Fundamental Biases and Art Evaluation

Management: This one was a really excellent question, and this topic is definitely something that critics need to be more willing to engage with and admit toHopefully this little confession won’t invalidate all my future criticism or anything.

You’ve previously talked about the distinction between personal enjoyment and artistic evaluation, and how what you like isn’t necessarily the most artistically impressive anime. Could you talk a bit about any fundamental biases you’ve noticed in your own anime appreciation/evaluation?

Oh, I’ve got a ton, in both the positive and negative directions.

On the positive side, I’ll definitely slant towards introspective and character-focused works over narrative or theme-based ones, though obviously this can change based on my perception of how well they accomplish what they try to do (Madoka’s all narrative and theme, and I absolutely love it). It generally goes Character->Theme->Narrative for me. I’m also a sucker for great or even decently well-articulated romance, and can follow one well-written and intriguing character through a generally mediocre show. I think pretty much the only things Ano Natsu had going for it were okay dialogue and decent chemistry between the main romantic pair, and that was all I needed to finish it. I also highly value snappy dialogue, and interesting narrative or pacing tricks and experiments (like the mini-arcs Gargantia builds out of various thematic points). I also really like imperfect shows that reveal a very distinctive creative vision, or, at the opposite end, shows that reveal a great mastery of storytelling craft fundamentals.

On the negative end, I could not care much less about setting and worldbuilding – they’re close to irrelevant to the way I evaluate art, and while I prefer a nice background world to a generic one, either way it’s window dressing for me. A character whose personality seems designed to make the audience happy, or moderate general fanservice, will rapidly sink a show for me. Leaden dialogue will sink a show even if the visual design is great and the story fairly well plotted. Narrative or dramatic cheating will often sink a show, particularly if that show wants you to invest in the reality of its world. Visual design in general is secondary to what I like about anime – again, if it’s got it, great, but it’s not what I’m there for and it won’t save a show. Sound design is also gravy – I’m in shows for characters, themes, and storytelling, and while everything outside of the writing can do great things to supplement or raise up those elements, they will pretty much always be supplementary, not central to my appreciation. Some shows do rise above this – KyoAni, the Monogatari franchise, and recently Brain’s Base have done a great deal of their character-building and storytelling through visual cues. This I really appreciate, and would like to see more of.

That’s all I can think of at the moment, but everyone has a million of them, and it’s a really interesting topic.

Harems, Deconstructions, and Good Storytelling

Management: As per usual, questions rewritten to better map to responses.

Question:

Why do all harem anime contain casts of unbelievable characters and avoid all long-lasting drama or relationship changes like the plague? Do we need a deconstruction of this genre to make it worth anything?

Someone Else’s Answer:

We had a deconstruction. It was called School Days.

Question:

From what I’ve heard, School Days doesn’t make the harem genre make sense in the way Madoka and Evangelion do – those shows make their genre elements make sense in the context of a specific world. Couldn’t there be a harem where the characters actually make sense as people in the same way?

Bobduh:

Evangelion and Madoka work not because they’re deconstructions, but because they’re good stories that happen to have the aesthetic trappings of certain genres. The fundamental nature of harems is to be unrealistic power fantasies, making good storytelling pretty close to impossible – if you make a harem with well-written, realistic characters and relationships, it generally ceases to be a harem and becomes a romance instead

Question:

But most anime romances seem to just be love triangles, where in the end the main character abandons the actually complementary romantic choice to stick with the weird/sickly/frail girl. I haven’t seen a single romance where the main character actively pursues both girls. What makes the “fundamental nature” of this genre less storytelling-friendly than magical girls or mecha? And how about The World God Only Knows, doesn’t that kind of work in this territory already?

Bobduh:

There are a few elements to discuss here, so I’ll take them one at a time.

First, you’re making some pretty broad assumptions about romance there. They’re not all about love triangles, and the nature of the characters involved is a lot more diverse than the setup you’ve outlined.

A romance anime where the MC actively courts both females

School Days probably is what you’re looking for – it’s pretty hard to have a protagonist remain sympathetic while willfully courting multiple women. School Days plays this straight; most harems play it for laughs, because in a realistic situation it comes off the way it actually is – dickish and narcissistic. The World God Only Knows only maintains sympathy for its protagonist and works on a narrative level by combining comedy, amnesia, and the fact that his harem-acquiring is based on an unrealistic, fantastical plot contrivance that forces him to act this way. It’s also self-aware and constantly draws attention to the tropey nature of anime characters, further distancing itself from reality. This is necessary; the closer this situation veers to reality, the closer it veers towards the MC being an asshole.

