of people use you as an example as a developer that just says what is on their mind.
Yoko: Before we released the game, on Twitter, because so many people were sending me 2B fan art, I said that "Send me a zip file of all your erotic fan art!" When I tweeted that out, my number of Twitter followers jump from 20,000 to 60,000 just with that one Tweet. I actually think it's because I did something that's more of a taboo in the western world where I talked about sexuality or gender that openly on Twitter, but that's actually...so, I do know that what I said did not just creative positive buzz and there's some negative buzz around it as well, but I feel like it kind of has to do with the Japanese culture where we're not too strict about gender and sexuality and being more open about talking about those things.
I think it's the same thing as reading manga as an adult, it's a little bit different when you think about it because in Japan that's more common, it's not considered something weird or something outlandish. With that kind of feedback that I get from fans, I just feel like it's the difference in culture between Japan and the rest of the world.
That is something you tend to tackle fairly often. Drakengard 3 was partly about sex and sexuality treated casually within the game's universe, is that something you feel doesn't translate across all regions?
Yoko: I actually don't think [translating across regions] has a lot to do with sexuality. I don't think it would have sold more copies of Drakengard 3 if I took away aspects of sexuality or added more in there. I feel that Nier: Automata sold well because we worked with PlatinumGames, so I don't think that has anything to do with a sexual nature.
For the original Nier, there was a lot of information on the periphery of the game like books with background information and short stories that answer questions raised in the game. Automata even had a stage play predating the game. Do you think it's harder for western fans to grasp the whole stories of these games when there's Japanese-exclusive media about it expanding the lore?
Yoko: Of course we can't localize everything because we have limitations in budget, so it's really difficult to do all of that, but I actually think there really isn't a need to know everything, either. The meaning I have behind Emil's mask or the flowers you asked about, like I said it's not revealed in the game at all or anywhere else yet, but no one really needs to know that to enjoy the game or enjoy the world or enjoy the game. More than gaining knowledge, I want players to cherish the experience they have when playing the game. It's more about that instead of the knowledge they could have for every question. Of course the theatrical stage play was more of like a YoRHa spinoff, but you don't need to know that to enjoy the game. Every piece, like the books and the stage play, is made in a way so that you can enjoy it by yourself, so you don't need that extra knowledge to enjoy it.
It may add a little bit depth to the knowledge that you have, but you don't necessarily need to have it. I do understand the otaku mentality that you want to know everything, you want to have everything answered, you want to collect everything, but I don't see the value in knowing everything. For example, just in real life, you might not know everything about the politics that surrounds the world or even in your own country, and there's really no point in knowing everything that happens in the world. Maybe a lot things, but not everything, right? What's more important is how you interact with people around you, immediately around you, and I think that's the same with video games. You don't really need to know everything that happens in the world to enjoy it.
Of course I do respect the freedom that the players feel as well, so if you do get mad that we can't localize everything in America, or America never gets everything, that's also something to be respected and I do understand the frustrations surrounding that as well.
When Nier: Automata released, it did so in a three-month timeframe that several other big Japanese games came out in the U.S., like The Legend of Zelda: Breath of the Wild and Yakuza 0. A lot of people started heralding those games as a return of Japanese development in the west. What do you think about going from fairly niche games to what some people consider the tip of the spear of modern Japanese development?
Yoko: First and foremost, just to speak about having so many good titles in that timeframe, my thought was "Are you people trying to kill me with this?!" In Japan, Horizon came out first, then it was Nier, then Zelda, and I think in the west, it was Horizon, Zelda, then Nier in North America. So we're literally sandwiched between those two with a two-week window in between each and they were all very similar to us in the futuristic setting. Especially for Zelda, it was one of the titles we copied in the first place, so I really felt like they were trying to kill us at the time.
Personally, not even thinking about Nier: Automata during that time frame, I was running around excited about all the fun-looking games coming as a gamer myself.
Hideki Kamiya [PlatinumGames] has once said that Nier: Automata saved Platinum. Is that something you agree with and how has the relationship been between PlatinumGames and Square Enix?
Yoko: Speaking from my perspective, of course Taura-san will likely know more about it internally at PlatinumGames...Kamiya-san, he's very laid back on Twitter, but when you actually really talk to him, he's a very serious person and very sincere. I guess Nier: Automata did generate sales for them, because I received a direct letter of gratitude from him saying "Thank you very much for creating a great game." I don't even know if we saved them or not in that sense, but just receiving that kind of message from was just very heartwarming and I was just really happy that I was able to provide such a game for them.
Taura: You could make the headline of your article "Yoko Taro Saved PlatinumGames" and that's definitely true.
Yoko: It's a very true headline.
Why do both of you think that Nier: Automata was more successful than Yoko-san's previous games or most other PlatinumGames titles?
Taura: Mainly because PlatinumGames' sensibilities were much better than Yoko Taro's.
Yoko: I actually think it's the Square Enix brand, the name Square Enix gives a more reliable feeling to an otaku type of title. PlatinumGames' strong name being known for making really good action games and I think the combination of the two really helped. This time with Nier: Automata, we sold about 2.5 million copies and the previous title we sold around 500,000. For the last game, we weren't really in the red, but it wasn't exactly a success either. We have these passionate fans that really supported the time from announcement and the series as a whole. Of course for Automata, too, we had a very passionate fan base including the media and including yourself that gave impressions and articles that helped make the game into a success, so I'm just really grateful for the fans and media alike that really supported the title and were passionate about it.
[The remainder of this interview took place a few weeks later with Taro Yoko and Nier: Automata composer Keiichi Okabe. Okabe is also known for his work on both Nier titles, Drakengard 3, Tekken, and contributing some tracks to Super Smash Bros. Ultimate. Before we started recording, Yoko said it will be okay if I asked Okabe most of the questions and I remarked that I wouldn’t want to make him jealous. He paused for a moment and then said it doesn’t matter because he would get paid either way.]
You two have been working together for a long time, I was curious how much the music composition is tied in with the writing. One of the city themes in Nier: Automata uses similar composition to a track in Nier. Does that come from the writing or the musical identity of the series?
Okabe: Since Yoko-san is I feel the type of person that doesn't want to do the same thing over and over again, even if he did receive praise for what he did previously, I kept that in mind while I was composing music for Nier: Automata. I also wanted to have some kind of connection that you would feel as a player between the previous title and this one, so I used similar tones from previous titles or from the previous game. It might not be exactly the same, but I used some similar types of music lines from the previous title so that you might feel that kind of connection.
