"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about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.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…
「you are here to make good things happen meaning」的推薦目錄:
you are here to make good things happen meaning 在 Atichart Chumnanont Facebook 的精選貼文
ทุกอย่างมี 2 ด้านให้เราคิดเสมอ ..ลองอ่านดูนะ เค้าเขียนดี
การช่วยเหลือที่ถ้ำหลวงในครั้งนี้ จริงอยู่เราสูญเสียทรัพยากรมากมาย เพื่อกอบกู้ 13 ชีวิต
แต่ทำไมนะ ผมคิดว่าทุกอย่างที่เราเสียไป มันไม่ใช่เสียเปล่า แต่เราได้อะไรกลับคืนมา มากมายเหลือเกินจากเหตุการณ์นี้
1) ท่ามกลางปัญหา เราได้เห็นว่า ประเทศไทยมีคนที่ความสามารถในการจัดการได้ดี และมีความเป็นผู้นำสูงมาก อย่างท่านผู้ว่าฯเชียงราย เมื่อเกิดเหตุ ท่านวางแผน และจัดการปัญหาเฉพาะหน้าได้อย่างรวดเร็ว ทำให้เห็นว่า คนที่จะมาถึงตำแหน่งนี้ได้ ไม่ได้มาเพราะโชคช่วย
2) เราได้เห็น ความเด็ดขาดของผู้ว่า โดยเฉพาะที่บอกว่า คนที่อยากมาช่วย ใครอยากมาก็มาได้ แต่ต้องมาถกหลักการกันก่อน ว่าสิ่งที่นำเสนอมันทำได้หรือไม่ หรือว่าเป็นไอเดียที่จะถ่วงทีมให้ช้าลง ไม่ใช่ว่าคนที่อยากช่วยจะมีประโยชน์ทั้งหมด ซึ่งผู้มีอำนาจเด็ดขาด ต้องเลือกใช้คนให้ถูก ไม่ใช่รับความช่วยเหลือไปเสียทุกอย่าง
3) แน่นอน ใครๆก็รู้ว่าการค้นหาเด็กให้พบคือสิ่งสำคัญ แต่ ผู้ว่าฉลาดมาก ที่ให้ความสำคัญก่อนกับ "คนที่เข้าไปช่วย" อะไรที่เสี่ยงภัย เช่น ดำน้ำในสภาวะเสี่ยงเกินไป หรือ การเสี่ยงว่ายน้ำโดยมีโอกาสเสี่ยงไฟดูดไฟช็อต ผู้ว่าจะไม่ยอมให้หน่วยซีลลงน้ำ ซึ่งเป็นเรื่องถูกต้องแล้ว การช่วยหนึ่งคน ไม่ได้แปลว่าต้องเอาชีวิตของอีกคนเข้าไปแลก
4) เราได้เห็นว่า กลยุทธ์อะไรก็ตาม ต้องมีแผนสำรองอยู่เสมอ ในตอนแรกแผนดั้งเดิม คือให้หน่วยซีล เข้าถ้ำไปเรื่อยๆ เพื่อไปหาทั้ง 13 คนที่ติดถ้ำ แต่สุดท้าย เราก็มีแผนสอง คือตรวจเช็กปล่องด้านบนภูเขา ว่าจะสามารถหย่อนตัว ทะลุถึงถ้ำได้เลยหรือไม่ และแผนสามคือไอเดียการเจาะภูเขา การไปถึงจุดหมาย ไม่จำเป็นต้องมีแผนเดียว แต่การเปิดรับทุกหนทางที่เป็นไปได้ ก็ยิ่งมีโอกาสไปถึงเป้าหมายเร็วขึ้น
