"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about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.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3部Youtube影片,追蹤數超過361萬的網紅Dan Lok,也在其Youtube影片中提到,How Does One Start A Business And Sustain It? If You Want Honest, No BS Advice From Dan Lok And His Digital Marketing Advisor Jeremy Haynes, Then Join...
how to write a sales plan 在 喜劇演員 Facebook 的最佳貼文
英文字幕:YouTubeLearn
中文字幕:張皓雲
校稿 :YouTubeLearn
「約翰走路:走遍世界的男人」
You’ve probably seen one of these, a LEGO brick, but have you ever wondered how would it all started, and why is it called LEGO? Actually, the name is much older than this plastic brick. Are you curious? Let me tell you how it all began.
你可能看過這其中之一,一塊樂高積木,但你有沒有想過這一切是如何開始的,以及它為什麼叫樂高嘛?事實上,這名字比這塊塑膠積木老得多了。好奇嗎?讓我告訴你這一切如何開始的。
Many years ago, there was a skilled and hardworking carpenter named, Ole Kirk Christiansen. Ole was a respected carpenter with his own company. But times were hard, so he didn’t have much money and had to dismiss his last worker.
許多年以前,有位技術高超、工作勤奮的木匠,他的名字是Ole Kirk Christiansen。Ole是名受人尊敬的木匠,並擁有自己的公司。但日子很困苦,所以他沒有太多錢,還必須解雇最後一名員工。
“Come on in.”
“ I’ve closed down the workshop and packed my thing.”
“Heh, thank you!”
“I suppose I’d better write you a paycheck.”
“Take care!”
「進來吧。」
「我已經關了木作工坊,也打包了我的東西。」
「啊,謝謝你!」
「我想我最好寫張薪水支票給你。」
「保重!」
“Well, that was the last one. I just didn’t imagine that it would come to this.”
“I know. It’s hard to understand, but at least now it can’t get much worse.”
「嗯,這是最後一名員工。只是我沒有想像會演變成這樣。」
「我知道。很難預料到,但至少不會再更糟了。」
But it did get worse. Shortly after, Ole lost his wife. But Ole was a special person. He wasn’t the type that gave up. And with the responsibility of his four sons, he had to think of something. Ole had gotten an idea. And for him, it never took long to put an idea into action. Ole’s little invention made his boys so happy that he thought maybe he should start making toys. Ole decided to give it a try. Luckily, he had saved up a lot of wood from the carpentry production. He can now use it to make toys.
但事情確實更糟了。不久後,Ole失去了他的妻子。但Ole是個特別的人。他不是那種會放棄的人。為了要對四個兒子負起責任,他必須要想些辦法。Ole想到了個點子。而且對他來說,要將點子付諸行動從來不需花太多時間。Ole的小發明讓他的兒子們非常開心,所以他想也許他應該開始做玩具。Ole決定要試一試。幸運的是,他曾儲存了許多製作木器用的木料。他現在可以用這些來做玩具。
Time passed by, and even though Ole was a skilled carpenter and had a good eye for quality and detail, sales were very slow. Luckily, one of his sons, Godtfrey, started helping out his dad after school. Together, they just barely managed to keep up the production. Eventually, word began to spread that wooden toys of the finest quality were being made in a little workshop in Billund.
時光流逝,而且即使Ole是名技術高超的木匠,並對品質及細節有好眼光,銷售還是非常緩慢。幸運地,他其中一個兒子Godtfrey開始在放學之後幫助他的父親。他倆一起還是只能勉強維持產量。最後,開始口耳相傳在Billund有間小木作工坊生產品質最好的木製玩具。
One day, a man drove into town — a man who would change Ole’s future. He was a wholesaler from Frederitia.
有一天,一名男子開車到城裡來–一個將會改變Ole未來的男人。他是從Frederitia來的批發商。
“I’ve heard that you’re making some very nice wooden toys.”
