A critique of eroge: Emotional honesty and the anime adaptation

May 14th, 2007 | Categories: Visual Novel | Tags: , , ,

I’ve always loved Honey & Clover for being emotionally honest. The concept of the term “emotional honesty”, if it doesn’t exist in some capacity out there already, would be defined as the ability of the viewer to connect with the range of emotions portrayed by the character(s) on-screen — due to how the emotions portrayed are genuine and indeed representative of real life in some capacity.

Choosing to justify a critique of eroge after watching two Key adaptations seems like a reasonable decision to me, and here’s why: Kanon and Air have been held in high regard as the basic of basics, something no self-respecting otaku should go without watching in their lifetime. They are arguably the most well-known and popular of eroges, having met with critical and commercial success; more importantly, the focus isn’t about the sex alone.

hc-otp-is-love.jpg
the Morita-Hagu interaction, or lack of, was the straw that broke the camel’s back for me. in case you think Hagu archetypes don’t exist in real life, well, you’re wrong. her diminutive stature and child-like appearance can be said to be symbolic of her innocence in love, which is also why the rest of the cast tower over her.

As Alkenshel pointed out in his rebuttal, “but all, if not most, of the eroges out there have sex as something pivotal to the story” — however, this directly contradicts what he says later about “All of them had sex in the PC eroge, but in the PS2 ones, those were removed in favor of additional content, and the story still manages to hold up”. If sex is pivotal to the story, why does the game still survive after the removal of the adult scenes?

Therefore, this demonstrates that sex is an unnecessary, practically negligible element of the eroge when it comes to market value, which in turn makes Kanon and Air representative of the eroge genre as a whole as it is not only one of the best; in addition to that, it also possesses a plot focus considerably unhindered by the sex element, so much so that the transition to an all-ages, clean anime adaptation didn’t have many scenes that differed.

Assuming that the above is true, then there’s the other aspect of the argument that needs consideration before a critique can be done. How representative are Kanon and Air of their sources? I’m more concerned about its delivery with respects to this aspect — unlike book adaptations where the fans can go “they forgot Tom Bombadil!” or “Hermione wasn’t as hot as that”, the average eroge has practically no chance for error when it comes to adaptation.

This is due to how the eroge, or visual novel is structured — a bunch of CG stills viewed together with text at the bottom, with voice acting. The result is a seamless adaptation, as opposed to a book adaptation which risks alienating huge parts of the fan-base if done wrong, to say nothing of how Kanon and Key both employed the same seiyuu that was featured in the eroge. In other words, the issue of how an adaptation’s presented in reference to the the source material is null.

Going back to the element of emotional honesty mentioned earlier — I found Air and Kanon to be severely lacking in it. The problem with Key’s two works as I see it is how the plot drives the character instead of the character driving the plot, which makes for horrible story.

The difference between the plot driving the characters and the characters driving the plot seems like an argument of semantics at first, but closer inspection proves this wrong. A plot-driven story has the characters move according to its direction and feels horribly contrived, as opposed to a character-driven story where the plot comes from the interaction of the characters, resulting in a more realistic story that readers can identify to, or what separates John Grisham’s writing from Alexander Solzhenitsyn’s.

Then there’s the undeniable fact that H&C had the crossover appeal that didn’t limit it to the josei demographic alone, which also ties in with the aforementioned element of emotional honesty. Practically everyone I talked to or whose blogs I read lauded H&C for pulling no punches, and it wasn’t hard to see why.

For one, the amount of ground covered by H&C was immense. There was innocence personified; the ubiquitous one-sided crush; the love triangle with a twist or two; being in denial; the innocence lost post-confession; those in denial playing the avoiding game. We had characters demonstrate the thin line between protection and obsession; how people bottle up their feelings and only hint at them indirectly; the “getting over” of a crush or a deceased loved one — and that was just the romance part. Obviously, this meant that anyone who viewed it would be able to identify with at least one thing.