5) เราได้รู้จักหน่วยซีล ว่าคืออะไร บางคนไม่รู้เลยว่าที่ไทยก็มีด้วย ได้รู้ว่า SEAL ย่อจาก (SEa - Air - Land) คือหน่วยรบที่ปฏิบัติงานได้ทั้งในทะเล บนอากาศ และภาคพื้นดิน เป็นหน่วยทหารที่มีสภาพร่างกายแข็งแกร่ง ผ่านการฝึกหฤโหด และในยามคับขัน ความยอดเยี่ยมของหน่วยซีล ก็สามารถเป็นประโยชน์กับภารกิจได้
6) เราได้รู้จักภูมิศาสตร์ของประเทศไทยมากขึ้น หลายคนรู้จักถ้ำหลวงเป็นครั้งแรก ได้รู้ว่าขุนน้ำนางนอนอยู่ตรงไหน ได้รู้ว่าเชียงรายก็มีสถานที่ท่องเที่ยวที่น่าสนใจแบบนี้ด้วย ได้รู้จักคำว่า "ถ้ำ" ในความหมายใหม่ บางถ้ำมันยาวเป็นกิโล และคดเคี้ยวเหมือนเขาวงกต
7) เราได้ความรู้เรื่องการเอาชีวิตรอดมากขึ้น ได้รู้จัก "กฎ 333" ว่าในภาวะใดบ้างที่คุณจะมีชีวิตรอดได้ คือ ขาดอากาศหายใจได้ 3 นาที , ขาดน้ำดื่มได้ 3 วัน , ขาดอาหารได้ 3 สัปดาห์ ถ้ามากกว่านี้ก็จะตาย (แต่แน่นอนนี่เป็นแค่กฎคร่าวๆไม่ได้ใช้ได้กับทุกคน) ได้ความรู้ว่า แม้จะไม่มีอาหาร แต่ร่างกายมนุษย์ สามารถดึงพลังงานสำรองที่สะสมในรูปไขมันมาใช้ได้
8) เราได้เห็นความเสียสละของคนในพื้นที่ ยอมให้สูบน้ำเข้าเทือกสวนไร่นา ทั้งๆที่พวกเขาเริ่มทำกสิกรรมกันแล้ว ไม่มีใครอยากทำให้ตัวเองวุ่นวาย และเสียผลประโยชน์ แต่สุดท้าย เมื่อมันเป็นเรื่องความเป็นความตาย ทุกคนเข้าใจดี ซึ่งนี่คือการเสียสละอย่างแท้จริง
9) เราได้เห็นความสามารถของสื่อมวลชน ในเงื่อนไขที่จำกัด ไม่มีอะไรพร้อมสักอย่าง คุณสามารถนำเสนอให้ สื่อของตัวเองมีความน่าสนใจได้ หรือไม่ คุณมีมุมมองที่เฉียบขาดมากกว่าที่อื่นหรือเปล่า และที่สำคัญ คุณจะเคารพกติกาที่เจ้าหน้าที่ตั้งไว้ หรือจะกล้าแหกกฎเพื่อได้ข่าวที่เหนือกว่าช่องอื่น
10) เราได้เห็น ทักษะการใช้โซเชียลเน็ตเวิร์กที่มีประสิทธิภาพ อย่างทวิตเตอร์ของ Mthai การนำเสนอข้อเท็จจริงอย่างตรงไปตรงมา รวดเร็วฉับไว ไม่ต้องสร้างดราม่า ก็สร้างความนิยมได้เช่นเดียวกัน
11) เราได้รู้ว่า สิ่งที่เราหวัง สิ่งที่เราคิด กับสิ่งที่เกิดขึ้นหน้างาน มันไม่เหมือนกันเลย หลายๆอย่างเราคิดได้ แต่ในสถานการณ์จริงมันทำไม่ได้ มีคนบอกว่า ทำไมเราไม่ห้อยอาหารลอยน้ำไปให้ถึงมือเด็ก มีคนอธิบายว่า เพราะในถ้ำน้ำมันไม่ได้ไหลตรงๆเหมือนแม่น้ำ เอาของลอยน้ำ ก็ไปติดโขดหิน เด็กไม่ได้รับแน่นอน หรือ มีบางคนถามว่าทำไมไม่ระเบิดถ้ำ ก็มีคนอธิบายว่า ระเบิดแล้วถ้าหินถล่มลงมาจนปิดทางเข้าออกทั้งหมดล่ะ แบบนี้เด็กตายเลยไหม เราได้เข้าใจว่า สิ่งที่จินตนาการ มันอาจทำไม่ได้ในชีวิตจริง