Fundamental nature of genres

The way I see this is that for magical girl shows it’s “girl transforms into frilly version of self with powers to fight evil.” With mechas, it’s “boy pilots giant robot.” Both these core concepts are silly, but they don’t inherently fight against good storytelling or characterization. Meanwhile, harems are fundamentally “boy/girl is surrounded by lovers who fight for their affection.” There are a lot more hoops you have to jump through to make a premise like that valid for a meaningful story – it’s not impossible, but it’s more of an inherently problematic premise than either of the other two, and seems very difficult to justify in a way that respects all of its characters and works towards a coherent and worthwhile point. I think School Days actually does this, but it does it by saying “all these characters are insecure and dependent, the MC is emotionally dead, and this genre is a rancid pit” – it doesn’t create a distinct story using the trappings, it just attacks its own genre.

Deconstructions

I honestly just don’t find deconstructions that interesting in the abstract. I don’t need a deconstruction to tell me that boys riding giant mechs is a silly idea – like I said originally, Evangelion and Madoka work because they are less interested in tearing down their genre than they are in telling great stories and saying meaningful things using some of the tools of those genres. To me, this is less deconstructing the genre than redeeming it – finding something meaningful to say with traditionally meaningless tools. I find School Days a lot less impressive than those works because (along with it having a much lower standard of aesthetic craft and storytelling) it never goes any further than tearing down its genre – but like I said, the harem genre is a very hard one to tell a great or meaningful story within, so perhaps that’s just the best a show can do with those raw materials.

Attack on Titan and Violence as a Storytelling Device

Management: As always, I rephrase original questions if it’s necessary to make my responses make sense out of the context of a conversation. None of these questions are meant to represent one specific person, they’re just stand-ins for the conversations that provoked my responses.

Question:

Do you believe the necessity of censorship in what can be shown on television is hurting Attack on Titan? It seems like the camera has cut away from extreme violence pretty regularly so far.

Bobduh:

I don’t think it’s really being censored; frankly, I can’t imagine they could really go much further than they currently are and not have it devolve into self-parody through its extreme nature.

I generally feel that less is more when it comes to this brutal stuff, since I’d hope the point is generally to convey the effect this violence is having on the characters involved, and not just to portray brutal stuff for the hell of it. The scene where Eren saw Misaka’s parents is a good example of this – the door opens, then there’s a quick series of cuts: blood on the windows, blood on the door, a distant, obscured shot of the room, and then a reaction shot. All the information is conveyed in a way that draws the viewer directly into Eren’s overwhelmed perspective, and tying violence to characters you’re supposed to empathize with always makes it land as more personal and visceral than just showing the viewer some gore.

In fact, I think popcorn slasher films use this truth for the opposite effect – they keep the characters impersonal and generic, and the violence hyper-visible and ridiculous, to ensure the viewer is normally at a safe, removed distance from the proceedings. Whereas truly effective horror films imply a great deal more than they reveal (getting the viewer’s imagination to do the work), and tie the viewer very closely to characters who’ve been well established, making the viewer much more personally involved and thus much more vulnerable. And there are a ton of effective spins on this mechanism – for instance, Battle Royale combines stylized violence with melodrama to create a little distance and make the viewer’s experience more akin to an adventure film than a horror film, as well as ensure the film’s underlying ideas aren’t overwhelmed by character focus.

The use of violence in media has to fall in line with that media’s goals if it doesn’t want to result in viewer disconnect, and I think that if Titan’s goal is to make you empathize with the characters, it needs to always be in control of that, imply at least as much as it shows, and save the ultraviolence for only when it’ll be truly effective. I actually think it’s gotten a lot better about this, but I think it had much less control early on, and it’s always a balancing act.

Craft Exercise – Little Witch Academia as a Series

Management: I’m aware I basically plot out the most standard possible genre piece here. The point was not to outline something potentially groundbreaking, it was to illustrate the amount of work a first episode generally has to do regarding narrative structure. A really great first episode would require a much larger infusion of creativity than the structural hack job I perform here.

Question:

Little Witch Academia was awesome! Do you think it could be turned into a full series?

Bobduh:

It was great, but it was also solidly self-contained – it told a fun, breezy story that doubled as a metaphor for that “showy entertainment is needed to inspire the young” theme (words on that if you’re interested), and everything was written/characterized to the extent needed for this one thing. It answered all narrative questions it raised and fully articulated its thematic intent – I think it’d have to be quite different to work as a series.

Question:

Can you elaborate on that? What made the OVA unsuitable as a first episode, and what would have to be changed to make it work?

Bobduh:

Well, the main problem is that like I said, it basically answered all of its own questions, which is something a first episode generally doesn’t do (though this obviously isn’t a rule, and I’m not the story police – for instance, Cowboy Bebop’s first episode is virtually entirely self-contained, though it does actually raise the core theme of the difficulty of escaping your past identity and choices). Anyway! The conflicts Little Witch Academia raised were:

  1. The protagonist gaining acceptance and respect at her school.
  2. The protagonist proving the legitimacy of her idol.
  3. The protagonist resolving her specific conflict with her rival.
  4. The treasure hunt/dragon fight.