H&C’s story came about as a result of the characters interacting among themselves. There was no plot, or at least nothing that seemed like one, and the few resolutions there were didn’t tie up the ends neatly, which fit the the slice of life setting well. Now compare this to Ai Yazawa’s works which are of the same slice of life genre (two come to mind: Gokinjyo Monogatari and Paradise Kiss), whose stories end on wish fulfillment of the highest degree given the happy endings and complete pairing-ups she likes to inflict on her characters — they both fall into the josei genre, yet H&C outclasses Gokinjyo and ParaKiss in terms of story quality by a mile.

Ai Yazawa has been around longer than Chika Umino, for what it’s worth, and has in turn garnered huge success through her manga, and anime adaptations — could this mean that wish fulfillment has more mainstream appeal and in turn commercial success potential than emotional honesty has? When you take Kanon and Air into perspective, suddenly that doesn’t seem like an unreasonable stance to adopt.

I’m of the opinion that this is true, but only because the average otaku isn’t well-read — there’s plenty of good and bad anime out there (a tad subjective, but by “good and bad” I’m referring to story) yet you’ll find both having equal amounts of viewers. The average otaku, and by average I mean average average, not anime blogger average, more often than not prioritises fetishization, fan service, and wish fulfillment over actual content and story.

It’s tough to swallow all that if you’re used to better stories like I have, for example, having gotten into literature long before I started on anime; as an example of how I see things, I’ve always thought of Scryed being one huge homage to Les Miserables, and Death Note’s internal monologues and reasoning to having a parallel in Crime and Punishment. References aside, there’s the way I evaluate an anime, too, that makes me question the perceived value of Kanon and Air, due to how I’ve read and seen sadder stories than that.

Kanon and Air was technically sad in execution, but most of it didn’t connect with me because, as I mentioned previously, its plot-driven focus brought it down. Again, this is subjective, but a plot-driven story can be easily distinguished from its character-driven counterpart from how the story is headed — plot-driven stories usually make for shoddy character development and consciously work towards a predetermined goal. The character’s thoughts, emotions, and feelings are secondary to what happens — the emphasis is on the ending, or resolution of the story, rather than the journey towards the ending.

Making something technically sad also has a major drawback in the form of alienating the viewer from the story, by the very nature of the presentation itself: the viewer is forced to view something as “sad” through the setup and the aesthetics present even though it might not seem that way to him or her, and as a result the writer’s will is imposed on the viewer. This is largely why I had issues with the way Kanon presented itself, even more so with Air.

A good story doesn’t force its opinion or make its characters into mouthpieces for the message that it’s trying to convey, but rather allows both sides of the message to surface, and gives room for the viewer to come to a decision about it. While Key’s works are definitely a cut above the rest of the industry due to their de-emphasizing of sex in the eroge and well-written plot, it doesn’t excuse or justify the lack of substance present in these two works.

Speaking of story, the supernatural element prevalent in Kanon and Air, and eroges in general made me wonder if it’s due to the genuine need for it, or just as an excuse to invent convenient clauses that try to compensate for the eroge’s lack of proper characterisation. Misuzu was a good example of a character that didn’t make sense from a purely idiosyncratic point of view — how many teenage girls would ask a guy in his late 20s to play and then invite them home to stay when they realise that said guy’s an unemployed drifter? Hold on, she’s under this curse that’s made her friendless since childhood, of course she’d throw caution to the wind and just talk to anyone!

Has anyone here had an experience with an eroge that I might have missed that didn’t cross the line into the supernatural, didn’t dwell too much on the sex, but was still powerful in terms of story? There’s another point that some of you might raise, by going “eroges aren’t about the story, they’re about the sex, stupid” — but I’m talking about this in relation to Key mainly, who seems to be de-sexing the eroge with Clannad and Little Busters. I’m also trying to address the (relatively) recent surge of anime adaptations from eroges; Kanon and Air happen to fall in this category, and a few other titles like Fate/stay night and Tsukihime that seem to be trying to break free of the the mould.