「我聽說你生產非常精美的木製玩具。」
“Well, one does his best.”
「這個嘛,竭盡我所能囉。」
The wholesaler was very impressed with all the wooden toys and placed a big order before he left.
這批發商對所有木製玩具印象非常深刻,並在離開前開出一筆大訂單。
“Now there’s finally someone who can see the opportunities and what we are doing.”
“Look at this. The wholesaler wants to put a lot of our toys into his store for the holidays.”
“It’s going to be a good Christmas this year, but we’ll be busy.”
「現在終於有個人看到這些機會、看到我們在做的事。」
「看這個。那個批發商想在假期期間在他的店裡放上很多我們的玩具。」
「今年的聖誕節會很好過,但我們會很忙。」
Now, there was a lot to do in the little workshop. And Ole could rehire his former workers. Ole only used the highest quality wood, which was hand-picked and very carefully prepared. They worked day and night to get the order finished, so the wholesaler could get the toys out in stores before Christmas.
現在這間小木作工坊有許多事要忙。而且Ole可以重新聘僱他以前的員工。Ole只用最高品質的木頭,這些木頭都是親手挑選的,並經過非常細心的準備。他們日以繼夜地工作以完成訂單,以能讓那位批發商能在聖誕節以前將這些玩具放到店裡。
“Is there something wrong, Dad?”
“I’m afraid that we’re… in big trouble.”
「發生什麼事了嗎?爸爸?」
「恐怕我們…有大麻煩了」
In the middle of their work, Ole received a letter saying that the wholesaler had filed for bankruptcy, and couldn’t buy the toys that he had ordered.
在他們工作進行到一半時,Ole收到一封信,上面寫著那名批發商已申請破產,不能買下他之前訂的玩具。
“But what are you gonna do? What about Christmas? Now we can’t even afford food?”
“I’ll do it.”
“What are you gonna do, Dad?”
“I’ll do it myself. I’ll drive around selling the toys.”
「但你要怎麼做?聖誕節怎麼辦?現在我們甚至買不起食物?」
「我會做。」
「你要怎麼做?爸爸?」
「我自己做。我會開車兜售這些玩具。」
There was no time to lose. Ole packed the car with all the toys and drove off. Ole was a very good toy-maker but was not a very good salesman. He didn’t like praising himself or talking about how carefully the toys have been made, but he had to keep trying if he is going to sell anything.
沒有時間浪費了。Ole將所有玩具裝進車裡,並開車離開。Ole是名很優秀的玩具製造者,但卻不是位優秀的銷售員。他不喜歡吹捧自己,或說這些玩具是如何細心地製作出來的,但如果想賣出任何東西,他就必須要繼續嘗試。
“This is going to be a blast. Is there anything you are interested in?”
“It looks exciting, but I don’t have a lot of money right now. Maybe we could trade in and call it even.”
“Well, I would prefer money, but…”
「這會造成轟動的。有任何你感興趣的東西嗎?」
「這看起來很振奮人心,但我現在沒有很多錢。也許我們能以物易物然後扯平。」
「這個嘛,我比較想收錢,但…」
In the end, he succeeded in selling all the toys. He didn’t receive as much money as he had hoped. But the family managed, and they had plenty of food for Christmas. Time passed by, but the toys didn’t sell as quickly as they had expected. Ole thought perhaps the company needed a good name.
最後,他成功地賣出所有玩具。他收到的錢並沒有他期望中的多。但家計得以維持,他們也有許多食物過聖誕節。時光流逝,但玩具賣得並不如預期般的快。Ole想,也許公司需要一個好名字。
“What should it be? It has to be a short word. I wanted to convey ‘playing well’.”
「應該叫什麼?它必須要是個簡短的字。我想要傳達『好好地玩』。」
In Danish, “playing well” is called “LEG GODT”.
丹麥文中「好好地玩」叫做「LEG GODT」。
“What should it be? What should it be? Yeah… If only I could get some sort of a sign…”
“LEGO.”