12) เราได้รู้ว่า ในสังคมนี้ มีคนอยากเอาหน้ามากมาย บางคน รู้ว่าตัวเองไม่มีทักษะอะไรที่จะช่วยได้ (คือจะบอกว่า มาเป็นกำลังใจ อยู่ตรงไหนก็ส่งใจไปได้จริงไหม) แต่ก็อยากเอาตัวไปให้สื่อได้เห็นว่ามาลงพื้นที่แล้ว ในทางตรงกันข้าม มีคนจำนวนมากยอมทำงานหนักเป็นมดงาน เพื่อให้ภารกิจได้เดินหน้าต่อ แต่คนเหล่านี้ ไม่ได้ต้องการป่าวประกาศใดๆ เขาต้องการผลสำเร็จ ไม่ใช่ชื่อเสียงของตัวเอง
13) เราได้เห็นว่าในประเทศไทย ความเชื่อ กับ วิทยาศาสตร์มันสามารถไปด้วยกันได้อย่างประหลาด ในขณะที่ทีมงานกำลังจะเจาะถ้ำ ก็ยังต้องขออนุญาตจากเจ้าป่าเจ้าเขา หรือขณะที่ เราใช้เทคโนโลยีโดรนที่ล้ำยุคในการช่วยค้นหา แต่อีกด้านเราก็เห็นภาพชาวบ้านกราบไหว้ ครูบาบุญชุ่ม ที่เข้าไปทำพิธีเปิดตา มันเป็นส่วนผสมที่ไม่น่าเชื่อ แต่ก็เกิดขึ้นกับประเทศไทยจริงๆ
14) เราได้เห็นว่า ในยามที่ทุกคนกำลังสับสน ย่อมมีคนหาโอกาสฉวยผลประโยชน์เสมอ คนที่อ้างให้โอนเงินเข้าบัญชีตัวเอง อ้างขอเงินไปช่วย 13 ชีวิตติดถ้ำ แบบนี้มีเยอะ คนเสพข่าวสารต้องระวังให้ดี อย่าใจดี จนขาดสติ ต้องเช็กให้รอบคอบ เพราะคนชั่วโลกนี้มันมีเยอะ คนแบบนี้ต้องไม่ตายดีแน่
15) เราได้เห็นว่า ทุกความสามารถมีประโยชน์ ช่างไฟฟ้า นักขุดเจาะน้ำบาดาล ช่างต่อท่อ แพทย์ นักปีนเขา ทหาร นักข่าว พ่อครัว ช่างภาพ ล่าม นักวิทยาศาสตร์ ทีมกู้ภัย นักดำน้ำ นักดนตรี นักธรณีวิทยา ฯลฯ ในยามจำเป็น ทุกคนสามารถใช้ทักษะของตัวเอง เพื่อเป้าหมายสูงสุดร่วมกัน มันแสดงให้เห็นว่า ไม่มีอาชีพไหน เหนือกว่าอาชีพไหน ทุกคนสามารถสร้างสรรค์สังคมได้ในทางของตัวเอง
16) เราได้เห็นคนจินตนาการเยอะเหลือเกิน บางคนบอกว่าเด็กไปพัวพันกับคดียาเสพติด บางคนคิดไปขนาดว่า จริงๆเจอตัวเด็กตั้งนานแล้ว แต่ปล่อยออกมาไม่ได้ เพราะกำลังเคลียร์เรื่องยาเสพติดอยู่ มีทฤษฎีสมคบคิดมากมาย แต่สุดท้ายก็เหมือนอย่างที่ผู้ว่าบอกนั่นแหละ "ขอให้งดใช้จินตนาการ" และอย่างที่ รองผู้บัญชาการตำรวจภูธร ภาค 5 บอก "ถ้ำหลวงไม่ใช่พื้นที่สีแดง" คือ การคิดเรื่อยเปื่อย มีโทษมากกว่าประโยชน์นะ
17) เราได้เห็นว่า ในช่วง 3-4 วันแรกของเหตุการณ์ทุกคนยังจับต้นชนปลายไม่ถูก ทุกอย่างชุลมุนไปหมด แต่หลังจากนั้น ทุกอย่างก็เริ่มมีระบบระเบียบมากขึ้น รถราที่ใครจะขึ้นไปบนเขาก็ได้ โดนกันไว้ด้านล่าง เจ้าหน้าที่จัดรถโดยสาร รับส่งคนขึ้นลง ทำให้การจราจรไม่ติดขัด ขณะที่ ทีมงานก็มีการซักซ้อมอย่างดี ถ้าหากพบเด็กแล้วจะทำอย่างไร ทุกอย่างมีแบบแผนเป็นระบบ ไม่มั่วซั่ว อย่าดูถูกความสามารถของเจ้าหน้าที่เลย เขาก็พยายามทำทุกอย่างให้ง่ายที่สุดต่อการจัดการล่ะ