Last but not least, I’d like to close by stating that this is why eroge and their inevitable adaptations will never be taken seriously. On one hand you’ve got pure sex aspiring to be something it’s not with attempts at “story” like how real pornos make their pornstars aspire at acting, on another hand you’ve got things like Kanon and Air that try to have more story than sex yet can’t seem to shake off the wish fulfillment and fetish pandering tangents enough to tell something really good.

The mainstream viewer, and by mainstream I mean the non-otaku, or those who haven’t heard of Kanon and Air, will either love the genre for lack of a better story, become yet another unenlightened, not so well-read fan, and be converted instantly, or be turned off for its lack of substance and dismiss it after trying what’s purported to be a classic. It’s like getting a friend who isn’t into anime to watch Lucky Star and expecting him or her to get the humour immediately, or realise that the references are innately hilarious. It just won’t work.

That’s the dilemma of being a niche within a niche; it explains why Air took years to be licensed, why Kanon ‘06 hasn’t despite vast improvements over the ‘02 adaptation, and why the games themselves will never see the light of day — the licensees just can’t take that much of a risk investing a considerable sum into something that’s only going to resonate with a minority. Unless they make an eroge set in real life that’s character driven any time soon, nothing’s going to change, and the story’s going to continue to blow. The 8 minute Clannad trailer reeked of a surreal, frighteningly emo stench I’m still trying to forget. I hope Little Busters delivers.

  1. May 15th, 2007 at 00:16
    Quote | #1

    tl;dr plox

  2. May 15th, 2007 at 00:19
    Quote | #2

    All eroge story sucks lol, Kanon was so-so, Air was AIIIIIIIRRRRRRRRR, btw if you don’t read real books (e.g. literature) but just watch animu you’ll have shit taste and praise everything you watch blindly. Also, Hachikuro > *

  3. <![CDATA[Hadler]]>
    May 15th, 2007 at 00:20
    Quote | #3

    I think you got the wrong idea about Clannad. I agree with you in some points, I never was a fan of Kanon for the most part, simply because I never found the characters interesting. Air was better, well the game anyways, because it felt more “honest” but I can understand people not liking it. Clannad is very different from those though, if Kanon and Air are plot driven then Clannad is character driven. Clannad is first and foremost the story of Tomoya , him meeting people, realizing his selfworth and simply growing up. There’s no “plot” and the supernatural aspect of the game is very subdued and not in your face like Kanon or Air.
    It’s funny you talk of Honey and Clover since Clannad reminded me of this when I played it, especialy Takemoto story is very similar to Tomoya. And for the 8minutes trailer, you’re probably talking of the trailer for the Movie so of course all the emo and story will be in your face, The game is 100 hours long after all.
    I’ll said if you liked Honey and Clover and is willing to give Clannad a chance then you won’t regret it.

  4. May 15th, 2007 at 00:45
    Quote | #4

    Concerning the lack of what you call “emotional honesty” in things like Kanon and Air: while, as you said, these things aren’t necessarily all about the sexual content, they are still targeting the adolescent to young adult male audience. There is more to appealing to this audience than just the ero content; a large part of it is also what has in the past been called “emotional porn” (think megatokyo after it stopped being good), which often involves such exaggerated and over-the-top emotions that they prevent the level of true connection with the characters achieved in shows like H&C. In a sense, it’s still over-idealization, just at the more tragic/emo end of the spectrum rather than the innocent “Belldandy” end.

  5. May 15th, 2007 at 01:12
    Quote | #5

    Hadler: I hated Takemoto. I really hated Takemoto. As much as I’d like to have said that I loved each and every character in H&C, Takemoto was the obligatory “straight man”, or LAWFUL GOOD archetype that I really could’ve done without. He got much better in H&CII but that, I suppose, was due to him getting a spine (they could’ve skipped the stupid soul-searching filler/thing and just made him a man from the start). Now a Chaotic Neutral like Morita, that was plain love and awesome.