「要叫什麼?要叫什麼呢?對啊…如果我能有個像招牌的東西的話…」
「LEGO(樂高)」
As you can see, Ole himself ended up finding a very suitable name. But what he didn’t know was that in Latin, the word “LEGO” means “I put together”. The name “LEGO” was well received. And the company slowly started to move forward.
你可以看到,Ole最後幫自己找了個非常適合的名字。但他不知道的是,在拉丁文中,「LEGO」這個字的意思是「我組在一起」。「樂高」這個名字的接受度很高。而且公司開始慢慢地向前進。
“We have made 3,000 Krones this year. And we have more orders than usual.”
“Did you say 3,000 Krones? Huh, then you need to see what I’ve been looking at.”
“We have made 3,000 Krones this year. And we have more orders than usual.”
“Did you say 3,000 Krones? Huh, then you need to see what I’ve been looking at.”
「我們今年賺了3,000克朗(丹麥、挪威貨幣單位)。而且我們接到比平常更多的訂單。」
「你是說3,000克朗嗎?哈,那你應該要看看我已經看了好一陣子的東西。」
Even though Godtfred wasn’t comfortable spending money on a milling machine, he could see that it was useful, and that the quality of the toys improved.
即便Godtfred對於花錢買刻磨機感到很不舒服,他還是知道那很有用,而且也改善了玩具的品質。
“Could you finish the last batch and get it ready for shipping?”
“I will.”
“Dad…. dad, I saved a lot of money for the company today.”
“Really!? How?”
“I figured we could save money in the lacquer. Just like only coated the ducks twice instead of three times.”
“You What?”
「你可以完成最後一批並準備好裝運嗎?」
「我會的。」
「爸…爸,我今天為公司省下了很多錢。」
「真的嗎?怎麼做的?」
「我想到我們可以省下亮光漆的錢。像是在鴨子上只塗上兩層,而不是三層。」
「你做了什麼?」
Unfortunately, Godtfred’s idea didn’t go over well with Ole. Ole made Godtfred unpack all the ducks himself, give them the last layer of lacquer and bring them back to the train station. Ole believed in high quality and not cheating his customers. When Godtfred returned, Ole explained that that wasn’t the way to create a good brand. This little lesson opened Godtfred’s eyes to the fact that every detail matters and only the best is good enough.
不幸的是,Godtfred的主意並沒有過Ole那關。Ole要Godtfred自己從箱子取出那些鴨子,塗上最後一層亮光漆,並將它們運回火車站。Ole相信高品質,以及不能欺騙他的顧客們。當Godtfred回去時,Ole解釋那不是個創造好品牌的方式。這小小的一課打開了Godtfred的眼界,讓他知道每個細節都很重要,而且只有做到最好才算夠好。
In the late 1930s, LEGO was making a profit, even when The Second World War broke out. They tried to make the best out of a difficult time. It seemed nothing could go wrong. But a stormy night in 1942 changed their luck.
在1930年代後期,樂高開始賺錢,甚至第二次世界大戰爆發時也有盈利。他們試著充分利用這艱鉅的時期。似乎沒有任何事可以出錯。但1942年一個暴風雨的夜晚改變了他們的命運。
“There’s a fire. The workshop is on fire.”
「發生火災了。木作工坊起火了。」
But when the firemen arrived, they were unable to save the workshop. It burned to the ground, and all the drawings and models were destroyed. Ole was beginning to lose hope. All that he had worked for was gone, and he almost lost his company. But being responsible for his children and workers inspired him to rebuild LEGO. A new factory was constructed. Soon the production of wooden toy started again. The little company fought its way back into the market. Gradually, the LEGO factory began to run smoothly, and Ole started looking for new challenges.