18) เราได้เห็น น้ำใจของชาวต่างชาติ บางคนมาช่วยผ่านทางรัฐบาลส่งมา บางคนเดินทางมาด้วยตัวเอง ไม่ว่าจะเป็นแบบไหน การที่ท่านแสดงถึงน้ำใจที่มี เราขอคารวะทุกท่าน มา ณ ที่นี้ มันทำให้เห็นอีกด้วยว่า ในยามวิกฤติ ไม่มีกำแพงของเชื้อชาติ
19) เราได้รู้ว่าข่าวสารสมัยนี้ไปเร็วมาก เรื่องเกิดแค่ 1 วัน ทั้งโลกรู้แล้วว่ามีเหตุคนติดถ้ำที่ไทย ซึ่งทำให้คนทั้งโลกจับตาดูอยู่ ทุกๆการกระทำ ทุกๆการตัดสินใจ จะเป็นบทพิสูจน์ให้โลกเห็นเลยว่า ประเทศไทย มีฝีมือแค่ไหน ในการรับมือกับปัญหา
20) หลายคนไปด่าเด็ก ว่าเด็กพวกนี้ไม่ควรได้รับการสรรเสริญอะไรทั้งนั้น เป็นเด็กซน แล้วทำให้คนอื่นเดือดร้อน คือทำไมใจร้อนรีบด่าจัง ยังไม่รู้ที่มาที่ไปอะไรเลยไม่ใช่หรอ ยังไม่รู้ว่าทำไมเขาต้องเอาตัวเองตกอยู่ในสถานการณ์นั้น น้ำขึ้นอย่างไร ต้องเอาตัวรอดแบบไหน ไม่มีใครรู้เหตุการณ์จริงๆเลย ได้แต่คาดเดาไปเรื่อย แล้วการที่ไปต่อว่าเด็กๆแบบนั้น มันยุติธรรมหรือ
21) และสมมติว่า เด็กๆผิดจริง ผมอยากให้คิดแบบนี้ครับ ว่าใน 13 คน (แม้จะมีโค้ชอยู่ก็เถอะ) แต่เด็กๆโดยรวม ส่วนใหญ่อายุระหว่าง 13-16 ปี พวกเขาก็ยังเด็ก ยังไม่มีประสบการณ์ชีวิต ยังทำอะไรไม่ทันคิด ตอนเราเป็นเด็ก เราไม่เคยทำผิดพลาดกันหรอ? เราก็เคยกันทั้งนั้น ผมเชื่อว่าเด็กพวกนี้ เขาเองไม่อยากให้คนอื่นลำบากหรอก เขาแค่ประเมินสถานการณ์ผิดไป ไม่รู้ว่าน้ำมันจะท่วมถ้ำได้ขนาดนั้น ชนิดที่ร้อยวันพันปี ไม่เคยท่วมแบบนี้ ไปมาหลายครั้งก็ไม่เคยเจอท่วม มันเป็นความผิดพลาดที่ไม่มีใครรู้ว่าจะเกิดขึ้น มันเป็นแจ๊กพ็อตพอดี คือไม่ต้องชมน่ะใช่ ตักเตือนได้ แต่ก็ไม่มีความจำเป็นต้องไปด่าเขาเหมือนกัน
22) สิ่งที่แต่ละองค์กรพยายามมอบให้เด็ก อย่างสโมสรเอสซีจี เมืองทองฯ อยากให้ทีมหมูป่า มาดูบอลที่สโมสร และได้โอกาสฝึกกับทีมเยาวชน หรือ สโมสรเชียงราย เตรียมให้ตั๋วดูบอลฟรีตลอดชีวิต มันไม่ใช่การมอบรางวัลให้คนทำผิด แต่มันเป็นการส่งกำลังใจให้ครอบครัวของเด็กต่างหาก ให้คุณพ่อคุณแม่ทุกคนมีแรงใจสู้ต่อว่า เจ้าจงรอดกลับมาเถอะนะ มีสิ่งดีๆรออยู่มากมาย อย่าเพิ่งมาจบชีวิตตอนนี้เลย
