Square Pegs, Round Holes, and the Art of Adaptation

Hey guys. There have been a couple posts recently (well, semi-recently now) about adaptation, and while they kind of talk about what adaptation is, I don’t think they really went into what makes adaptation so interesting artistically. And I have a lot of thoughts about that!

I was originally writing this post as a comment for one of the article links, but I figured that would probably get buried, and the artistic side of this is interesting enough to warrant its own discussion. My thoughts here aren’t law, or based in massive industry knowledge – I’m just a dude who likes stories a whole lot, and thinks about storytelling pretty much constantly. And I have far less of a single thesis here than I did with my Nisemonogatari writeup – if anything, my points are mainly that adaptation is both a craft and an art unto itself, and that understanding mediums is critical to understanding how and why adaptations work or don’t. The main point here is to promote discussion and your own opinions, not just say How It Is. Anyway, let’s get to it. What’s up with adaptation?

Why Are You Even Trying

One of the main reasons I find adaptation interesting is because, although I know this isn’t the actual intent, the very act of adapting something makes me think, “Why? Was it not suited to its original medium?” Every medium has different strengths and weaknesses, and most of the time, a truly great piece of art works partially because it takes advantage of the unique strengths of its medium. An adaptation seeks to take the “essence” of some work and translate it to a different format – but this does not imply a perfect 1 to 1 transformation. In fact, a “perfect” adaptation is very rarely the best possible adaptation, and some restructuring or refocusing is normally required to make the best work possible.

And obviously, from a production perspective, adaptations are chosen not because they make for artistic challenges, but because a proven property will sell regardless of the medium. But that doesn’t make the challenge less interesting, or the results less respectable. A good adaptation requires both a keen understanding of the work you’re adapting, as well as understanding of the strengths and weaknesses of the mediums you’re converting both from and to. Misunderstand these strengths, and even an adaptation of a fantastic work can fall completely flat.

So let’s get into those mediums. I’ll only cover a point or two each here, but there are a ton of angles to take on what makes each of these mediums interesting to adapt, so I hope you guys offer some of your own.

Manga

Manga has traditionally been the largest source of adaptations, though the ascent of Light Novels has challenged its position. But it still reliably dominates certain genres, and it’s still the source of virtually all heavyweight long-running commercial properties.

In general, manga might seem like it’s the easiest to adapt, since you could consider it just a series of static anime frames already, with cinematography and everything. In a way, this is true – a strict adaptation makes by far the most sense for this transition. However, one major problem you can run into here is pacing. In a manga, the flow of panels can dictate pacing to some extent, but ultimately it is in the reader’s hands how quickly any given scene goes by. This matters so much when it comes to things like action or comedy – the flow of a fight, or the speed of a joke’s telling and its immediate aftermath, can entirely dictate whether those sequences soar or fall flat. This is why I only read shonens (outside of the rare shonen with both compelling writing and a well-directed adaptation), and why I couldn’t stand the Genshiken adaptation, despite the manga being possibly my favorite manga – the pacing felt incredibly belabored and drawn out, making me feel like I’m watching two seconds of joke and then seven seconds of “THAT’S THE JOKE!”

Also, because of manga’s similarities to animation, adaptations from this medium can sometimes hew closest to the “entirely redundant adaptation” problem. This isn’t actually a bad thing, but I feel it is a true thing – for instance, Monster and Cross Game are both manga with incredible pacing, because both of their artists have an absurd gift for panel flow and a flawless understanding of traditional storytelling. So how were they adapted? Panel for panel. Basically the exact same piece of art, in color, with voices. And there’s nothing wrong with that, of course – but if something was absolutely perfectly suited to its original medium, what does an adaptation really accomplish? This is why the writer of Yotsuba has outright refused to have his manga adapted, which is a viewpoint I completely respect and understand. The pacing and mood of Yotsuba is perfect as-is – he chose his medium correctly. Granted, some people simply prefer watching things to reading them, and anime does offer a few things with no parallel in manga (like sound design), but I think this point remains. Anyway, moving on!

4-Koma

Briefly, 4-koma are a subset of manga that consist of a series of distinct 4-panel strips, normally reserved for comedies. They’re a kind of manga, but their adaptation provides unique challenges, so I’m separating them here.