But we do have tracks that are arrangements of previous tracks from older titles, but that was mostly for fan service.
I kind of wanted to drill down a little bit this time and get to the core of your philosophy of why and how you make games. If you had to pick a reason to hold up and say "This is why I make video games," what would that be?
Yoko: I feel that video games, amongst all the different entertainment mediums, have the most freedom in what you can do as a creator. For example, in a film, if you are able to control movement, then that's no longer a film in my eyes. In video games, you could have film-like cutscenes and videos, you could have them going on forever as much as you would like as a creator. That kind of freedom to do that is what I really wanted to do and I feel like video games are what provide me that option, even if I never do it.
Is there any kind of message you use games for that you want to convey to your audience or anything you want them to hear from you? Or do you prefer to let them take whatever interpretation they get from your games?
Yoko: It's the latter. I would want our players to freely interpret what I've created just on their own, to grasp something for their own. I feel that's one of the interesting aspects of video games is that you are able to freely interpret what's being shown to you. I also feel like the players make the game whole by playing it. The action of playing the game I feel has meaning in itself and because of that I want the players to find something from the game, feel something from the game, for themselves.
Nier: Automata won a number of awards, Okabe-san you won best music at The Game Awards, Automata won the audience award at GDC. Is there any pressure to appeal a more mainstream audience with your next game?
Okabe: For a popular title that will be played by many, it doesn't really matter what kind of genre you put out musically. I will still be interested to compose music for those if possible. I would have to take a different approaches to those kind of mainline titles, whereas for Nier, I felt that the music can be more geared toward a core audience where only those who would understand the music would play it. But at the same time, once you understand, I want you to be deeply affected by it. That's what I aim for with Nier. If I am to work on a way more mainstream title next time, I will have to change that mindset I have as a composer, but that would be something I'd like to challenge myself more. To answer your question, yes, I'd like to try that, but I'd also do whatever kind of jobs I'm assigned to.
Yoko: For me, my games I actually think are really niche. How Nier: Automata was so successful was actually just a coincidence. To make a successful game is something that I can't really aim to do, so I think that I'll probably return to my small and dark corner, my niche corner, with my successive titles.
Who would you both consider your inspirations for writing and composing?
Okabe: For me, it's obviously more of a composer than a writer, but I don't really focus on one person. I tend to just try to get music here and there and have a wide net. I am greatly affected by people who I've listened to in my youth, like Japanese composer Ryuchi Sakamoto, Ennio Morricone who creates film music, and also pop music like Michael Jackson and Madonna. I am affected by those as well.
Yoko: I have received inspiration from a lot of things, but I think personally expressions in film or any like visual production is something I'm deeply affected by. For example, Neon Genesis Evangelion by Hideaki Anno, that was really a strong influence on me. Also, the drama series 24, the way that they incorporate speedy and complicated constructions of storylines was something that was very new at the time. Just throughout the timeline of visual production, I think there's a sudden burst of evolution, and I think that "that" moment in a title that does that just greatly affects me and becomes an inspiration for me. But I feel that can be said for the rest of the world.
Lately, anything that Christopher Nolan creates I think is very intriguing where he tries to include deep knowledge and thoughtfulness into what he creates. I'm very interested in this new wave of evolution.
Last year, with the release of Animal Crossing on mobile, you talked on social media about how it was your favorite game of the year because you created a narrative where the characters were all unwillingly imprisoned in the camp. Do you often create your own narratives for games?
Yoko: I do that for some games and I don't for others. Off and on, I guess. It's a lot easier to create my own storyline per se for a more primitive game. For example, in Zelda: Wind Waker, you start off with a grandma and your sister living on an island and it's really happy and joyful and there's really no reason for Link to get out of there and fight Ganondorf because you're already living happily. You don't need to get out of that happiness. As a gamer, I felt the kind of sadness to have to leave that happy island life.
In Dragon Quest [V], you have to choose who you want to wed, and I felt that I couldn't really get into liking either of the characters. I also couldn't find the point of having to decide who I want to marry, so I just at that instant I turned off the game and said "My journey ends here!" My mind narrated "The three of them went on the journey and lived happily ever after, the end." That was my ending for Dragon Quest V.
Around the release of Drakengard 3, you spoke about how it's not possible in this industry to make a six-minute game and sell it for $60, no matter how good those six minutes are. Is this something you still think?
Yoko: That analogy was given to explain that, no matter how much you try to make a game really good, there's a limit to what you can do. If you are to create a six-minute game, because you can't go through a lot of different stages, you would have to create one stage. Which means that you could really refine the quality of that one stage without having to put in a lot of money into it and a lot of manpower into it. Also, because it's only six minutes, you can't really have too many characters in it, so you could focus on one or two characters at max. By doing that, you could refine the quality of those two characters. But because you're time-limited, no matter how much you refine the quality of the world around you or the characters, if you're limited to six minutes there's just so much you could do that the game won't become good at all. That was an example for me to say that there's a limit to what you can do in video games.
Okabe-san, in the music for a lot of Yoko-san's game, you use constructed or uncommon languages, is there a specific reason for that?
Okabe: [laughs] Yeah, for one, because it is Nier: Automata, Replicant, and Gestalt, they all take place in a unique world, even though they're in the timeline of our current world, it's so much in the future that it should feel kind of foreign. That's one of the reasons why I went for language we can't understand, but another is that, in games in the past, game directors actually got mad at many occasions for including vocals into the soundtrack. They were saying that it would become too distracting from the gameplay and would distract the player. It was considered more of a taboo, so for Nier, I included vocals in there without a language you could understand more for the sound that you get from the words. It wasn't to convey any meaning of what was being said, but more for a sound impact.
Yoko-san, you tend to have very sad endings in your games, with the exception of Nier: Automata which is as happy an ending as you can get with most characters dying. Why do you tend to write toward more sad endings and do you feel like Automata's happy ending fit the game better?
Yoko: The reason why I created endings that end on a death is because, until now I was creating games where you would kill a lot of enemies, but I've always felt that it doesn't feel right when the protagonist has a happy after they've killed so many enemies during the course of their journey. That's why in Replicant and Gestalt, or my previous titles, the protagonist pretty much ended up dying because I didn't feel like it was right for them to have a happy ending. But for Nier: Automata, 2B and 9S, from the time that they were given life, they've been killing a lot of enemies, but they've also been killed by them many, many times, and regenerated many times. They've actually been killing each other, which you find out at the very end, many, many times as well. So I felt that kind of cleansed them of their sins for killing so many enemies, which made me feel that a happy ending was more fitting for those two.