    And that being said and done, I’ll probably watch Clannad just to avoid being a pre-judging ass, but not really have high hopes for it. I re-checked the filename, it was the movie trailer, my bad. That’s not like the tv series won’t have the potential to be as emoe, though. Btw:

    >>>supernatural aspect of the game is very subdued
    >>supernatural aspect
    >supernatural

    Oh noes. /wrist

    jroxas: That doesn’t change how it’s still wish fulfillment and pandering to fetishes. I agree that “emotional porn” fits the bill, yet there’s something about how it’s setup for maximised sadness that nauseates me. By justifying it through your statement that it’s “targeting the adolescent to young adult male audience”, are you implying that we, the target demographic, wouldn’t be able to appreciate more representative and realistic romance if we saw one?

    Also, the best romantic scenes in literature and well-written books are romantic and epic by nature of it not trying to be, if you get what I mean. When the focus lies on telling a story proper rather than setting up the story for the sole purpose of X scene, Y resolution and Z relationship everything falls into place. Most of the time, anyway.

  6. May 15th, 2007 at 01:27
    Quote | #6

    All popular entertainment emphasizes wish-fulfillment and emotional impact, as opposed to emotional complexity or realism. However, I don’t think that necessarily makes it inferior to “serious” drama. Kanon and AIR are not as satisfying as Honey & Clover, but they are still satisfying in their ways. The supernatural elements are not just crutches, they tap a certain area of sentiment/emotion that more “realistic” (and sometimes pedestrian) shows do not. And sexual feelings do not have to be expressed physically to be effective in fiction.

    You do not mention NANA, which is Yazawa Ai’s main work and is as emotionally complex and realistic as Honey & Clover, with the addition of stronger and more vivid passions. It is all very well to evolve a work by character rather than plot, but that also runs the danger of seeing the plot wander off into tedious byways, as Honey & Clover eventually did.

    I’m not saying I prefer NANA, just that it has things that Honey & Clover lacks — as well as vice-versa. And I certainly don’t prefer Kanon to either, but it is not a negligible show.

  7. May 15th, 2007 at 01:28
    Quote | #7

    You misunderstand- I definitely did not intend to suggest that at all, merely explain why they are that way– wish fulfillment and fan-pandering are precisely what it is. They’re trying to imply that we in the target demographic really are that shallow, perhaps; they try to spoon-feed the viewers rather than engage them.

  8. <![CDATA[Hadler]]>
    May 15th, 2007 at 01:30
    Quote | #8

    When I was comparing Takemoto to Tomoya it was for the growing up part, in term of personnality they’re very different. But if Morita works so well in HC, it’s because Takemoto is here to counterbalance him. I don’t think a show with awesome and grown characters from the begining would work well, maybe in shonen but not in a drama/slice of life.
    Honestly Clannad is a game that touched me in a way no other anime, manga or visual novel has, simply because the situations were all terribly realistic and involving.

  9. May 15th, 2007 at 01:51
    Quote | #9

    hashihime: You need to define “popular entertainment” first. Be specific, it helps discussion. And it depends on what level of “inferior” you’re talking about. Is it inferior in terms of story? I’m of the opinion that it is indeed, because of the reasons I’ve stated. Whether it’s inferior in broader terms, or not, that’s for you to define.

    The supernatural thing is a crutch — how do you reconcile the fact that H&C was a “realistic” show that managed to portray love without bringing in time-travellers, aliens, or ESPers? Oh, and I haven’t read or watched Nana. For that matter, how exactly did H&C wander off into tedious byways, and what does Nana have that H&C doesn’t? Do elaborate.