The 4-koma format is interesting to adapt, because if you’re actually going to transition what was originally a series of 4-panel gags into 23-minute episodes of cinematic television, you basically have to create an entirely new work – it’s barely an adaptation at all. All you’re carrying over is a collection of jokes, characters, and, if you’re lucky, the “feel” of the comic – you need to either flesh out that world and add another dimension (like K-On), or sequence those gags in such a way that they add up to more than the sum of their parts (like Azumanga Daioh). Adapting a 4-koma probably requires the most inherent artistic input of any adaptation – that is, unless you are strictly presenting a series of the 4-koma gags, only animated (which is frankly a huge waste of animation’s potential), you need to find some larger thread to build these gags around.

Light Novels

Recently, light novels have become the primary source for a wide variety of popular anime, from the industry-shifting Haruhi Suzumiya to otaku favorites like OreImo or action shows like Sword Art Online. This makes sense to me – the popular aesthetics and tropes of the core anime-buying market have largely shifted from the action and adventure of the past to slice of life and romantic comedy, and these genres lend themselves to the character and dialogue-focused style of light novels. But creating a light novel adaptation that actually makes use of the anime format is deceptively difficult.

Light novels are tricky for almost the opposite reason of 4-komas – there is very little direction or scene-setting (usually), but there is a very established script, and normally a very specific narrative. The problem here is the mediums have completely separate strengths and weaknesses – light novels are about conversations and character, and generally read more like a play’s script than a novel, whereas anime is a visual medium that is at its best when scripts and characters work in tandem with a strong visual aesthetic. Thus, even in some of the best light novel adaptations (like Spice and Wolf), it’s incredibly clear that this is a light novel adaptation, because it really is just a series of conversations linked by an understated overarching plot. At the other end, some light novels succeed beautifully because a visual component would always have made them better – I think Haruhi is a solid example of this, though that might just be KyoAni being really good at their jobs. But normally, to add a strong visual component to a light novel adaptation is incredibly difficult. Some shows get away with it by essentially treating their material like an actual live-action sitcom, complete with the standard camera angles and lengthy multi-camera-sitcom-esque single-room sequences. In my opinion, this is a huge waste of potential – as I explained at excruciating length in my Nisemonogatari rundown, active cinematography can add a huge amount of emotional impact to a show, or even undercut the spoken message, and by limiting yourself to the tools of a conventional sitcom, you fail to take advantage of your true toolset even if you succeed in making a popular show.

Actual Novels

Full novel adaptations are the rarest of the possibilities I’ll be covering here, but they really, really, really shouldn’t be.

Actual full-length novels are possibly the medium best-suited to anime adaptation, and in fact I’d argue that no medium is more suited to successfully recreating a novel than anime is. They just match up on so many critical variables: they’re both long-form narratives that are generally separated into smaller subsections, they both involve a creator having absolute creative control (unlike the sitcom, or even film, where your ability to manipulate the frame and conjure the unreal is significant, but never infinite), and they both have a critical emphasis on and ability to manipulate mood and tone. Most novels are extended, character-focused narratives that successfully create a strong voice (either through a character or the narrator’s own voice) and contain several distinct plot strands that reflect off each other and ultimately present a number of consistent and well-explored themes. A novelist can conjure literally any scenario he wishes, and have the reader take it for granted as the truth of that world (as long as he doesn’t betray his own truth through inconsistent characterization or world-building). The mood and “feeling” a book evokes in the reader is the result of both conscious narrative choices and the collective impact of the language chosen and the style of writing used. All of these things translate absolutely naturally into anime, and reflect the extraordinarily similar strengths of that very distinct medium. Frankly, it’s crazy to me that more novels aren’t adapted into anime – although considering the sales numbers of Shinsekai Yori, perhaps those producers aren’t so crazy after all.

Visual Novels

A fan favorite, and the one I’m sure my opinions will be the most controversial for. Visual Novels are essentially branching “choose your own adventure” games, generally with a huuuge focus on characters and conversation, and often formatted as a love story where the largest branches correspond to a set of several potential love interests. Because of the player agency and the distinct nature of the main paths, visual novels are often a collection of several very different and separate narratives, though the themes and characters of each may intersect and overlap.

“But wait,” you hopefully ask yourself, “if visual novels are actually a *collection* of stories, then how do you adapt that into the linear narrative of an anime?”

The answer is, “Most of the time? Very, very poorly.”