Do you feel like that cycle of violence and death and the consequences of that are human nature?
Yoko: I think the reasons why we kill in video games do kind of shine light on what's kind of broken within humanity or humans in general. We want peace in the world, but we also enjoy killing others in video games, like shooting guns in video games. I think that's karma in a sense for humans, the way that video games grasp the true essence of humanity, whether or not that's what they were aiming to do.
Is there a series that you know, like Persona or Yakuza or anything like that, that either of you would want to work on?
Yoko: A series or anything?
It can be anything.
Yoko: Personally, it's not a Japanese title. I'd actually love to see how western titles are developed, because I have no insight into how they're made. There was a moment in time where I felt that it might be fun join a western development to see how things run. Of course there's the language barrier that would make it difficult for me to do that, but generally speaking I feel that western storytelling follows kind of a similar route for all the stories that western mediums create. I would feel it fascinating to find out why western games use certain flows and storyline arcs.
Okabe: I'm kind of a fanboy myself, so there is a part of me that wants to work on major titles like Dragon Quest. I feel that if I do work on those titles, the pressure of working such a known title would be just too big and because there is a part of me that really loves that series, I feel like I would try to skew my music in a way that would fit into that series instead of trying to create music that I think is good. I don't feel like I would be able to bring out the best quality in my music if I worked on those big titles, because of that pressure and because of the image I have of those titles in my mind. Currently, my want to work on those major titles and the part of me that's telling me I shouldn't do it are about equal.
Were either of you surprised by Nier: Automata's success?
Yoko: [in English] Oh yes.
Okabe: For me, I live in Tokyo and developer PlatinumGames live in Osaka, so we did have quite a distance in-between, like literal physical distance between us. From the moment that I created the music to when I was able to see it next, there was a big gap in time, so when I was able to my music in the game for the first time, the game was pretty close to finished, they were almost done with development. At that moment, I thought "Maybe this one might sell?" But at the same time, I didn't think it would become this big of a success, I always thought it might do better than the previous titles, but it was like a hunch that I didn't feel until this time in Yoko-san's titles. I did have some kind of a gut feeling that it might do well.
The last song of Automata, Weight of the World, had a chorus with the entire game's development staff at PlatinumGames and Square Enix singing along to encourage the player. Why did you decide on that for the final song of the game?
Okabe: I didn't remember this, I actually forgot about it for a while, but Yoko-san actually came to me telling me that he wanted a chorus at the end of the game pretty early on in the development process. I apparently made disgruntled face at him and did not remember why I even made that face or even that I made that face. After a while, I actually remember why I had such a reaction with the disgruntled face, because there's a couple of different types of choirs, but Yoko-san likes the more classical choir, so when he requested that he wanted a choir, I thought he wanted that classical type of choir at the last part of the game. At that moment, I thought "Well, that doesn't really fit in with the game plan, I don't really want to do that," which is why I had that expression on my face. After we talked about it, Yoko-san mentioned that wasn't really what he was going for, he said that because that last scene is all about all these different people helping you, he wanted everyone to sing, he wanted it to feel like everyone is singing there with you as you play.
When I thought about doing that, and I actually agreed that might be a good idea, because in Nier: Automata all the choir vocals that you hear in the game, it's actually recorded by a small group of singers, I just overlapped their voice so it sounds like a big choir. Because that last part of the game is more about you playing amongst a lot of people, I felt that taking that approach again of overlapping voices again would not really work. So I reached out to the dev teams because they were working on that part and I thought it would be a good idea to have them put themselves in the game as well. I also thought that they don't need to have a good voice, it's just to give that feeling that you're playing with all these developers.
Development teams from Square Enix, PlatinumGames, and also some composers from my company who didn't work on Nier: Automata are singing in it as well. There's also children of PlatinumGames developers and their family actually singing in it as well. That was the reasoning behind why we decided to do that at the end.
Has there ever been, in all your games you've made, an idea you had that you had to be talked out of?
Yoko: For the first Drakengard, I had an idea of [Japanese pop-star] Ayumi Hamasaki, like her character model, wearing all-silver spandex, like a giant version of her descending from the sky and you would fight against her by music. Everyone else on the staff shut it down. It does still leave that kind of music game essence kind of in there, but the part Ayumi Hamasaki comes out in silver spandex has been taken out.
Isn't that kind of similar to Drakengard 3's actual ending?
Yoko: Similar, but I actually wanted to go for something funny, or shockingly stupid. But no one would let me.
Source:
https://www.gameinformer.com/…/talking-to-yoko-taro-platinu…
setting an example meaning 在 翻譯這檔事 Facebook 的最讚貼文
Taipei Times 英文臺北時報今刊出讀者投書致賴揆:
官方一直示範菜英文,還想列英文為第二官語?
舉例之一:交通部觀光局行之五年的「借問站」計劃英文宣傳名稱「Taiwan Ask Me」是「菜英文」。無誤!
繼之前的菜英文「Taiwan Touch Your Heart」之後,不意外。
最後這一段切中要害:
// Finally, Premier Lai, how can Taiwan effectively pursue the valuable and challenging goal of making English an official language of this country if the ROC government’s own ministries are not even able to correctly compose a simple advertisement in English? //
猜測作者 Xue Meng-ren 很可能是薛孟仁(Dr. Bruce G. Shapiro),逢甲大學外國語文學系副教授。
謝謝薛教授用專業的聲音告誡政府勿失策。
以下全文轉錄投書內容,連結見留言。
-----------------------------------------------------------
An open letter to Premier William Lai
By Xue Meng-ren
Wed, Oct 24, 2018
Dear Premier William Lai (賴清德):
You have admirably and lately led Taiwan in an ongoing discussion about whether to make English a second “official” language. Many articles have appeared defending both sides of this argument.
As it stands, Taiwan uses the traditional style of Mandarin Chinese for all official government, legal and business documents. However, the Taiwanese government frequently uses English in a non-official capacity to facilitate outreach initiatives and better communication with non-Chinese-speaking residents and tourists.
“Taiwan Ask Me” is one such governmental initiative, which the Ministry of Transportation and Communications initiated five years ago.
As a Cabinet-level governmental body charged with communications, the ministry’s standard of English should be a model of English usage for the rest of the nation, particularly the tourism industry, which the ministry also officially administers.
Unfortunately, the ministry has demonstrated that its use of English is both inept and even — albeit inadvertently — insulting.
