"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about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.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…
同時也有4部Youtube影片,追蹤數超過26萬的網紅白同學DIY教室,也在其Youtube影片中提到,E39 最頂級版選配,全車正AC Schnitzer 空力套件,氣壓式電動座椅 ,focal TLR speaker 就因為輪胎紋路深度不足,在去年的某一場的西北雨中,下課了,真的很可惜 放這部片上來之前我也想了很久,後來我評估之後還是決定要和同學們分享這段故事, 重點就是換輪胎的錢真的不能省,這...
「depth of field and depth of focus」的推薦目錄:
- 關於depth of field and depth of focus 在 半瓶醋 Facebook
- 關於depth of field and depth of focus 在 Adam Lobo TV Facebook
- 關於depth of field and depth of focus 在 Scholarship for Vietnamese students Facebook
- 關於depth of field and depth of focus 在 白同學DIY教室 Youtube
- 關於depth of field and depth of focus 在 Brandon Li Youtube
- 關於depth of field and depth of focus 在 เสกสรร ปั้น Youtube Youtube
depth of field and depth of focus 在 Adam Lobo TV Facebook 八卦
One of the reasons why I never went Live on my own YouTube channel is that I shoot high-resolution video (6k currently, overkill I know).
The output coming out from a DSLR, Mirrorless and in my case, a Cinema Camera to stream live was way more appealing to me compared to typically just streaming through a smartphone as I have more flexibility with the option to use high-quality lenses to adjust a shallow depth of field, use high-quality microphones and the list goes on.
Now that I have the Blackmagic ATEM Mini Switcher, I can finally be able to go live for the first time and I am planning to do a YouTube Live session tomorrow night (8th of April) at 9 PM till 10 PM.
What's the difference between THIS live session and what I have done with other brands or on Shopee Live? Well, at tomorrow's live session I won't be talking or promoting any products. The focus is you - you can ask me ANYTHING and I will answer it on the spot.
So I welcome everyone, my fellow friends, family, YouTube Subscribers, Instagram and Facebook followers, frenemies, trolls, haters, anybody! Join me tomorrow on Adam Lobo TV on YouTube!
#adamlobo #adamlobotv #tech #love #youtube #youtubelive #alwaysputonahappyface
depth of field and depth of focus 在 Scholarship for Vietnamese students Facebook 八卦
[USA]_List of lots of scholarship in the US. Please help to share and tag your friend. You can google the name of the scholarship to get direct link!
Xin gửi đến các bạn một số học bổng cho chương trình Cử Nhân, Thạc sĩ, Tiến sĩ, Học giả tại Hoa Kỳ. Ngoài ra, tại các ÐH Mỹ (top 200) đều có học bổng cho chương trình Thạc sĩ & Tiến sĩ, các bạn tham khảo trên website của Department tìm hiểu về Fellowship, Research Assistantship, Teaching Assistantship.
National Universities Rankings: http://colleges.usnews.rankingsandreviews.com/…/national-un…
1. Southeast Asia Youth Leadership Program (SEAYLP)
http://vietnam.usembassy.gov/yseali.html
This intensive four-week exchange program in the United States aims at promoting high-quality leadership, civic responsibility, volunteerism, and respect for diversity. Each year, five Vietnamese high-school students and one teacher (who acts as chaperone) are selected for this program and are joined by similar groups from other Southeast Asian countries. It is designed to enable teenagers, ages 15-17, and teachers to travel to the United States for a program focused on building a sense of community, developing civil society and economic institutions, and recognizing the commonalities among Southeast Asians and Americans.
Timeline
July-August: Call for applications
September: Submission of applications to the Embassy; screening and interviews
October: Nomination of finalists to Washington
November: Selection results available from Washington; departure of selected candidates
Contact: Contact info: Tel: 84-4-3850-5000; Email: [email protected].
Source: http://vietnam.usembassy.gov/educational_exchange.html…
2. Undergraduate Intensive English Language Study Program (UIELSP)
This program enrolls undergraduate students in the East Asia and Pacific region who demonstrate the potential to become student leaders in an eight-week intensive English Language course at colleges and universities in the United States with a focus on English language acquisition, leadership skill building, and civic education and engagement. It also provides participants with an introduction to American institutions, society and culture.