    I hope you get that I’m not saying Kanon’s negligible. It’s not, but the story wasn’t as great as it’d seemed after seeing 7132602 posts about how sad it was, how touching it was, how many grown men cried at it etc. It was great if you hadn’t seen better, but it sucked if you had.

    jroxas: I understood you, I just wanted confirmation. Heh.

    Hadler: Oh, if they’re different in personality I guess that’s another matter. I’d like a grown up character in a slice of life series, though — who’s to say that those who find themselves don’t have problems after that? It’s the theme of self-discovery that I’m really tired of: we know how it goes, spare us the agony already!

    I’ll be waiting for Clannad with (next to) no expectations, in any case. Better to walk in empty-handed and come out empty-handed than anything.

  10. <![CDATA[Mirrinus]]>
    May 15th, 2007 at 03:09

    While I agree that Kanon and AIR would be more plot driven compared to Honey & Clover, I think I might consider it an inherent flaw in the visual novel system in comparison to a traditional novel. Visual novels are meant to be relatively interactive in comparison, which oftentimes requires more focus on the plot in order to provide structure for the gameplay. Novels don’t have that kind of limitation at all. On those grounds, I’m curious to see what you’d think of Planetarian (also by Key/Visual Arts). I’ve never played it, but from what I’ve heard it might fit your description. It’s not really supernatural (barring the setting, which takes place in the post-apocalyptic future), and there’s no sex whatsoever. But then again, it’s really not a traditional visual novel, in that it’s not interactive.

    I’m also somewhat disconcerted with how you seemed to have distilled the enjoyment of romance stories down to a science. I have respect for your relatively intelligent posts and well thought-out ideas, but to suggest that fans of Kanon and AIR are “unenlightened, not so well-read” seems rather over-the-top. I’ve only ever seen one single eroge adaptation (unless Utawarerumono counts), and I’ve never played a visual novel before, but to suggest that those who liked these over Honey & Clover are uncultured rather reeks of arrogance. It truly is a danger to establish an objective standard (character driven vs. plot driven, no supernatural “crutches”, etc.) to a singularly subjective field, the enjoyment of romance stories. Maybe this isn’t what you were exactly intending to convey, but that’s the feeling I got. My apologies if otherwise.

  11. <![CDATA[Falen]]>
    May 15th, 2007 at 03:19

    Pffft… it’s simply unrealistic to expect the same level of plot-development and character development in the anime as you would in a literature. I think it is unfair to take a literary lense for hardcore 500 page novel and use it to examine the story of an anime series. It would almost always be the case that the anime is shallow in every single respect. This is due to technical limitations.

    Besides, anime being a visual medium is much more suited for fantasy type story thus the supernatural elements in AIR. In another word these type of story elements naturally fits well with anime.

    Now consider Honey&Clover as an anime series. The “anime” that is H&C basically talking heads with minimal movement. That’s all there is, the so-called “character interaction”. If I remove the visuals and leave only the sound clip, it would basically tell the same story and you lose you about 5 percent of the experience. In this way H&C is not a particularly well suited for an anime series.

  12. May 15th, 2007 at 03:55

    While I agree with most of your main points–I too found “Kanon” (original; haven’t finished the new one) and “Air” more contrived than moving, especially compared to the feast of nuanced writing that is “Honey and Clover”–I don’t think that all great writing/literature is necessarily character driven. What you wrote, that conflict and plot must arise naturally out of character, is very true for literary fiction and realistic drama. It’s what I was taught in creative writing class, and it’s what I aspire to in my own writing.

    But there are whole genres of great fiction where setting and atmosphere predominates (arguably, “Lord of the Rings” fits under this, as well as a lot of hard SF), or plot (most mystery fiction). Not that those types of stories can’t have vivid and complex characters, but especially in fantasy fiction, archetypal characters are often not only just OK but are expected. The quest, or the mystery, or the concept predominate; the story ends when those things end, and that’s OK. Many mythological stories fall in that category too. Granted, the main effect that these kinds of stories have on us is more like “cool!” rather than tears, but I think that’s OK too.