但當消防隊員抵達時,他們已經無法救回木作工坊了。它被燒毀夷為平地,所有的草圖和模型也都被破壞殆盡。Ole開始失去希望。他所有的心血都沒了,他還差點失去他的公司。但對他的孩子和員工負起責任這件事,鼓勵了他重建樂高。他建了一座新的工廠。很快地再次開始木製玩具的生產。這間小公司奮力找到重回市場的路。漸漸地樂高工廠開始順利地營運,而Ole開始尋找新的挑戰。
One day, he went to Copenhagen to look at a new machine that had just arrived in Denmark. It was a plastic molding machine, and Ole was very excited about it.
有一天,他到哥本哈根去看一台剛送到丹麥的新機器。那是台塑膠成型機,Ole對此感到非常興奮。
“Should we buy it? It sure is a good bargain, and it would give us a lot of opportunities.”
“Well, it does sound interesting, but it is a lot of money.”
“I’ll take that as a ‘yes’.”
「我們應該買嗎?它確實很划算,而且會帶給我們很多機會。」
「這個嘛,聽起來很有趣,但這是很大一筆錢。」
「我就當你答應了。」
When the plastic molding machine finally arrived, Ole started making little plastic Teddy Bears and rattles. But he still had the plastic brick that he had received at the fair. There was something about them that he couldn’t stop thinking about. And even though no one else could see the potential in them, Ole decided to redesign and put them into production. But it was when LEGO first launched the great Ferguson Tractor that the plastic toys became a success. Unfortunately, the sales were dropping during the summer, and the company had too many toys in stock.
當塑膠成型機終於送達時,Ole開始製作小塑膠泰迪熊和波浪鼓。但他仍留著他在商展上拿到的塑膠積木。他就是無法停止思考有關這些塑膠積木的可能性。即使沒有人能在它們之中看到潛力,Ole還是決定要重新設計並生產它們。但直到樂高首次推出大Ferguson拖拉機的時候,塑膠玩具才取得成功。不幸的是,銷售量在夏天時開始下跌,而公司有太多的玩具庫存。
“This can’t be right. Of course, our products can be sold the whole year, not only for Christmas.”
「事情不該是這樣。當然,我們的產品全年都可以銷售,不只有在聖誕節時才能賣。」
Godtfred decided that he would go out and sell the toys himself. Godtfred brought his wife Edith as company and moral support.
Godtfred決定他要自己出去賣這些玩具。Godtfred帶著他的妻子Edith作伴以及精神支持。
“If you can’t get cash then… hmm… We need butter and eggs.”
「如果你不能換到現金那麼…嗯…我們需要奶油和雞蛋。」
Well, it wasn’t that bad. Godtfred was a success in his trip around the country which helped LEGO to get out of its financial crisis. They reached home just in time for Ole’s birthday party. Ole turned 60 and the whole family was gathered to celebrate with him.
這個嘛,事情沒那麼糟。Godtfred環遊全國的兜售行程很成功,這幫助樂高度過財政危機。他們到家時正好趕上Ole的生日派對。Ole 60歲了,全家都聚在一起為他慶祝。
“Well, I guess it was a long trip around the country.”
“Hey, I got an idea. Ugh, listen! Listen! What about a picture with the three generations?”
「嗯,我猜這趟環遊全國的旅程很漫長。」
「嘿,我有個想法。喂,聽好!聽好!拍張三代同堂的照片如何?」
Everyone thought that was a good idea, and we were placed on the sofa with all the presents and flowers around us. On a business trip to England, Godtfred met the head of a big shopping center on his way home. They discussed the toy industry, and the conversation would be very important to the future of LEGO.
每個人都覺得那是個好主意,我們坐在沙發上,四周都是禮物和花。在英國出差的時候,Godtfred在回家路上認識了一個大型購物中心的領導人。他們討論了玩具產業,那段對話對於樂高的未來會是非常重要。
“Damn this industry! I just think that toys are no good nowadays.”
“What do you mean? I think they are working very well.”
“Oh, they work fine, sure! But there’s no system in anything.”