Timeline
Oct-Nov: Call for applications
December: Deadline for submission of applications to the Embassy
Dec-Jan: Screening of applications; interviews of shortlisted candidates
February: Nomination of finalists to Washington
March: Selection and placement results available from Washington
June: Departure of selected candidates
Contact: Contact info: Tel: 84-4-3850-5000; Email: [email protected].
Source: http://vietnam.usembassy.gov/educational_exchange.html…
3. Global Undergraduate Exchange Program (Global UGRAD)
This program provides scholarships for one semester or one academic year of study at a U.S. university. The goal is to provide a diverse group of emerging student leaders, from non-elite and under-represented groups, with a substantive exchange experience at a U.S. college or university, with in-depth exposure to U.S. society, culture and academic institutions. Students are selected based on 1) academic record, 2) leadership skills and potential, 3) community involvement and extra-curricular activities, and 4) English proficiency (minimum TOEFL score of 525 (paper-based) or 70 (iBT).
Timeline
September: Call for applications
November: Deadline for submission of applications to the Embassy
Nov-Dec: Screening of applications; interviews of shortlisted candidates
December: Nomination of finalists to Washington
March: Selection results available from Washington
June: Placement information available
July: Departure of selected candidates (whole academic year program)
January: Departure of selected candidates (semester program)
Contact: Contact info: Tel: 84-4-3850-5000; Email: [email protected].
Source: http://vietnam.usembassy.gov/educational_exchange.html…
4. Fulbright Vietnamese Student Program
The Fulbright Vietnamese Student Program is a competitive, merit-based scholarship program which recruits and nominates young Vietnamese professionals for Master’s degree programs at U.S. universities. Approximately 20 to 25 fully-funded scholarships are granted on an annual basis for students in social sciences and humanities. Successful applicants will receive support in university placement and a full scholarship which covers tuition and fees, monthly stipend, round-trip airfare to the U.S. and health insurance. Selection is based on study objectives, work experience, understanding of the chosen field of study, impact potential, leadership, academic excellence and English proficiency.
Timeline
December: Grant announcement
April: Application deadline
June – July: Application review and semi-finalist selection
September: Interviews & finalist selection
October: Finalists take GRE/GMAT/TOEFL iBT
November: U.S. universities placement
April - May: Confirmation of final university placement
May: Pre-departure orientation
June – July: Medical check-up and visa application
July – August: Departure
Contact: Contact info: Tel: 84-4-3850-5000; Email: [email protected].
Source: http://vietnam.usembassy.gov/educational_exchange.html…
5. Vietnamese Fulbright Scholar Program
The Council for International Exchange of Scholars (CIES) assists in the administration of the Fulbright Scholar Exchange Program for faculty and professionals. Started in 1998, the Program recruits and nominates Vietnamese scholars for placement by CIES as lecturers and researchers in U.S. universities for terms of three to 10 months. From six to eight scholars from Vietnam travel to the United States on an annual basis.
Timeline
October: Deadline of application submission
November – December: Peer Review Panel
January: Interview the shortlisted candidates
End of January: Submission of semi-finalist candidates to Washington
February - March: Selection results available from Washington
April – July: Affiliation and Visa Process
August: Pre-departure Orientation for the departing grantee
Contact: Contact info: Tel: 84-4-3850-5000; Email: [email protected].
Source: http://vietnam.usembassy.gov/educational_exchange.html…
6. Hubert H. Humphrey Fellowship Program
This is a one year, non-degree, full scholarship program offered to promising mid-career professionals who have proven track records of leadership and a strong commitment to public service. Participants in the program spend one academic year at a leading U.S. university doing their self-designed program of academic course work, participating in professional affiliations off-campus, field trips, special workshops and seminars in their field of study.