    I think the problem with “Air” and “Kanon” is that they both aspire to be character-driven dramas that make you cry out of deep empathy, but both indulge in some unworkable genre mixing that take the focus away from where it ought to be. (Plus the predetermined outcomes that you already mentioned.) The characterization also seems constructed out of a rubric or a sheet–take x number of basic traits, add y number of cute quirks, and you have a character. Where “H&C” excelled was in how accurately it showed the inner workings of a person; so many times, especially in the monologues, I kept saying–yes, that’s precisely what it felt like. Empathy for your character is built on this foundation. “H&C” is one of the few animes anywhere that even comes close to the kind of characterization I expect as a matter of course in good literary fiction, and while snobbery is always a danger and a fault, the truth is that reading Dostoevsky or Victor Hugo tends to spoil a person. :) (You know, I never thought about the connection between “Crime and Punishment” and “Death Note”…)

  13. May 15th, 2007 at 05:08

    I’d say you overdid this one, Owen.

    I’m sorry, but really, I find myself wondering “why” when I read this post and these comments.

  14. May 15th, 2007 at 05:16

    How can you seek to critique visual novels as a whole when you haven’t even played one? Your basing your entire thought process on two rather lackluster adaptions. This line particularly got me, “the average eroge has practically no chance for error when it comes to adaptation.” Good god, that is so wrong. There has not been an eroge adaption to date that has encompassed all the nuances of the game’s storytelling. The purpose of eroge anime adaptions is to sell more of the original game, to wet the pallet if you will. While VN’s can be just as moronic as their adaptions, they are just as often much more complex, such as Fate/stay Night. You can’t just merely talk about an entire form of entertainment based of second-hand sources, which anime adaptions basically are.

    Kanon and Air are hardly the best representatives of VN’s. Certainly they were popular in their time, but the field has come a long way since then, revolutionized and expanded. The reason Key is revered is because they got the ball rolling back in 1999 with Kanon, showing what could be done with VN’s, particularly romance ones, but this doesn’t mean they stayed with the ball. Other companies have appeared. Type-Moon is probably the most popular these days, with FSN one of the best selling VN’s ever, eclipsing even Key’s works. Nitro+ is another giant, focusing on works of supernatural and sci-fi origins, like the lovecraftian mecha Demonbane or the mixture of werewolves and cyborgs in Gekkou no Carnivale. Leaf made To Heart and its sequals, which in some ways were an even bigger revolution then Kanon, because they showed that good romance could come from simple slice-of-life stories without supernatural elements.

    You seem to keep dismissing the fact that VN’s contain sex as irrelevant. I beg to differ. Sex is an overwhelmingly important fact in VN’s, maybe not storywise (though one could argue that sex is the ultimate culmination of any love) but commercially. Clannad was actually hurt by the fact it didn’t contain sex scenes, prompting the 18+ semi-sequal. While the sells of PS2 games seem to work against this fact, they don’t. PS2 versions only come out out one to two years after the original game, and are more of a way to expand the property and squeeze that last bit of money out of fans. Only really popular games get PS2 adaptions anyways, similar to anime adaptions.

    And I say, what’s wrong with sex in games? What’s wrong with some healthy adult entertainment? You keep talking like it’s some kind of taboo to have sex in games, even if it’s already such a well established practice. I see nothing wrong with the inclusion of sex scenes, which usually make up to like 1/16 of any good VN. If a game has a good story it will stand on those merits; that’s okay. If it’s truly bad we just won’t hear about it. There’s a reason there’s the whole field of VN’s devoted purely to sex. There’s a time where people want story and a time where people want sex. Mixing the two is just a natural extension of this. The point is that since the time Kanon first came out, the VN field has blossomed like any other media to conatine many different genres, forms, and ideas. Invariably, some will be bad and some will be good, but they can’t be simplifyed to one thing.