On the Republic of China’s National Day, on page 5 of the Taipei Times, the ministry’s Tourism Bureau published an announcement about the fifth anniversary of the “Taiwan Ask Me” initiative. This announcement features not only elementary grammatical errors, but also incorrect English usage that renders it meaningless and embarrassing.
To begin, in English, the phrase “Taiwan Ask Me” is nonsense, that is, it has no meaning. It must at least have some defining punctuation, such as, “Taiwan? Ask Me” or “Taiwan, Ask Me.”
The service is supposed to be for tourists in need of answers to questions about traveling around Taiwan, but the phrase “Taiwan Ask Me” absurdly means that Taiwan should ask someone, “me,” something about itself.
And, who does this “me” refer to? Certainly, the initiative does not limit itself to employing a single individual, but rather a team of individuals. Therefore, the phrase should be “Taiwan, Ask Us” not “me.”
This type of error, along with the rest of the advertisement, not only demonstrates poor English usage, but more importantly, it suggests a lack of awareness about what service to others actually means.
It suggests that the initiative “Taiwan Ask Me” is merely paying lip service to a valuable concept of a democratic government that it does not truly value or even understand. This poorly written advertisement reveals that it is more interested in celebrating its own anniversary than it is in providing the service for which it is lauding itself.
The announcement states that the ministry “launched the ‘Taiwan Ask Me’ friendly travel information service” five years ago, and now has 450 Information Stations “that prove warm and friendly services.”
Obviously, the Information Services must provide not “prove” their services. “Prove” is the incorrect English word, unless the intention is for the ministry to pat itself on the back by saying that over the past five years the service has “proved its services are warm and friendly,” but then the grammar is still incorrect.
Furthermore, the use of both “warm” and “friendly” is repetitive, since the words are synonymous in this context. Using repetitive words in this way is a feature of the elementary English usage quite common in Taiwan, but governmental English has no excuse for being elementary.
In addition to offering “domestic and foreign tourists the warmest greetings,” through the Taiwan Ask Me Information Stations, “the service further incorporates rich travel elements.” The phrase “rich travel elements” is verbal nonsense. It correctly connects words that have no discernible meaning. The article does not define or elaborate upon them.
In the following run-on sentence, the article connects these “rich travel elements” with “five unique features,” the first of which is “local gourmets.” Why would a tourist want to meet a gourmet? And what kind of a gourmet?
The ministry probably means “local food” or perhaps “local delicacies,” whereas a “gourmet” is a food connoisseur, that is, a lover of good food. “Gourmets” is an example of another English error common in Taiwan, which is to use the incorrect English word to say something related to that word.
Using Google Translate often helps Taiwanese students make these ridiculous English errors. Unfortunately, government ministers are no longer students. Thus, one expects them to have a better grasp of English, certainly as it pertains to their own special purpose or field of employment.
Together, the “five unique features” mentioned in the article are supposed to “form [a] synergistic local economy of tourism,” whatever that is. Thus, the advertisement uses yet another nonsensical phrase, the meaning of which even the necessary grammatical insertion of “a” does not clarify.
The tourist economy in Taiwan is definitely important, and it is possibly important to connect different aspects of the tourist economy into a unified plan for development. However, linking the so-called five unique features does not create an economic synergy.
Taiwan Ask Me is a free information service. It does not make money or use money to link things together to form economic relationships. Even a government minister should recognize that specious phrases reveal fake values.
For the fifth anniversary event, “Eunice LIN,” (which should be “Eunice Lin,”) “is invited to be the tour guide, and experience the friendliness of ‘Taiwan Ask Me.” This sentence means that Ms Lin is going act as a tourist guide and experience for herself the friendly services of the Information Stations. More absurd nonsense, for why would she be both the tourist guide and the tourist?
Furthermore, the ministry should take responsibility for inviting Ms Lin. Instead of writing “Eunice LIN, a popular TV personality, is invited,” the correct sentence would be: “The MOTC has invited Eunice Lin, a popular TV personality, to be a tour guide.”
Finally, Ms Lin may be a local celebrity, but she is a Taiwanese film and television actor, not a TV personality. The latter is someone who appears on TV as herself, perhaps as the host of a variety show, but not someone who appears as characters in films or a TV series. (“Actor” refers to either male or female, the distinction “actress” being no longer necessary.)
The next sentence in the article is so riddled with grammatical errors, it would take several more paragraphs to explain them all. Suffice it to say that much of what the sentence tries to say means the opposite of what it must intend, which is the major problem with the article in question, especially its conclusion.
The advertisement closes with an egregious insult to all foreign residents and tourists.
Setting aside the grammatical errors and confusing phrasing, the advertisement announces the “Hi Taiwan! Give Me 5 Point Collection Campaign,” which started on Oct. 1.
However, this campaign is only for “all citizens of Taiwan [who] are invited to visit Information Stations and get a taste of the warm and friendly services of ‘Taiwan Ask Me.’”
Apparently, foreign tourists are not allowed to “experience in-depth local travels” and only “citizens will also get an opportunity to win lovely prizes!”
Who in the world is this advertisement for? It would seem to be for foreign tourists and residents since it is in English and appears in the only English print newspaper published in Taiwan. And what citizen of Taiwan needs to read an English advertisement? Surely, any citizen of Taiwan can read all about “Taiwan Ask Me” in Chinese. And yet, this advertisement about a tourism service concludes by disinviting the foreign residents and tourists who are not only most likely to read the advertisement, but also most likely to benefit from the Taiwan Ask Me initiative.
With this appalling advertisement, the ministry makes a mockery of not only the government’s attempts to use English effectively but also its own ministerial responsibility over communication and tourism in Taiwan.
If the Taiwanese government does have the personnel to compose articles in correct English that do not insult English readers and tourists and perhaps visiting foreign dignitaries, then it should hire copy editors with the skills to do it for them. It is certainly worth the expense when compared to the embarrassing cost of losing face, which means so much to Taiwanese society.
Finally, Premier Lai, how can Taiwan effectively pursue the valuable and challenging goal of making English an official language of this country if the ROC government’s own ministries are not even able to correctly compose a simple advertisement in English?
What a conundrum, and where does one begin to solve it?
Respectfully yours,
Xue Meng-ren
Taichung
setting an example meaning 在 Rayner Teo Youtube 的最佳解答
Use the Donchian Channel to time your entries, filter high-probability setups and ride massive trends.
SUBSCRIBE: https://bit.ly/2MsGjRR
If you want more actionable trading tips and strategies, go to https://www.tradingwithrayner.com
First and foremost, what is a Donchian Channel? How do I get this indicator on my chart? If you're using TradingView just go down to the Indicator Tab, search for Donchian, and you click this one over here, and here's what you see on your chart, the Donchian Channel. It comes with the default 20-period setting.