“System?”
“System? Hmm, there isn’t any system…”
“What in the world are you doing, Godtfred?”
“There isn’t any system. The toys need an idea and a system built around it.”
“I wanna put system in the play. Children have only been offered ready-made solutions.”
“They need something different that will strengthen their imagination and creativity.”
“So, you are trying to put LEGO into a system? Interesting.”
「該死的產業!我就是覺得現在的玩具都不好。」
「你是什麼意思?我覺得他們運作得很好呀。」
「喔,他們運作的還可以。當然啦!但沒有任何東西是有系統的。」
「系統?」
「系統?嗯,沒有任何系統…」
「Godtfred,你究竟在做什麼?」
「沒有任何系統。這些玩具需要有一個概念,並要建立一個環繞的系統。」
「我想要在遊戲中放進系統。孩子們一直以來都只接受現成的解決方式。」
「他們需要一些不同的東西來增強他們的想像力及創造力。」
「所以,你要將樂高系統化?這有趣了。」
That same year, LEGO started producing the first LEGO system of play. Children could now build houses from the LEGO bricks. The Town Plan gave play a realistic town setting, and with this, children learned about traffic safety. My sisters and I could play with the new LEGO system for hours. Some people said we were the luckiest children in the world, because we grew up in a toy factory. It was a huge breakthrough, and Godtfred decided to try selling it outside of Denmark. The system of play was so popular that they managed to sell it to many countries.
同一年,樂高開始生產第一個樂高系統遊戲。孩子們現在可以用樂高積木蓋房子。「城鎮計畫」讓遊戲有真實的城鎮背景設定,孩子可以從中學到有關交通安全的事。我和姊妹們可以玩新的樂高系統玩好幾個小時。有些人說我們是世界上最幸運的孩子,因為我們在一個玩具工廠裡長大。那是個很大的突破,而Godtfred決定要試著在丹麥以外的地方銷售。這種系統遊戲非常受歡迎,使得他們能在許多國家販售。
“Look what I just built!”
“That is really nice, Cal.”
「看我剛剛蓋了什麼!」
「這真的很棒,Cal。」
Even though LEGO was meant for only building houses, there was still a lot of opportunity. There was just one problem.
雖然樂高只供蓋房子用,仍然有許多可能性。只有一個問題。
“Hmm, I can’t lift it up. It keeps falling apart.”
「噢,我不能把它拿起來。它一直垮掉。」
That made Godtfred wonder. He wanted to find a way to make the LEGO bricks stick together, but that was easier said than done. Godtfred noticed that the LEGO bricks got a better clutch powers with tubes inside. Now, it was no longer just bricks but a whole construction system with endless possibilities. This was groundbreaking for the LEGO product. With a child’s imagination, LEGO could be anything in the world over and over again. The imagination is the limit.
這讓Godtfred感到好奇。他想找出方法讓樂高積木能卡在一起,但說的比做的容易。Godtfred注意到樂高積木在內裡有管狀結構時能有更強的抓力。現在,這不只是積木而已,更是一個有無限可能性的整個建築系統。這為樂高產品的新紀元奠基。有了孩子的想像力,樂高可以一次又一次地做出世界上任何東西。想像力就是極限。
“Look, Dad! Now, I can build everything.”
「看,爸!現在,我可以蓋出所有東西。」
Unfortunately, Ole never got to see how successful the little brick actually became. Godtfred was left on his own, and he had to go through another fire at LEGO that destroyed most of the wood production. Just like his father, Godtfred knew that he had to try to get the best out of any situation and never give up. Godtfred took the hard times with his head held high. As sales grew, the company also got bigger. He had to think ahead, and he decided not to resume the production of wooden toys and to only focus on the LEGO system. It turned out to be a great decision. Many new models were built, and LEGO got stronger in the toy industry.