  15. <![CDATA[Twitch]]>
    May 15th, 2007 at 14:44

    I think the funniest thing about your essay here, is that ironically it’s structured in the exact same way that you’ve been ranting is unintelligible for a story to be written: It’s as if you came up with the concept of “emotional honesty,” (your overarching plot) then took took several eroges (your characters) and used baseless or just plain wrong arguments (plot devices) to get to your final claim (wish fulfillment). Isn’t that funny? Now don’t get me wrong, I think you’re on to something here with what you’re saying, but you really lose points when you say that Scryed is like Les mes, or Deathnote has interesting characters. That’s almost as bad as saying Kanon is entirely plot driven.

    I’m going to be honest, I don’t usually read your blog because I feel like most of the essays you write are structured like this. You get a cool concept, but then you struggle finding ways to illustrate it correctly, and in doing so I end up reading something that I feel had potential, but never quite fulfills said potential due to a bad foundation in argument. You could say that my problem is in how your theories come off. When I read your work, often I feel like you come up with a concept first, and then go back to choose what random anime will be used as examples. But it’s as if your examples never really fit.

    For example, compared to Kanon, both Deathnote and Scryed have amazingly contrived characters who often don’t interact in logical fashions. Both stories are incredibly plot driven and neither of them create nearly the emotional attachment to their characters that you get when watching Kanon. I remember freaking out at the end of Scryed when whatsherface finally used her alter power, because it was so underwhelming and cliche that it made me want to fart acid at my television. On the other hand, Deathnote was even worse, as the characters are often So one dimensional and the scenerios So contrived that I felt I was losing brain cells watching a wannabe genius battle of idiots.

    While Kanon did have an overarching plot and several story arcs, you can hardly say that the story was plot driven. If you really think about it, the story is only interesting due to Yuuichi’s interactions with the different girls. There is no explanation for the crazy things that happen in that city, there is no explanation for why they all seem to happen to Yuuichi, because none of that matters. What matters is that they happen, and how Yuuichi deals with them and grows as a person. You can say that having the scenarios as a basis makes the emotions a little less genuine, but that’s frankly a personal bias.

    People like endings for the same reason people don’t like endings. Some people enjoy having closure so they don’t feel as if they wasted their time on something for 13 hours. That doesn’t mean they’re not well read. Others like open ended or anti-climatic endings better, because it leaves the characters room to grow in new ways in the viewer’s mind. That doesn’t mean they’re well read. You can’t really say either of them are wrong even if the former is more common.

    I could go on, really, for several more paragraphs about why your logic is flawed, but the spark I had in the beginning just died and I frankly don’t care anymore. The bottom line is that plot does not immediately overlap character drive in stories. Compare something like DBZ to something like Seirei no Moribito and you should be able to see the difference. That is all, goodnight.

  16. May 16th, 2007 at 12:46

    I’m going to be commenting here, since I couldn’t organize my thought processes well enough to reply to the original post. Having read all of your comments, as well as the others made previously as well as in this post, I’m going to have to increase the numbers of people disagreeing with you by yet another person.

    Although, normally, I found your blog to be well thought out and interesting, I found myself struggling inherently against your opinion this time around. I think this is because, as sethjohnson pointed out, of your choice of the term “emotional honesty.” Catchy though it may be, the connotation of the term is inherently black and white — in saying that one show is “emotionally honest” when what you really mean is that you can relate to the characters on a personal intimate level, makes a person who can relate to something you personally find to be emotionally dishonest feel like their emotions are as fake as the characters to whom they can relate, according to your logic. In your choice of wording, you made your initial post an underhanded personal attack at anyone who disagreed with you, which is likely why the response has been so impassioned, myself included.