Now don’t get mad just yet. I’m not saying this is a fault of the visual novels themselves, and I’m not dismissing anyone’s legitimate attachment to and experience with a visual novel adaptation – I’m just saying that when you take four or five unrelated stories and smash them into one continuous narrative, something’s gotta give. Normally, visual novel adaptations result in very disjointed narratives, where a primary set of characters and perhaps main narrative are established in the first couple episodes, and then the story takes its time exploring each of the other potential plot arcs in turn before weaving its way back to that central narrative. While this tactic keeps the fans happy by not significantly shortchanging any favorite character, it is absolutely death to a coherent, focused narrative, and is in fact a fairly poor representation of the original source anyway. After all, does the main character of a visual novel do everything for everyone the way these super-humans often tend to in their adaptations? No. They have one story arc with one character, and that is their story. If you want to have another story, you start over from the beginning, and having another story. Sure, you might “progress” only by completing all these stories, but that’s a meta trick of game design – that’s not the same as all of them being part of the same narrative.

The “fit all arcs into one narrative” approach to VN adaptation not only results in a wandering and unfocused narrative, but it also generally results in an unrelatable superman of a main character, unless the character’s wanderings are somehow related to the main themes and point of the show (School Days, for all its faults, does a wonderful job of making the inherent weirdness of combining separate love stories into The Point Of The Show). I was actually hopeful Clannad would do something similar, and that Tomoya’s savior complex would end up being a reflection of his wish to avoid becoming his father… but Maeda instead merely uses the concept for a deus ex machina ending, and the show remains unfocused throughout. Honestly, I think this approach is nearly impossible, and requires a very, VERY specific narrative for it to work – the only two examples I can think of are the aforementioned School Days and Steins;Gate, which manages to work both the necessity of helping a set of side characters and the temporary nature of the character growth thereby gained into a clever conceit in its third act. So basically, unless your story is about time travel or womanizing, it’s pretty difficult to pull this off and have your story still work as a coherent narrative.

Another approach to VN adaptation, and one I think has a great deal more potential, is to simply drop the ruse of a single narrative and actually adapt your VN as a collection of separate short stories. I feel Yosuga no Sora isn’t a particularly good show, but I think it actually used this approach to fairly strong effect. Other problems do emerge by taking this strategy – for instance, to continue with my example, the second-most-important character in Yosuga no Sora is the main character’s sister. However, she starts off the story in a very unhealthy place emotionally, and because most of the show consists of establishing characters other than her and then backtracking to the start, her personality ends up coming across as artificially and frustratingly static, even though the second the show actually focuses on her, her character growth is immediate. But I feel problems such as this are much, much more easily fixed than the inherent problems of single-route adaptations.

That said, I don’t think the single-route adaptation problems are inherently unsolvable – but for most shows, they would require a far more significant restructuring of content than they tend to receive. Plots would have to be woven together more coherently. Characters would have to take the place of others to avoid “hero protagonist” syndrome. Storylines that could possibly reflect or influence each other would have to be merged. Essentially, a new coherent narrative would have to be created by smashing each storyline into pieces and then patching them together as a single framework – and this is both at least as hard as writing a story from scratch, as well as less likely to appease the fans that desire a strict adaptation of “their” route. As far as I can see, the question of successful visual novel adaptation is still an open one, and the relative success of many very unfocused current adaptations leaves creators with little incentive to truly answer it.

I would welcome more examples of different styles of visual novel adaptations, or examples from within these styles that work well. I’d also love to hear of any adaptations that actually adopted my “smash the storylines to bits, make one coherent one” proposal, regardless of the results. The concept of adopting a visual novel is extremely interesting creatively, even if I have mixed feelings about a lot of the results.

And the rest

There are a variety of other sources for adaptations – toys, idols, videogames, etc – but for most of them, there isn’t really a process of translation so much as full artistic creation or re-imagining, so they’re not really as relevant for the specific topic of adaptation. But anyway, those are just some of my initial feelings on the subject. I know better than to narrow the discussion with any specific questions, so…

Your thoughts?

Nisemonogatari and the Nature of Fanservice

So, I just finished Nisemonogatari for the first time. And I’m pretty much blown away. And I need to talk about it.

(You might want to sit down, I’ll be here a while)

I’d put off watching this second season for a decent while, for two very specific reasons. First, while I found the first season very unique and artistically compelling, it didn’t really resonate with me at all until that last, basically perfect episode. And second, from everything I’d read online, it seemed like the second season amped the fanservice up to 11. And fanservice, well…

It’s bad. The way it’s normally used, it demeans and objectifies characters, and distracts/detracts from whatever a show is trying to do narrative-wise and emotionally. It makes the camera itself a lecherous observer of characters, and not simply the best framing device for the story being told. It adds to a value unrelated to a show as an artistic work, and in fact normally detracts from its artistic worth and the narrative/emotional weight of any scene. It demeans the audience as well, implying we’re unable to be entertained by the show’s actual worth, and the implications regarding my base-instinct-oriented nature colors my experience as a viewer. It proves that the creators of the show are not taking that show and its characters seriously – and if they’re not, why the fuck should I?