Tips for Trading with Donchian Channel #1
The first tip is that you can use Donchian Channel to help you filter for high-probability trading setups. It can help you to trade with the trend. Here's how. Let's say you want to buy with the trend. What you'll do is pay attention to the middle band and where the price is relative to the middle band. If the price is below the middle band, then you look for short trading opportunities. Means you look to sell. If the price is above the middle band, then you look for long trading opportunities, meaning you look to buy. This is a simple filter that will keep you on the right side of the markets more often than not.
Tips for Trading with Donchian Channel #2
The second thing a Donchian Channel can do for you is to help you time your entries. What you can do is you can look to trade the breakdown or the breakup. Can see that over here this candle over here pretty much made a new 20-day low. You can look to short the market, as the price made a new 20-day low. Alternatively, this candle over here made a new 20-day high, so you can look to buy the market as the price makes a new 20-day high. This is only to serve as an entry trigger. This is not a strategy but just an entry trigger.
Tips for Trading with Donchian Channel #3
The third thing a Donchian Channel can do for you is to help you ride massive trends. Here's how it works. You can see, right? Let's say, for example, you are short this market, this crude-oil market. Let's say the market breaks this low over here, this 20-day low, you go short. Let's say your stop-loss; it's above this swing high, let's say you put it somewhere here, one ATR above it, somewhere here. You can trail your stop-loss using this middle band over here. This means if the price doesn't break above the middle band, you will stay short, you will hold onto your short position.
Tips for Trading with Donchian Channel #4
The fourth tip is that the Donchian Channel works very well with the Average-True-Range indicator. Let me pull out this ATR indicator. We'll use the default settings, as well. I don't have to be too fancy on this. I like to look at the weekly chart. The thing that I like to look for is to see low volatility in the markets. I want to see that the ATR value is at multiyear lows. This means that the ATR value over the last two or three years, this is the lowest level. This is what I'm looking for.
If you want to learn more, you can go down to my website TradingWithRayner.com, and scroll down to the bottom, and you can see these two trading guides: The Ultimate Trend Following Guide and The Ultimate Guide to Price-Action Trading. If you want to learn how to ride massive trends in a market, go and download this guide over here, the trend-following guide, because I'll share with you practical trading strategies and techniques to ride massive trends.
If you want to learn more about price-action trading to better time your entries and exits you can download this Ultimate Guide to Price-Action Trading. Both of them are completely free. Just come down to my website, TradingWithRayner.com, click on this blue button, and I'll send it to your email, for free.
Thanks for watching!
FOLLOW ME AT:
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![post-title](https://i.ytimg.com/vi/rAVEsHLnr9o/hqdefault.jpg)
setting an example meaning 在 YouTube Embedded Players and Player Parameters 的推薦與評價
Overview
This document explains how to embed a YouTube player in your application and also defines the parameters that are available in the YouTube embedded player.
By appending parameters to the IFrame URL, you can customize the playback experience in your application. For example, you can automatically play videos using the autoplay
parameter or cause a video to play repeatedly using the loop
parameter. You can also use the enablejsapi
parameter to enable the player to be controlled via the IFrame Player API.
This page currently defines all parameters supported in any YouTube embedded player. Each parameter definition identifies the players that support the corresponding parameter.
Note: Embedded players must have a viewport that is at least 200px by 200px. If the player displays controls, it must be large enough to fully display the controls without shrinking the viewport below the minimum size. We recommend 16:9 players be at least 480 pixels wide and 270 pixels tall.
Embed a YouTube playerYou can use any of the following methods to embed a YouTube player in your application and specify player parameters. Note that the instructions below demonstrate how to embed a player that loads a single video. The following section explains how to configure your player to load a playlist or a user's uploaded videos.
Embed a player using an<iframe>
tagDefine an <iframe>
tag in your application in which the src
URL specifies the content that the player will load as well as any other player parameters you want to set. The <iframe>
tag's height
and width
parameters specify the dimensions of the player.
If you create the <iframe>
element yourself (rather than using the IFrame Player API to create it), you can append player parameters directly to the end of the URL. The URL has the following format:
https://www.youtube.com/embed/VIDEO_ID
The <iframe>
tag below would load a 640x360px player that would play the YouTube video M7lc1UVf-VE
. Since the URL sets the autoplay
parameter to 1
, the video would play automatically once the player has loaded.
Embed a player using the IFrame Player API
<iframe id="ytplayer" type="text/html" width="640" height="360"
src="https://www.youtube.com/embed/M7lc1UVf-VE?autoplay=1&origin=http://example.com"
frameborder="0"></iframe>
Follow the IFrame Player API instructions to insert a video player in your web page or application after the Player API's JavaScript code has loaded. The second parameter in the constructor for the video player is an object that specifies player options. Within that object, the playerVars
property identifies player parameters.
The HTML and JavaScript code below shows a simple example that inserts a YouTube player into the page element that has an id
value of ytplayer
. The onYouTubePlayerAPIReady()
function specified here is called automatically when the IFrame Player API code has loaded. This code does not define any player parameters and also does not define other event handlers.
Select content to play
<div id="ytplayer"></div><script>
// Load the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/player_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag); // Replace the 'ytplayer' element with an <iframe> and
// YouTube player after the API code downloads.
var player;
function onYouTubePlayerAPIReady() {
player = new YT.Player('ytplayer', {
height: '360',
width: '640',
videoId: 'M7lc1UVf-VE'
});
}
</script>
You can configure your embedded player to load a video, a playlist, or a user's uploaded videos.
The following list explains these options:
Loading a video
For an IFrame embed, the YouTube video ID for the video that you want to load is specified in the IFrame's src
URL.
https://www.youtube.com/embed/VIDEO_ID
If you are using the YouTube Data API (v3), you can programmatically construct these URLs by retrieving video IDs from search results, playlist item resources, video resources, or other resources. After obtaining a video ID, replace the VIDEO_ID
text in the URLs above with that value to create the player URL.
Loading a playlist
Set the listType
player parameter to playlist
. In addition, set the list
player parameter to the YouTube playlist ID that you want to load.
https://www.youtube.com/embed?listType=playlist&list=PLAYLIST_ID
Note that you need to prepend the playlist ID with the letters PL
as shown in the following example:
https://www.youtube.com/embed?listType=playlist&list=PLC77007E23FF423C6
If you are using the YouTube Data API (v3), you can programmatically construct these URLs by retrieving playlist IDs from search results, channel resources, or activity resources. After obtaining a playlist ID, replace the PLAYLIST_ID
text in the URL above with that value.