不幸的是,Ole再也看不到這些小積木竟然變得多麼的成功。Godtfred只剩自己了,而且他必須要走過另外一場燒毀樂高大部分木製產品的大火。但就像他的父親,Godtfred知道他必須要嘗試充分利用任何情況,並永不放棄。Godtfred抬頭挺胸的度過這困難的日子。隨著銷售成長,公司也日益壯大。他必須要預作打算,而他決定不再製造木製玩具,只專注在樂高系統。結果這是個重要的決定。許多新的模型被建造出來,樂高在玩具產業越加壯大。
“Sir, which one of these do you think is the best?”
“Hmm… Errr… that one!”
「先生,你認為哪一個最好?」
「嗯…嗯…那個!」
Even though it got busier at LEGO, Godtfred still had bigger plans. Now, he wanted to build an airport. So, it would be easier to sell his toys to the whole world. Like father, like son. It didn’t take long to put his idea into action. Only three years later, Billund airport was opened. The many guests and business connections who visited the company always wanted to see the modeling department. Gradually, it got so crowded that it was hard for the employees to keep up their work.
即使樂高變得更忙了,Godtfred仍有更偉大的計畫。現在,他想要建一座機場。這樣就能更容易向全世界銷售他的玩具。有其父必有其子。要將他的想法付諸行動並不用花太長時間。短短三年後,Billund機場開張了。許多曾到訪公司的賓客及商務往來的客戶總是想要看模型樣品部門。漸漸地,公司變得太擁擠,使得員工很難繼續他們的工作。
“I think we’d better wait a while.”
「我認為我們最好等一下。」
Godtfred could see that something had to be done. He needed a bigger place to display the LEGO models.
Godtfred發現還有些待辦事項。他需要更大的場地來展示樂高模型。
“Err, I don’t wanna interrupt. So, I’ll just put this package of our new LEGO train, err… on the table.”
“Just put it there. Train?”
「阿,我不是想打斷你。所以,我只要把這盒新的樂高火車放到,啊…桌上?」
「就放在那裡。火車?」
The idea grew quickly from an exhibition room to an amusement park.
這個點子很快地就從一間展覽室發展成一座主題樂園。
“And then, we could have a tower so you could look over the whole park from above — the whole town.”
“It would be a land made out of LEGO — LEGO Land.”
“Well, it looks interesting. But how many visitors are you actually counting on?”
“Well, I guess… uhmmm… two hundred, three hundred thousand?”
“Three hundred thousand?”
「然後,我們可以蓋座塔,這樣你從上面就能俯瞰整座遊樂園–整個城鎮。」
「這會是個用樂高做出的樂土–樂高世界。」
「嗯,這看起來很有趣。但你究竟期望有多少遊客?」
「這個嘛,我猜…嗯…二十,三十萬?」
「三十萬?」
Even though it sounded like a lot, my dad was actually pretty far off the mark. There were six hundred thousand guests the very first year. My family and I were there to greet the guests. We’ve kept up this tradition ever since. Now, you know how it all began. LEGO wouldn’t be what it is today if it hadn’t been for my grandfather’s sense of quality and search for perfection. My father firmly believed in the endless possibilities of the LEGO system. I seek to take the LEGO idea even further. Encouraging children to explore, experience and express their own world — a world without limits. And we are still convinced that only the best is good enough, because children deserve the best.
雖然這聽起來好像很多,我的父親確實離這個目標很遠。在開始的第一年就有六十萬名遊客。我和家人都到場招呼遊客。自此之後我們一直維持這個傳統。現在,你知道這一切是如何開始的。如果沒有我的祖父對品質的意識以及對完美的追求,樂高不會有今天的成就。我父親深深地相信樂高系統中無限的可能性。我尋求更進一步地推動樂高理念。鼓勵孩子探索、體驗及表達他們自己的世界–一個沒有限制的世界。而我們仍然相信只有最好才算夠好,因為孩子們應該得到最好的。
how to write a sales plan 在 Dan Lok Youtube 的最佳解答
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