23) ใครอยากเอาชีวิตตัวเองไปเสี่ยงตาย คุณเอาตั๋วดูบอล มาแลกกับชีวิตทั้งชีวิต เป็นคุณ คุณเอาหรอ มีคนบอกว่า จากนี้ถ้าเด็กคนไหนอยากได้อะไร ก็คงวิ่งไปติดถ้ำ เพื่อให้คนช่วยออกมา แล้วจะได้มีผู้ใหญ่มาให้ของรางวัลมากมาย คือ ก็อยากเห็นเหมือนกัน ว่าใครจะเอาชีวิตตัวเองไปเสี่ยงกับของตอบแทนแบบนี้
24) อีกอย่าง ถ้าเด็ก "รอดชีวิต" จริงๆ การที่พวกเขาติดอยู่ในสถานการณ์ลำบากขนาดนี้ แล้วยังประคับประคองสติ จนรอดชีวิตได้ไม่คลุ้มคลั่งไปก่อน มันก็เป็นเรื่องน่าทึ่งนะ น่านั่งพูดคุยกับเขา ว่าในสถานการณ์บีบคั้น เขาคิดอะไร ถึงรอดตายมาได้ น่าจะเป็นแรงบันดาลใจให้กับอีกหลายๆคนได้เลย
25) รวมถึงเรื่องสภาพร่างกายด้วย ว่าในสภาพที่มีอาหารน้อย น้ำน้อย ทุกอย่างจำกัดหมด พวกเขามีอาการอย่างไรบ้าง และทำอย่างไรถึงรอดชีวิตมาได้ เป็นประสบการณ์ใหม่ ที่อนาคตถ้ามีคนโชคร้ายเจอเรื่องแบบนี้อีก จะได้พอมีแนวทางว่าต้องทำอย่างไร
26) ในครั้งนี้ ประเทศไทยแลกอะไรไปหลายอย่าง เงินทอง กำลังกาย ทรัพยากร แม้แต่ธรรมชาติ ป่าเขาอยู่ของมันดีๆ ก็จำเป็นต้องถูกตัดไม้ ระเบิดหิน เพื่อเพิ่มโอกาสในการช่วยเหลือทุกคนให้รอดปลอดภัย เราเสียอะไรไปเยอะมากจริงๆ
27) แต่สิ่งที่เราได้เรียนรู้จากเรื่องนี้ก็มากมายเช่นกัน กับภัยพิบัติที่เกิดขึ้นครั้งแรก ได้ประสบการณ์ ได้ความรู้ ได้อุทาหรณ์ ได้เห็นมุมมองจากคนทุกสาขาอาชีพ และได้เห็นคนทั้งประเทศรวมใจกันเป็นหนึ่ง
28) และเด็กๆ ถ้ารอดมาได้ พวกเขาจะได้รับรู้แน่นอนว่า คนทั้งชาติต้องแลกกับอะไรมาบ้าง เพื่อให้เขามีชีวิตต่อไป เขาจะใช้ชีวิตอย่างไม่ประมาทอีกเลยต่อจากนี้ และทั้ง 13 คน ก็จะกลายเป็นอนาคตของประเทศชาติเราต่อไปในทางใดทางหนึ่ง
29) ที่สำคัญที่สุดอีกข้อคือ เรื่องนี้จะเป็นข้อเตือนใจให้วัยรุ่น และเยาวชนของชาติคนอื่นๆ ให้คิดอ่านอะไรให้รอบคอบมากขึ้น และต้องตระหนักเลยว่า ต้องมีสติให้มาก เพราะเวลาเกิดเรื่องขึ้นมา ไม่ใช่แค่ตัวเองที่ลำบาก พ่อแม่ก็เป็นห่วง แถมคนอีกมากมาย ต้องมาลำบากเพื่อตัวเอง
30) แน่นอน ไม่มีใครอยากให้เกิดเหตุการณ์นี้ขึ้น แต่เมื่อมันเกิดขึ้นแล้ว แทนที่จะหัวเสีย ไปโมโหว่า "มันไม่ควรเกิดขึ้นแต่แรก" หรือ "ทำไมเด็กไม่อ่านป้ายคำเตือน" ก็ยอมรับความจริงตรงๆไหมว่ามันเกิดขึ้นแล้ว และ ย้อนคิดดีกว่า ว่าเราจะเก็บเกี่ยวอะไรได้บ้างจากเหตุการณ์นี้
จริงไหม?