However

Nisemonogatari is not interested in fanservice.

Nisemonogatari is a show specifically about sexuality, perspective, and the conventions of camera use (yeah, I know it’s not an actual camera, bear with me).

Most fan service happens by making the camera take the perspective of an outsider, an intruder to the scene – or at “best” the perspective of the lecherous or hapless protagonist. Fan service is all about the male gaze, that is, women are framed in a way that accentuates their sexuality not because that’s how they see themselves, but just because the cameraman finds that sexy.

In Nisemonogatari, the cameraman has got greater concerns than that. Every shot is purposeful, and from a specific perspective or mentality.

Example 1: the scene with Nadeko.

In this scene, Nadeko is specifically and obviously trying to seduce the oblivious Araragi. To that end, Nadeko is in control of the camera. The camera is portraying her exactly how she wants to be perceived, and most of the humor of the scene is drawn from the contrast between her fumbling, obvious advances and Araragi’s upbeat obliviousness. This is the first of many scenes where a female character attempts to use her sexuality as a weapon, and Araragi’s responses make it clear that the camera is not from his male perspective – it is portraying the way she is attempting but failing to be perceived. Additionally, this is the first of countless scenes where almost all the emotional content of the exchange is contained in the direction, not the script. This isn’t surprising, considering this show is directed by the great Akiyuki Shinbo, but it’s clear even this early that Shinbo has a bone to pick with the way anime portrays sexuality, and his superior, winking control of the camera’s eye comes up again and again.

Let’s run through a few more examples. The next scene, Araragi meets his sister, and this is completely unsexualized – in fact, they even go so far as to incorporate a traditionally grossly fanservicey shot (a crotch shot), but because of her outfit and stance, it’s totally neutral. At this point in time, neither of these characters consider the other sexually at all, so why would the camera? Shinbo knows what many directors fail to either know or care about – that the positioning of the camera both has a significant emotional effect on the viewer, and always conveys information. Information about tone, about self-image, about stakes, about the way one character views another… anime is a medium with literally infinite framing potential, and Shinbo is going to talk about that whether the viewer likes it or not.

The next scene we’re with Kanbaru, and it’s back to “fanservice” – but the context is entirely different from the Nadeko scene. In this sequence, it’s a girl using her body to deliberately fuck with Araragi, because that’s the rapport they share. Unlike Nadeko, there is no subtlety in Kanbaru’s sexuality, both because that’s more representative of her in-your-face personality, and because she just knows Araragi better. She uses her sexuality as a weapon, not to seduce Araragi, but to simply throw him off guard. But again, she is entirely in control of the camera’s eye.

Skipping ahead, we have an episode where Shinobu is naked basically the entire time, but the tone and impression are completely different. The camera trivializes her nudity because to her, it is trivial – it is not sexualized, and is treated in a way very similar to Horo from Spice and Wolf – it doesn’t shy away from it, but also doesn’t fetishize or draw attention to it. Meanwhile, in a brief conversation with a fully clothed Hanekawa, the camera is all about the character’s sexuality. This is because Hanekawa is an inherently seductive presence to Araragi, and they both know it – the sexual tension just barely unacknowledged between them is apparent in the camera’s eye. Again, all these scenes contain the majority of their context simply in the framing of the character – while their conversations are more whimsical and plot or banter-focused, a huge amount of information about the relationship the characters share is conveyed through the camerawork alone. Intelligent cinematography is like a freaking superpower.

And now we get to the big one.

Episode 8. Dental hygiene. The last great point of this series.

To me, firstly, this episode is goddamn hilarious. The primary joke of the second half is, “brushing teeth should not be this sexy,” and that joke only works if the audience can feel how sexy it is for those characters. And this team is obviously gifted enough to know how to pull off a scene like that.

And that’s impressive enough on its own. But what I really think this episode is doing, what I think the point is from the beginning straight through the end, is talking about Intimacy.

I think, and this is pure hypothesis, but it seems pretty reasonable to me, that Shinbo asked himself, “what do people who love fanservice get out of it? Why are they watching an anime, and not just porn? What does this show have that actual direct sexual gratification lacks?”

Intimacy.