Loading a user's uploaded videos
Set the listType
player parameter to user_uploads
. In addition, set the list
player parameter to the YouTube username whose uploaded videos you want to load.
https://www.youtube.com/embed?listType=user_uploads&list=USERNAME
Supported parameters
All of the following parameters are optional.
Parameters
autoplay
This parameter specifies whether the initial video will automatically start to play when the player loads. Supported values are
0
or 1
. The default value is 0
.If you enable Autoplay, playback will occur without any user interaction with the player;
playback data collection and sharing will therefore occur upon page load.
cc_lang_pref
This parameter specifies the default language that the player will use to display captions. Set the parameter's value to an ISO 639-1 two-letter language code.
If you use this parameter and also set the
cc_load_policy
parameter to 1
, then the player will show captions in the specified language when the player loads. If you do not also set the cc_load_policy
parameter, then captions will not display by default, but will display in the specified language if the user opts to turn captions on.cc_load_policy
Setting the parameter's value to
1
causes closed captions to be shown by default, even if the user has turned captions off. The default behavior is based on user preference.color
This parameter specifies the color that will be used in the player's video progress bar to highlight the amount of the video that the viewer has already seen. Valid parameter values are
red
and white
, and, by default, the player uses the color red in the video progress bar. See the YouTube API blog for more information about color options.controls
This parameter indicates whether the video player controls are displayed:
controls=0
– Player controls do not display in the player.
controls=1
(default) – Player controls display in the player.
disablekb
Setting the parameter's value to
1
causes the player to not respond to keyboard controls. The default value is 0
, which means that keyboard controls are enabled. Currently supported keyboard controls are:
Spacebar or [k]: Play / Pause
Arrow Left: Jump back 5 seconds in the current video
Arrow Right: Jump ahead 5 seconds in the current video
Arrow Up: Volume up
Arrow Down: Volume Down
[f]: Toggle full-screen display
[j]: Jump back 10 seconds in the current video
[l]: Jump ahead 10 seconds in the current video
[m]: Mute or unmute the video
[0-9]: Jump to a point in the video. 0
jumps to the beginning of the video, 1
jumps to the point 10% into the video, 2
jumps to the point 20% into the video, and so forth.
enablejsapi
Setting the parameter's value to
1
enables the player to be controlled via IFrame Player API calls. The default value is 0
, which means that the player cannot be controlled using that API.For more information on the IFrame API and how to use it, see the IFrame API documentation.
end
This parameter specifies the time, measured in seconds from the start of the video, when the player should stop playing the video. The parameter value is a positive integer.
Note that the time is measured from the beginning of the video and not from either the value of the
start
player parameter or the startSeconds
parameter, which is used in YouTube Player API functions for loading or queueing a video.fs
Setting this parameter to
0
prevents the fullscreen button from displaying in the player. The default value is 1
, which causes the fullscreen button to display.hl
Sets the player's interface language. The parameter value is an ISO 639-1 two-letter language code or a fully specified locale. For example,
fr
and fr-ca
are both valid values. Other language input codes, such as IETF language tags (BCP 47) might also be handled properly.The interface language is used for tooltips in the player and also affects the default caption track. Note that YouTube might select a different caption track language for a particular user based on the user's individual language preferences and the availability of caption tracks.
iv_load_policy
Setting the parameter's value to
1
causes video annotations to be shown by default, whereas setting to 3
causes video annotations to not be shown by default. The default value is 1
.list
The
list
parameter, in conjunction with the listType
parameter, identifies the content that will load in the player.
If the listType
parameter value is user_uploads
, then the list
parameter value identifies the YouTube channel whose uploaded videos will be loaded.
If the listType
parameter value is playlist
, then the list
parameter value specifies a YouTube playlist ID. In the parameter value, you need to prepend the playlist ID with the letters PL
as shown in the example below.
https://www.youtube.com/embed?
listType=playlist
&list=PLC77007E23FF423C6
If the
listType
parameter value is search
, then the list
parameter value specifies the search query. Note: This functionality is deprecated and will no longer be supported as of 15 November 2020.Note: If you specify values for the
list
and listType
parameters, the IFrame embed URL does not need to specify a video ID.listType
The
listType
parameter, in conjunction with the list
parameter, identifies the content that will load in the player. Valid parameter values are playlist
and user_uploads
.If you specify values for the
list
and listType
parameters, the IFrame embed URL does not need to specify a video ID.Note: A third parameter value,
search
, has been deprecated and will no longer be supported as of 15 November 2020.loop
In the case of a single video player, a setting of
1
causes the player to play the initial video again and again. In the case of a playlist
player (or custom player), the player plays the entire playlist and then starts again at the
first video.
Supported values are
0
and1
, and the default value is0
.Note: This parameter has limited
support in IFrame embeds. To loop a single video, set the
loop
parameter value to 1
and set the
playlist
parametervalue to the same video ID already specified in the Player API URL:
https://www.youtube.com/embed/VIDEO_ID?playlist=VIDEO_ID&loop=1
modestbranding
Note: This parameter is deprecated and has no effect. See the deprecation announcement for more information.
origin
This parameter provides an extra security measure for the IFrame API and is only supported for IFrame embeds. If you are using the IFrame API, which means you are setting the
enablejsapi
parameter value to 1
, you should always specify your domain as the origin
parameter value.playlist
This parameter specifies a comma-separated list of video IDs to play. If you specify a value, the first video that plays will be the
VIDEO_ID
specified in the URL path, and the videos specified in the playlist
parameter will play thereafter.playsinline
This parameter controls whether videos play inline or fullscreen on iOS. Valid values are:
0
: Results in fullscreen playback. This is currently the default value, though the default is subject to change.
1
: Results in inline playback for mobile browsers and for WebViews
created with the allowsInlineMediaPlayback
property set to YES
.
rel
Note: This parameter is changing on or after September 25, 2018.
Prior to the change, this parameter indicates whether the player should show related videos when playback of the initial video ends.
If the parameter's value is set to 1
, which is the default value, then the player does show related videos.
If the parameter's value is set to 0
, then the player does not show related videos.