ขอให้ผู้ช่วยเหลือ เจ้าหน้าที่ และผู้ประสบภัยทุกคนปลอดภัย
#ถ้ำหลวง #ทีมหมูป่า #HOPE
The help at tham luang is true. We lost a lot of resources to save 13 lives.
But why? I think everything we lost is not a waste, but we get so much back from this incident.
1) in the midst of problems, we have seen that Thailand has a very high leadership ability to manage and leadership like governor of Chiang Rai. When he quickly planned and manage the problem quickly, it shows that the person who will arrive at this position did not come because Lucky help
2) we have seen the truth of the governor, especially saying that those who want to help. Whoever wants to come, but we have to discuss the principle whether the presentation can do or is the idea to slow down the team, not that the one. If you want to help, it will be useful. All the authority must choose to use the right person, not receive all help.
3) of course, everyone knows that finding children is important, but the governor is very smart to focus on "people who help" something that is dangerous, such as diving in too risky or swimming with a chance to risk of sucking fire. Lot Gov won't let navy seal get into the water, which is right. Helping one doesn't mean taking another person's life in exchange.
4) we have seen that whatever strategy must always have a backup plan. The Original plan is to let navy seals keep going to go to the cave to the cave. But in the end, we have a second plan is to check the crater on top. Whether it can be able to go through the cave. And plan three is the idea of drilling mountains. Reaching the destination doesn't have to have one plan, but opening every possible way, the faster the chance to reach the goal.
5) we have known navy seal what it is. Some people don't know that Thailand also know that seal squat from (Sea-Air-land) is a force that works both in the sea, on air and ground as a military unit. Strong body condition through brutal training and in trouble, the superb of navy seal can benefit the mission.
6) we have known the geography of Thailand more. Many people know tham luang for the first time. We know where the nobleman is sleeping. Know that Chiang Rai also has interesting attractions like this. Know the word "Cave" in some new meaning. The Cave is a kilo long and crooked like a labyrinth.
7) we know more about survival. Know "Rule 333" what condition you can survive is lack of air for 3 minutes, lack of drinking water for 3 days, lack of food. 3 weeks. If more, I will die (but of course, this is just a sketchy rule. It doesn't work for everyone). I have knowledge that even without food, the human body can pull back up energy accumulated in fat.
8) We have seen the sacrifice of local people who allow to smoke water into the field. Even when they start doing karma, no one wants to mess themselves and lose benefit. But in the end, when it's death, everyone understands. Is truly a sacrifice.
9) we have seen the ability of the press in limited terms. Nothing is ready. Can you present to your media interesting? Do you have more sharp views than other places and most importantly, will you respect the rules that the authorities set? I will dare to break the rules to hear above other channels.
10) we have seen effective social networks skills like mthai twitter. Presenting facts, fast, fast, no need to create drama, it can create popularity as well.
11) we know that what we hope, what we think about what happens in front of the event is different. Many things we can think of. But in real situations, we can't do it. Someone says why we don't hang food to float water. A child's hand, someone explained that because in the cave, the oil doesn't flow straight like a river, put the floating stuff, then the water is stuck in the rock. The kid didn't get it for sure. Someone asked why they didn't explode the cave, someone explained that it exploded if All like this. Do kids die? We understand that what I imagine may not be done in real life.
12) we know that there are many people who want to face in this society. Some people know that they don't have any skills to help. (well, I want to say that I'm rooting for you can send my heart. is it true) but I want to give myself to I see that I have come to the area. On the contrary, there are many people who are willing to work hard as an ant to keep the mission to move on. But these people don't want any announcement. They want success,
13) we have seen that in Thailand, faith and science can go together freak together. While the team is about to penetrate the cave, we still need to ask permission from the forest or while we use great drone technology to help find our other side. I saw a picture of villagers paying respect to teacher ba bunchum who went to do an eye opening ceremony. It was an unbelievable combination, but it really happened
14) we have seen that when everyone is confused, there are always a chance to take advantage of those who claim to transfer money to their account claim to help 13 lives in the cave like this. There are many people who use news. Be careful. Don't be kind. I have to check it carefully because there are many people in this world. There are many people like this will not die.