The toothbrush scene is so erotically charged because of the intimacy involved, and everything in the show/episode leads into this. First, Karen and Araragi’s relationship always has a weird, semi-flirtatious charge to it, as they’ve moved from younger traditional antagonistic siblings to one of those bicker-flirting couples. Then, everything Karen does at the start of this episode is designed to put Araragi off his guard and in a place of intimacy/discomfort. Her outfit does so much work here, and it’s all her intentional, meaningful decision. First, it serves as a striking contrast against both her normal outfit and her personality – the bee exercise outfit is absolutely her, androgyny is absolutelyher, carefree sexlessness is absolutely her, and putting her in such a constricting, gendered, sexually charged outfit serves to throw off all preconceptions Araragi has about interacting with her. Second, the fact that it isn’t her outfit, and in fact doesn’t fit her at all, puts her in a place of vulnerability, and this also throws off Araragi. Finally, it directly is designed to be sexy, and prove she’s in control of her sexuality, which is something Araragi has clearly been struggling to come to grips with as he attempts to act like a role model for his sisters. All of these things further Karen’s goals in this episode – make Araragi so uncomfortable he’ll agree to introduce her to Kanbaru. All these are choices of the character, not the learing cameraman, and the effect these choices have on both Araragi and the audience is very much the intended effect. Everything else she does – the confession about how his insults used to really get to her, her basically physically assaulting him – all these further that one clearly understood goal.

But I was talking about intimacy. So, what the actual toothbrush scene does obviously builds off this place of discomfort/vulnerability/overt sexuality she’s been intentionally provoking. It combines this with the relationship these two have been building, a great deal of bantering buildup, and a close monologue from Araragi to place the sex stuff in a position of complete emotional honesty. Sure, it’s also played for humor – but the humor is mostly based on the fact that it’s funny brushing teeth can be this sexy, and as I said, for that joke to work at all, the audience has to truly understand that this scene is sexy to these characters. Most powerful moments in most media are powerful not just because of the audience’s emotional reaction to a situation, but because they can empathize with a character’s emotional reaction to a situation. This effect drags us further into the text/film/show and girders our connection with the characters involved – at that moment, we feel for them more deeply than we do for ourselves. Thus, all the prep work of this episode works to help us understand these characters completely at this moment, and when they react to this scene as if it’s incredibly erotic, we can understand it to be erotic as well. The connection between the characters is honest, and the way the show is conveying their emotions to the audience is honest as well – intimacy is really just another word for honesty. This honesty, which makes this scene so strong, is a part of why most fanservice is so bad – because it’s dishonest to the characters, and portrays them as sexual objects when they’re not actually feeling like sexual objects in that moment. But more than that, this honesty is almost entirely lacking in conventional pornography. Conventional pornography is generally a collection of soul-deadened actors performing a service for a fee – sure, they’re naked, but it’s the furthest thing from intimacy you could possibly imagine. To find someone disrobe emotionally, you have to look to art. And so the point of this scene is “Even in a scene as ridiculous as this, honesty can make it ring true.”

One last tangent, but it was very interesting to me, and I never would have thought of it if not for the strong points raised by Nisemonogatari. I think this intimacy issue is a large part of why something like K-On is so damn successful. This is a kind of fractured and difficult point to make, mainly because the characterization in K-On is very difficult to describe as “honest,” but I think from the point of view that these are valid characters, K-On attempts to create a continuous mood of emotional honesty and friendly, unabashed intimacy. It invites the viewer into a safe, loving environment free from any of the hidden motives and defenses that characterize the real world, and is always completely honest with the viewer. For those who watch Community, K-On is basically like the ultimate Abed experience – a world based on rules you understand entirely that loves you unconditionally, and is willing to share all of its emotional secrets with you. Intimacy porn. I mainly bring this up because there was a thread a few days ago where someone said they like K-On because the characters feel “real.” Now, to anyone who knows anything about character writing or, frankly, human beings, that’s a ridiculous statement – but I think what was really meant there was that the characters feel honest, which, though they are very fabricated constructions, is certainly true within the context of that show.

So yeah, the toothbrush scene forced me to reevaluate and perhaps legitimize the emotional appeal of “cute girls doing cute things”. And I think that’s exactly the point Shinbo was trying to make – that sex will never be as appealing as honesty, and that intimacy is ultimately the core of the erotic. And that this, in addition to the issues about male gaze, camerawork, storytelling, and perspective he’s already addressed, is why fanservice normally hurts shows – it’s impersonal and dishonest.

So no, I don’t think Nisemonogatari is a big fan of fanservice. In fact, I think it’s the ultimate, staggeringly coherent statement against it, complete with endless demonstrations of the ways sexuality really can be used to enhance and augment storytelling. And I could not be more freaking impressed.