After the change, you will not be able to disable related videos. Instead, if the rel
parameter is set to 0
, related videos will come from the same channel as the video that was just played.
start
This parameter causes the player to begin playing the video at the given number of seconds from the start of the video. The parameter value is a positive integer. Note that similar to the seekTo
function, the player will look for the closest keyframe to the time you specify. This means that sometimes the play head may seek to just before the requested time, usually no more than around two seconds.
widget_referrer
This parameter identifies the URL where the player is embedded. This value is used in YouTube Analytics reporting when the YouTube player is embedded in a widget, and that widget is then embedded in a web page or application. In that scenario, the origin
parameter identifies the widget provider's domain, but YouTube Analytics should not identify the widget provider as the actual traffic source. Instead, YouTube Analytics uses the widget_referrer
parameter value to identify the domain associated with the traffic source.
Revision history
August 15, 2023
Note: This is a deprecation announcement for the
modestbranding
parameter.
The modestbranding
parameter is deprecated and will
have no effect. To align with YouTube's branding requirements, the player now determines the
appropriate branding treatment based on a combination of factors, including player size, other API
parameters (e.g. controls
), and additional signals.
April 27, 2021
The playsinline
parameter definition has been updated
slightly to explain that the parameter pertains to both mobile browsers on iOS and iOS
WebViews.
October 15, 2020
The autoplay
parameter definition has been updated to
explain that if you enable Autoplay, playback will occur without any user interaction with the
player; playback data collection and sharing will therefore occur upon page load.
October 13, 2020
Note: This is a deprecation announcement for the embedded player
functionality that lets you configure the player to load search results. This announcement affects
the player's list
and
listType
parameters.
This change will become effective on or after 15 November 2020. After that time,
setting the listType
parameter value to search
will generate a
4xx
response code, such as 404
(Not Found
) or
410
(Gone
).
As an alternative, you can use the YouTube Data API's
search.list
method to retrieve search
results and then load selected videos in the player.
In addition to the change described above, the showinfo
parameter, which was
deprecated in 2018, has been removed from this document.
August 23, 2018
Note: This is a deprecation announcement for the showinfo
parameter. In addition, the behavior for the rel
parameter is changing. Titles, channel information, and related videos are an important part of YouTube’s core user experience, and these changes help to make the YouTube viewing experience consistent across different platforms.
The behavior for the
rel
parameter is changing on or after September 25, 2018. The effect of the change is that you will not be able to disable related videos. However, you will have the option of specifying that the related videos shown in the player should be from the same channel as the video that was just played.To be more specific:
Prior to the change, if the parameter's value is set to
0
, then the player does not show related videos.After the change, if the
rel
parameter is set to 0
, the player will show related videos that are from the same channel as the video that was just played.The
showinfo
parameter, which indicates whether the player should display information like the video title and uploader before the video starts playing, is also being deprecated. Following the change, the channel avatar and video title will always display before playback begins, when playback is paused, and when playback ends. The avatar being displayed is new behavior that will be consistent across all embedded players.These changes will become effective on or after September 25, 2018. After that time, the showinfo
parameter will be ignored. The behavior following the changes is consistent with the current default behavior for embedded players with the exception of the channel avatar changes mentioned above.
August 16, 2018
The cc_lang_pref
parameter can be used to specify the default language that the player will use to display captions. This parameter can be used in conjunction with the cc_load_policy
parameter to automatically show captions in the specified language during playback.
September 15, 2017
The controls
parameter's definition has been updated to remove references to the deprecated Flash (AS3) player. The value 2
has been deprecated as it was originally designed to provide a performance improvement for embeds that loaded a Flash player.
June 12, 2017
The new widget_referrer
parameter helps to enable more accurate YouTube Analytics reporting when the YouTube player is embedded in a widget, and that widget is then embedded in a web page or application.
November 1, 2016
This document has been updated to remove references to the deprecated Flash (AS3) player as well as to parameters only supported by that player. The YouTube Flash player was deprecated in January 2015.
October 20, 2016
This update contains the following changes:
The disablekb
parameter definition has been corrected to note that the default value is 0
, which means that keyboard controls are enabled. A value of 1
indicates that keyboard controls should be disabled.
The list of keyboard controls that the player supports has also been updated to include the following:
[f]: Toggle full-screen display
[j]: Jump back 10 seconds in the current video
[k]: Play / Pause
[l]: Jump ahead 10 seconds in the current video
[m]: Mute or unmute the video
[0-9]: Jump to a point in the video.
0
jumps to the beginning of the video, 1
jumps to the time 10% into the video, 2
jumps to the point 20% into the video, and so forth.In addition, the effect of pressing the [arrow left] or [arrow right] keys has changed. These keys now jump 5 seconds back (arrow left) or ahead (arrow right) in the current video.
August 11, 2016
This update contains the following changes:
The newly published YouTube API Services Terms of Service ("the Updated Terms"), discussed in detail on the YouTube Engineering and Developers Blog, provides a rich set of updates to the current Terms of Service. In addition to the Updated Terms, which will go into effect as of February 10, 2017, this update includes several supporting documents to help explain the policies that developers must follow.
The full set of new documents is described in the revision history for the Updated Terms. In addition, future changes to the Updated Terms or to those supporting documents will also be explained in that revision history. You can subscribe to an RSS feed listing changes in that revision history from a link in that document.
December 18, 2015
European Union (EU) laws require that certain disclosures must be given to and consents obtained from end users in the EU. Therefore, for end users in the European Union, you must comply with the EU User Consent Policy. We have added a notice of this requirement in our YouTube API Terms of Service.
August 19, 2015
The autohide
parameter has been deprecated for the HTML5 player. In HTML5 players, the video progress bar and player controls display or hide automatically. That behavior corresponds to an autohide
setting of 1
.
The theme
parameter has been deprecated for the HTML5 player. HTML5 players now always use the dark theme.
March 9, 2015
The document has been updated to reflect the fact that YouTube <object>
embeds, the YouTube Flash Player API and the YouTube JavaScript Player API have all been deprecated as of January 27, 2015. A deprecation warning appears in several sections of this document to help point readers to the IFrame Player API as an alternative.
The definition of the autohide
parameter has been updated to clarify the meaning of the parameter's values. The default behavior (autohide=2
) is that if the player has a 16:9 or 4:3 aspect ratio, the player's video progress bar and player controls display or hide automatically. Otherwise, those controls are visible throughout the video.
The definition of the hl
parameter has been updated to note that the parameter value could be an ISO 639-1 two-letter language code or a fully specified locale. For example, fr
and fr-ca
are both valid parameter values.
The definition of the enablejsapi
parameter has been reworded to clarify that the parameter enables a player to be controlled via API calls. The API could be either the IFrame Player API or the JavaScript Player API.