Timeline
April: Call for applications
May: Information sessions held in Hanoi and HCMC
Early August: Deadline for submission of applications to the Embassy
Aug-Sep: Screening of applications; Institutional TOEFL for shortlisted candidates; interviews
October 1: Nomination of finalists to Washington
October: Finalists take official iBT
Feb-Mar: Selection results available from Washington
March/April: Departure for the U.S. (fellows needing Long Term English)
May: Placement results available
June-August: Departure for the U.S. (fellows not needing Long Term English)
Contact: Contact info: Tel: 84-4-3850-5000; Email: [email protected].
Source: http://vietnam.usembassy.gov/educational_exchange.html…
7. Ambassador’s Fund for Cultural Preservation – AFCP
Since its creation by the U.S. Congress in 2001, the U.S. Ambassadors Fund for Cultural Preservation has provided financial support to more than 640 cultural preservation projects in more than 100 countries. The AFCP shows the depth of the U.S. respect for the cultural heritage of other countries. Ten preservation projects in Vietnam, averaging $20,000 each, have been funded by the AFCP, ranging from intangible heritage such as the Then Music of the Tay minority to tangibles such as pagoda statues, museum collections and historical/architectural monuments. In 2010, a major project ($74,500) was granted to Hanoi Department of Culture, Sports and Tourism to preserve the 18th century O Quan Chuong Gate – the only one of the 16 gates that remains of ancient Hanoi, as a gift from the U.S. Ambassador to the people of Hanoi as the city celebrated its 1000th birthday.
Timeline for the 2011 AFCP program:
October: Calls for proposals from Vietnamese organizations
Nov: Proposal Screening
December: Submission of proposal to Washington
July: Selection results available from Washington
Contact: Contact info: Tel: 84-4-3850-5000; Email: [email protected].
Source: http://vietnam.usembassy.gov/educational_exchange.html…
8. Small Grants Program for civil society organizations
The Small Grants Program is designed to assist countries around the world to strengthen democracy, human rights, civil society, and rule of law, and to combat extremism in their countries by making grants of up to $20,000 to local non-governmental and not-for-profit organizations. Proposals must support program activities that promote democratic practices, including civil society, freedom of information and independent media, transparency in government, NGO capacity building, rule of law and judicial reform, civic education, conflict resolution, human rights, ethnic, minority and women's rights.
Timeline
March: Call for proposals from Vietnamese organizations
May: Submission of proposals by Vietnamese organizations
May-June: Proposal screening by Embassy Committee
June: Submission of shortlisted proposals to Washington
August: Selection results available from Washington
Contact: Contact info: Tel: 84-4-3850-5000; Email: [email protected].
Source: http://vietnam.usembassy.gov/educational_exchange.html…
9. VEF Fellowship Program for 2018 (?)
The Fellowship application and selection process is open, competitive, and transparent. Applicants do not need to pay any fees to anyone in order to apply or be considered for a VEF Fellowship. Winners are chosen based on individual merit, including academic performance and preparation, intellectual capabilities, English proficiency, and the potential for contribution to scientific education and research.
Contact: fellowship@vef.gov, information@vef.gov
Source: http://www.vef.gov/details.php?mid=6&cid=392
10. VEF Visiting Scholar Program 2017 - 2018 (?)
VEF Visiting Scholar Program (VSP) for Vietnamese nationals, who already hold a doctorate in any of the fields supported by VEF, namely, in the major disciplines of sciences (natural, physical, and environmental), mathematics, medicine (such as, public health), and technology (including information technology). Fields include the basic sciences, such as, biology, chemistry, and physics, as well as agricultural science, computer science, and engineering. Priority this year will be given to applicants, whose field of study focuses on climate change (environmental sciences) or on nuclear energy, provided that all other qualifications are equal.
Contact: vs@vef.gov, information@vef.gov
Source: http://www.vef.gov/details.php?mid=7&cid=393
depth of field and depth of focus 在 白同學DIY教室 Youtube 的評價
E39 最頂級版選配,全車正AC Schnitzer 空力套件,氣壓式電動座椅 ,focal TLR speaker
就因為輪胎紋路深度不足,在去年的某一場的西北雨中,下課了,真的很可惜
放這部片上來之前我也想了很久,後來我評估之後還是決定要和同學們分享這段故事,
重點就是換輪胎的錢真的不能省,這是我放這部片上來分享的主要重點,
預防重於治療,希望同學們都能行車平安.