15) we have seen that every ability is useful, electrician, groundwater driller, pipeline, doctor, hiker, soldier, journalist, photographer, photographer, rescue team, rescue team, musician, musician, geologists, etc. Everyone can use their own skills. For a common goal, it shows that no career surpasses any career. Everyone can create society in their own way.
16) we have seen a lot of imaginary people. Some people say that kids are involved in drug cases. Some people think that they have found the kid for a long time, but they can't let it out because they are clearing drugs. There are many conspiracy theories, but What the governor said, " Let's stop using imagination " and as the deputy commander of Phu Thon Police, part 5 says, " Tham Luang is not red area " is to think random. There is more punishable than
17) we saw that during the first 3-4 days of the incident, everyone still couldn't catch the beginning. Everything was commotion. But after that everything started to have more organized system. The car that anyone could go up on the hill got hit below the staff. Bus shuttle people up and down makes traffic from getting stuck while the team has a good practice. If they meet the kid, what to do? Everything has a pattern. Don't underestimate the ability of the officer. He tries to do everything as easy to manage.
18) we have seen the kindness of some foreigners to help through the government. Some people come by themselves. No matter what you show the kindness that we salute everyone here, it makes you see that in crisis, there is no wall of race.
19) we have known that news nowadays is going fast. It's happened for only 1 days. The whole world knows that there is a reason for people in the cave in Thailand which makes the whole world to watch every action, every decision will prove to the world. How skillful is Thailand to deal with problems
20) many people say that these kids should not be praised. They are naughty kids and hurt others. Why are they are you so impatient? Don't know what dobt. Don't they don't know why they have to put himself down. In that situation, how to survive. No one knows the real incident. But keep guessing. is it fair to blame kids like that?
21) and assuming that kids are wrong, I want you to think that in 13 people (even with coaches) but most kids are between 13-16 years old. They are young and have no life experience yet. I couldn't do anything when we were kids. Didn't we ever make mistakes? We used to each other. I believe these kids don't want other people to be difficult. They just underestimate the wrong situation. I didn't know that the oil could flood that much. The kind of a hundred days and a thousand years. I have never been flooded like this many times The mistake that no one knew would happen is jackpot. It's not to watch. Yes, I can warn, but there is no need to scold him either.
22) what each organization is trying to give to kids like scg muangthong club. Want the wild boar team to watch football at the club and get a chance to train with youth team or Chiang Rai Club. Prepare for free football tickets for the rest of their life. It's not to reward the wrong person, but it is sending encouragement to the family of children. Let all parents have energy. Keep fighting. Come back. There are many good things waiting. Don't end your life now.
23) who wants to risk your life? You take tickets to watch football for your whole life. Do you want it? Someone said that if any kid wants anything, they will run into the cave so that people can help out so that there will be adults. Come to give many rewards. I want to see who will risk their lives with this kind of return.
24) by the way, if kids really "survive" they are stuck in this difficult situation and still hold their mind until they survive. It's amazing. It's amazing to sit and talk to him that in the situation. Squeezed him. What did he think to survive? It should be an inspiration to many others.
25) including physical condition, in a condition with less food, everything is limited. How do they have symptoms and how to survive. It's a new experience in the future. If someone is unlucky, there will be a way to have a way to be a way. How to do it?
26) in this time, Thailand exchanged many things, money, body, resources, resources, even nature, the forest is good things need to be cut, stone exploded to increase the chances of helping everyone safe. We have lost a lot.
27) but there are many things we have learned from this. with the first disaster, experience, knowledge, see the perspective from every career field and see the whole country together as one.
28) and children, if they survive, they will surely know what the whole nation has to exchange for him to live. He will live careless. from now on, and all 13 of them will become the future of our nation. Next in some way
29) the most important thing is that this will be a reminder for teenagers and youth of other nations to think. Read more carefully and you need to realize that you need to be very conscious because when things happen, not just yourself that are difficult, parents are worried. Plus many people have to be tough for themselves.
30) of course no one wants this incident. But when it happens, instead of being angry that " it shouldn't happen in the beginning " or " why don't kids read the warning signs " accept the truth that it happened and Better think about what we can reap from this event
Is it true?
May all helpers, staff and victims be safe.
#ถ้ำหลวง #ทีมหมูป่า #HOPETranslated