October 14, 2014
The HTML5 player now supports the cc_load_policy
, disablekb
, end
, fs
, list
, and listType
parameters. The parameter descriptions have been updated accordingly.
July 18, 2014
The new hl
parameter can be used to set the player's interface language. The interface language is used for tooltips in the player and also affects the default caption track. The selected caption track may also depend on the availability of caption tracks and user's individual language preferences.
The parameter's value is an ISO 639-1 two-letter language code, though other language input codes, such as IETF language tags (BCP 47) may also be handled properly.
The definition of the playsinline
parameter, which only affects HTML5 players on iOS, has been modified slightly. The definition now notes that setting the parameter value to 1
causes inline playback only for UIWebViews
created with the allowsInlineMediaPlayback
property set to TRUE
.
January 28, 2014
The playsinline
parameter controls whether videos play inline or fullscreen in an HTML5 player on iOS. Setting the value to 1
causes inline playback.
The Selecting content to play section has been updated to explain how to find YouTube video IDs and playlist IDs using the YouTube Data API (v3) rather than the older API version.
The controls
parameter's definition has been updated to reflect the fact that the parameter value only affects the time that the Flash player actually loads in IFrame embeds. In addition, for IFrame embeds, the parameter value also determines when the controls display in the player. If you set the parameter's value to 2
, then the controls display and the Flash player loads after the user initiates the video playback.
May 10, 2013
This update contains the following changes:
YouTube no longer identifies experimental API features and services. Instead, we now provide a list of YouTube APIs that are subject to the deprecation policy.
July 20, 2012
This update contains the following changes:
The definition of the controls
parameter has been updated to reflect support for a parameter value of 2
and to explain that, for AS3 players, the parameter value determines the time when the Flash player actually loads. If the controls
parameter is set to 0
or 1
, the Flash player loads immediately. If the parameter value is 2
, the Flash player does not load until the video playback is initiated.
June 5, 2012
This update contains the following changes:
The HTML5 player now supports the color
, modestbranding
, and rel
parameters, and the definitions for these parameters have been updated accordingly.
The definition of the showinfo
parameter has been updated to explain how that if the player is loading a playlist, and you explicitly set the parameter value to 1
, then, upon loading, the player will also display thumbnail images for the videos in the playlist. Note that this functionality is only supported for the AS3 player since that is the only player that can load a playlist.
May 4, 2012
This update contains the following changes:
The showinfo
parameter's definition has been updated to reflect the fact that the HTML5 player supports this parameter.
May 3, 2012
This update contains the following changes:
The new end
parameter specifies the time, measured in seconds from the start of the video, when the player should stop playing a video. Note that the time when playback is stopped is measured from the beginning of the video and not from the value of either the start
player parameter or the startSeconds
parameter, which is used in YouTube Player API functions for loading or queueing a video.
March 29, 2012
This update contains the following changes:
The new Embedding a YouTube player section explains different ways to embed a YouTube player in your application. This section covers manual IFrame embeds, IFrame embeds that use the IFrame Player API, and AS3 and AS2 object embeds. This section incorporates information from the old Example usage section, which has been removed.
The new Selecting content to play section explains how to configure the player to load a video, a playlist, search results for a specified query, or uploaded videos for a specified user.
The new list
and listType
parameters let you specify the content that the player should load. You can specify a playlist, a search query, or a particular user's uploaded videos.
The definitions of the fs
and rel
parameters have been updated to more clearly explain the default parameter values for the AS3 player.
The border
, color1
, egm
, hd
, and showsearch
parameters, which are all only supported for the deprecated AS2 Player API, have been moved to a new section named deprecated parameters only used in the AS2 Player API.
The document no longer provides a way to filter the parameter list to only display parameters supported in either the AS3, AS2, or HTML5 player. Instead, each parameter definition has been updated to identify the players that support that parameter.
August 11, 2011
This update contains the following changes:
The new theme
and color
parameters let you customize the appearance of the embedded player's player controls. See the YouTube API blog for more information.
June 8, 2011
This update contains the following changes:
The new modestbranding
parameter lets you use a YouTube player that does not show a YouTube logo. As of this release, the parameter was only supported for the AS3 embedded player and for IFrame embeds that loaded the AS3 player. As of June 5, 2012, the HTML5 player also supported this parameter.
February 14, 2011
This update contains the following changes:
The documentation has been updated to note that the AS2 Player API has been deprecated. The deprecation of the AS2 Player API was actually announced on October 14, 2009.
February 3, 2011
This update contains the following changes:
The documentation has been updated to identify parameters supported in the HTML5 (IFrame) embedded player.
The document now displays all of the parameters supported in any of YouTube's embedded players (HTML5, AS3, AS2).
The following parameters are supported in the AS2 player but have been deprecated for the newer AS3 and HTML5 players: border
, color1
, color2
, egm
, hd
, and showsearch
.
In addition, the loop
parameter has limited support in the AS3 player and in IFrame embeds, which could load either an AS3 or HTML player. Currently, the loop
parameter only works in the AS3 player when used in conjunction with the playlist
parameter. To loop a single video, set the loop
parameter to 1
and set the playlist
parameter value to the same video ID already specified in the Player API URL:
https://www.youtube.com/v/VIDEO_ID?version=3&loop=1&playlist=VIDEO_ID
Similarly, the controls
and playlist
parameters are supported in the AS3 and HTML5 players but are not and will not be supported in the AS2 player.
As noted above, IFrame embeds can load either an AS3 or HTML5 player. Though some parameters are not supported in both players, an IFrame embed that loads the AS3 player will support all parameters that work with that player and ignore all other parameters. Similarly, an IFrame embed that loads the HTML5 player will support all parameters that work with that player while ignoring all other parameters.
The parameter list has been updated to include the autohide
parameter, which indicates whether the player's video controls will automatically hide after a video begins playing.
The parameter list has been updated to include the controls
parameter, which indicates whether the player's video controls will display at all. (Player controls do display by default.)
The parameter list has been updated to include the playlist
parameter, which specifies a comma-separated list of video IDs to play.
The definition of the fs
has been updated to note that the fullscreen option will not work if you load the YouTube player into another SWF.
The example at the end of the document has been updated to use the embedded AS3 player instead of the embedded AS2 player. The parameters used in the example have also been updated to only include parameters that the AS3 player supports.
In addition, the instructions for constructing the URLs that contain player parameters have been updated to reflect the URL formats used by the AS3 and AS2 embedded and chromeless players as well as by the HTML5 player.
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