    Aside from semantics, I have issues with your point about characters driving the plot being better than plot driving the characters. To me, this is a heinous misconception on your part. Characters need to drive the plot as well as the plot driving the characters — those two things cannot be mutually exclusive, because if you only have the plot driving the characters (take for example, a zombie film), your characters become fodder for outside circumstance, and if you have the character driving the plot (take for example, an American teen drama) than the show dissolving into pointless existential crises that often reach no real conclusion because the characters go in circles without circumstances that could bring out new, interesting traits in them. The plot must interact with the characters in such a way as to provoke change or inspire growth in preexisting characteristics, and the characters themselves have to react in human ways to the circumstances presented to them. The beauty of a story is when the plot, no matter how fantastical or based on realistic circumstance it may be, is something that only brings out what was already there in the character. There are shows that abuse plot to make a character be something they aren’t in any sense (last four episodes of Gantz, anyone?) but there are also times when there is no plot over the pointless jabber of the characters (The Bell Jar, anyone?).

    That being said, I feel that you expect too much out of what is essentially, despite the (on average) 8 hour time frame it takes to consume, a rather short piece of work. Anime, as a visual medium, needs to show it’s audience most of the characterization, because telling it, as can be done in a novel, takes too much time. A dramatic and realistic anime set in a relatively low-action setting can simulate a novel in effects of character depth because it can overlay shot that are essentially talking hands, or people sitting doing nothing, with monologue, or dialogue, and through that the shows tone and effect is established the same way a books is — through words. Though I understand you consider yourself an anime ‘literaist,’ I feel that completely ignoring an anime’s storytelling aspects achieved through the visuals is a mistake. Placing an emphasis on the writing is not a problem, but in a visual medium the visuals are every bit as scripted as the dialogue, to the extent of the direction of the camera, the framing of the shot, as well as some idea of the music and lighting (though since some of this is the result of storyboarding, does that make it unscripted? In my opinion, not at all). Even character designs are intended to give hints as to what the character is like just as much as costuming and props are intended to do in film. In short, what a novel can express in a few sentences, a visual medium must express through the characters movements, their facial expressions, their lighting, setting, props, so on so forth. A moment of silence in a novel can say more than a moment of silence in an anime because the novel can look inside the character’s head for that entire page, whereas in a three second silence in an anime can only say the equivalent of a couple sentences. Comparing a book’s prowess in storytelling to an anime’s, particularly an anime where there is too much happening to indulge time on inappropriate monologues or absurd dialogue (ever gotten annoyed when anime characters have entire conversation during one swing of a sword?), is an unfair standard.

    I’ll finish my (rather long) rant with this last statement: Kanon I found to be one of the most ‘emotionally honest’ peices of work I have ever seen. The important thing to realize is that the main character of Kanon is the only one who really gets appropriate screen time in the series, which makes sense, considering he’s supposed to be the main character of the original eroge — aka he’s the one we are supposed to relate to, the only complete person in the series because he is us. All other characters in the series are supposed to inspire us to care for them, but not precisely to relate with them. More the case that we should view them the same way that we do our friends — we hurt because they hurt (just as we relate to Yuuichi’s mourning over the loss of friends, and his agony at their hardships though going through none directly affecting his personal welfare), even though we don’t precisely understand why they hurt. They are objectified, yes, but no more than we objectify our friends. It can’t be helped — with us being Yuuichi, all we see of Ayu is her stealing taiyaki, all we see of Nayuki is her running team and connection to her mother. But Yuuichi doesn’t let the relatively short time he spends with the people around him affect his opinion of them being complete people, and because the audience relates to them, we view the characters as he does — outside of ourselves, but a piece of our experience. Essentially, Kanon is merely the vehicle for Yuuichi’s story, just as the eroge is the vehicle for the viewer to experience new “people” and their indivudal “stories”. I mean, how boring would you or I look in only a 26 episode series, as what are essentially the side characters?

  17. <![CDATA[bettynoire]]>
    May 16th, 2007 at 12:47

    Accidentally posted that in the wrong thread, sorry for the double post. feel free to delete if you have that function. ^.^:;

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