Yoko Taro mbtiパーソナリティタイプ
個性
"Yoko Taroはどのような性格タイプですか? Yoko Taroは、INTP in MBTI、4w5 - - in Enneagram、 in Big 5、ILI in socionics のパーソナリティタイプです。"
In Yoko Taro's games, immoral acts are often committed by heroes that you want to sympathize with, such as killing innocents, genocide, or driving them crazy. The essence of the plot can only be understood by replaying it many, many, many times. Yoko delves into dark themes, while erasing the line between good and bad, allowing the player to form their own opinion. Ne obvious: Taro uses unconventional and complex techniques to show a plot that is not accessible to everyone. Taro is always looking for new ideas and experiments with both the player and the heroes and their relationships. He wants players not to be lazy and to really study the characters, the places where the events take place and how they change over time. However, Taro does not exalt himself, leaving the player room for interpretation of what is happening. He believes that the main goal of the game is to give answers to those who are looking for them. Of course, there is a lot of existentialism in his works. When creating Nier: Automata, Yoko Taro took a lot from the philosophy of Friedrich Nietzsche. Nietzsche wrote about the dichotomy in art as two inseparable principles - artificial and natural. They are opposed to each other: empty logic and emotional chaos. Taro evokes strong emotions in the player with music, stories, relationships, but these are androids that obey only a pre-written code, they are machines, and this is all essentially an imitation. This is how it turns out to cause a contradiction. Nietzsche also associated this with the Eternal Return, which means that everything is in an endless cycle. The existential plot of Nier: Automata shows the absolute meaninglessness of the world: 2B is constantly forced to kill 9S, because he is a model who seeks to learn information about humanity, which in fact does not exist, that is, the fight against other androids on the planet has long been devoid of meaning. Does this mean that they have to look for their own meanings? Or is it better to forget everything and experience the same thing 100 times?Or maybe they should invent their own God, since there are no more people? Yoko pokes fun at the absurdity of mankind: "I think the reason we kill in video games is, in a way, to shed light on the flawed nature of humanity as a whole. We strive for world peace, but we also get pleasure from shooting and killing others in video games. I think it's karma in a way - how games manage to capture the true essence of humanity, even if they weren't intended to." He doesn't think people will ever change Of course, Yoko Taro's games are about emotions, but I feel more Fe than Fi. And he literally wears a mask because he doesn't think appearance is important. I guess e5
バイオグラフィー
Yoko Taro (横尾 太郎, Yokō Tarō, born June 6, 1970) is a Japanese video game director and scenario writer. Starting his career at the now-defunct game company Cavia, he became known for his work on the action role-playing video game series Drakengard and its two spin-offs: Nier and its sequel, Nier: Automata. Yoko was born in Nagoya, Aichi, and studied at the Kobe Design University in the 1990s.