PS:BMW的車身板金真的是有夠硬的,還好駕駛好髮無傷....
E39 top version of the optional, the whole car is AC Schnitzer air force kit, pneumatic electric seat ,focal TLR speaker
Because the tire tread depth is not enough, in a certain field last year in the northwest rain, class, and really a pity
Put this film before I thought for a long time, then I decided after the evaluation and the students to share this story,
The key is to change the money for tires really can not save, this is my share of this piece to share the main focus,
Prevention is more important than treatment, hope students can drive peace. The same time as
PS: BMW body board gold is really hard enough, but fortunately driving good hair without injury. The The The

depth of field and depth of focus 在 Brandon Li Youtube 的評價
Laowa sent me this lens as a loaner to try out. It's supposed to have nearly zero distortion, and it's is all-manual. I think most people will use it for astrophotography. I threw it on my gimbal to see what it looks like and went for a stroll with Kobe. Learn filmmaking from me! https://goo.gl/VK3Qft
Laowa 12mm lens: https://www.bhphotovideo.com/c/product/1283913-REG/venus_optics_ve1228nai_laowa_12mm_f_2_8_zero_d.html/BI/20614/KBID/15761/kw/VE1228NAI/DFF/d10-v2-t1-xVE1228NAI
All my gear: https://goo.gl/xSN7Cm
Kobe's channel: https://www.youtube.com/user/kobecoobi
Overall it has less distortion than I would have thought, though it's not zero-distortion. And the depth of field isn't infinite because it's still a FF lens, so double-check your focus. I think I would mostly use this lens for scenes where I wanted to crop and fix framing in post, such as an action scene with unpredictable elements.
More review later.
I am a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com. Additionally, I participate in other affiliate programs, and sometimes get a commission through purchases made through my links.

depth of field and depth of focus 在 เสกสรร ปั้น Youtube Youtube 的評價
http://www.sekyoutube.com สอน After Effect - 3D Layer and Camera Tools
บทที่ 12 เนื้อหาที่สอนในวีดีโอ คือ
- พื้นฐานในระบบ 3D Layer
- Orientation and Rotation
- การกำหนดมุมมองในระบบ 3D
- หลักการใช้ Camera Tools เบื้องต้น
- การกำหนดค่า Camera Settings
- การตั้งค่า Camera Parameters
- เรียนรู้ Depth of Field และสูตรการหาค่า Focus Distance
===========================================
เสกสรร ปั้น Youtube
ครูสอนการทำวีดีโอด้วยตัวเองลง Youtube
เพื่อสร้างแบรนด์หรือโปรโมทสินค้าและบริการ
สอนถ่ายวีดีโอ
http://xn--l3cdl7ac1a7b0al6ab0nxc.com
สอน After Effect
http://www.effectvideo.com
♥♥ SUBSCRIBE ♥♥
http://www.youtube.com/subscription_center?add_user=smileprovideo
♥♥ Let's Connect ♥♥
Facebook - http://www.Facebook.com/sekyoutube
===========================================

depth of field and depth of focus 在 Depth of Focus Vs. Depth of Field: What's the Difference? - 2023 的相關結果
In photography, depth of focus describes the relationship between the camera lens and the image plane (the film plane or camera sensor). It has ... ... <看更多>
depth of field and depth of focus 在 Depth of focus - Wikipedia 的相關結果
Depth of focus is a lens optics concept that measures the tolerance of placement of the image plane in relation to the lens. In a camera, depth of focus ... ... <看更多>
depth of field and depth of focus 在 景深和焦深 的相關結果
最後,隨著鏡頭朝無限遠聚焦,會發生超焦距情形。這種情形會相等焦距的距離下實現。 Depth of Field Curves for a Lens at f/2.8 at 200mm WD and at ... ... <看更多>