Additionally, the thematic point that I’m fairly sure this show as trying to make was:

“Ostensibly low-art popular entertainment like the flashy shows of this protagonist’s idol are actually not just entertaining, they are incredibly important as inspiration for the next generation – as an example, here is a story of that actually occurring within a piece of this kind of entertainment created by a group of people who were in this way inspired.”

The OVA resolves every one of those conflicts entirely (she saves the school, thus resolving 1 and 4 – she does it by using the wand of her idol, thus resolving 2 – she ends the series by being rescued by and bonding with her rival, thus resolving 3). While doing these things, it acts in its entirety as the thematic argument I outlined. This is all great storytelling, and I think the piece totally works on a surface and thematic level because of it.

However, if I were to make a full series of this, I feel something like this would act more as “proof of concept” than a first episode – you can’t really have the first episode of your show not leave any suspense, or unanswered questions, or possible new avenues for conflict, or not-fully-explored themes.

How would I go about fixing this?

The world would certainly have to be a bit broader – the current cast/characterization would possibly work for a very simple monster-of-the-week thing, but seeing as how we’re trying to make a good series here and the OVA has already displayed the creator’s interest in actually raising interesting thematic arguments, I’d like to aim a bit higher than that.

Currently, a decent bit of runtime in this OVA is dedicated to articulating the various beats of the thematic argument (the initial performance, arguments both with her rival and with her friends about her validity, all the business with the wand, the final reconciliation) – in a full series, I wouldn’t recommend this, and would probably just have a hint or two of this thematic concern.

The surface conflict would probably have to be shaved a bit and tuned down as well – having our hero save the school from a dragon probably works better for a one-episode OVA than a series that’s supposed to rise in tension throughout, plus having her save the school immediately too easily resolves the conflict of her finding her place at the school as someone who hasn’t come from a classic wizarding background.

Instead, we’d probably want a little more runtime dedicated both to characterizing her friends and rival a little more deeply, perhaps providing first glimpses of a couple more secondary characters for future conflicts, and probably providing a more full picture of daily life at the school. I feel one of the main strengths of this material is “Harry Potter but as an anime with vivid, humorous animation,” and one of the main strengths of Harry Potter was, in my opinion, how entertaining they made life at the school seem even in the absence of any crazy tension or dark forces. Again, since we’re stretching the darker stuff across a greater number of episodes here, I feel the first episode would probably be lighter in tone in general, and ride more on its humor than its adventure-adrenaline rush, as more pieces of the starting template are set in place.

That’s not to say there wouldn’t be a conflict, though – my first instinct would be to have our Protagonist’s desire to prove herself result in some disastrous consequences, with some theatrical conflict that would hopefully complicate the rivalry between her and Rival, possibly accidentally unveil a hint (perhaps only to the audience) of some larger, darker conflict to come, and likely clue the Protagonist in to the possibility that her Idol exists somewhere at the school. This would hopefully offer plenty of opportunity for the story to go in a variety of directions and hints of things to come while still offering immediate entertainment through humor, likable characters, immediately understandable rivalry, the first steps in exploring a very imaginative world, and a fun, brief dose of action to top it off.

Anyway. Those are my first thoughts on how I’d go about converting this to a series.

On Katawa Shoujo as a Theoretical Anime

Question:

Which work from another medium would you like to see animated?

Bobduh:

People ask this question pretty regularly, enough so that I eventually decided to do a little thought experiment for whenever it came up again. So here’s my unrealistic, fantasy-world proposal. I guess there’s light spoilers regarding dramatic structure? Anyway.

Design Proposal for a Katawa Shoujo Adaptation by Kyoto Animation

Pitch:

Katawa Shoujo, the recent English-language visual novel, has managed to develop a substantial and passionate fan base in the Western world. It’s distinctive in the thoughtful treatment of its concept, the acuity of its writing, and the diverse and relevant themes presented throughout. Though there are significant hurdles presented in successfully adapting this work, I believe an adaptation which captures the spirit of the visual novel would further bolster KyoAni’s reputation as a creator of emotionally resonant and deeply personal young adult stories.

Immediate thoughts:

The title would obviously have to be changed, as it’s by its nature offensive in the original Japanese. More critically, I believe an adaptation of this title would have to address the fundamental narrative failing of most visual novel adaptations – the consolidation of multiple storylines into a single linear narrative. In order to maintain romantic pacing and integrity of character writing, I propose a new solution – separate the central protagonist, Hisao, into five separate characters to reflect the five separate routes, and reorganize the five narratives so they interweave with each other while all progressing as separate love stories.

I believe there are generally two hurdles that prevent this approach. First, the tendency to characterize visual novel protagonists as blank slates, in order to aid audience surrogacy. I believe Katawa Shoujo lacks this problem – in fact, in my experience, the five routes each make use of a substantially different Hisao, with different desires, hangups, and personalities.

Secondly, it requires substantial rewriting and reorganizing of the visual novel content. This cannot be avoided – I believe it is the necessary price to pay if we wish to make a show that will stand the test of time.

One last thought – the broadening of the story into one larger narrative presents a few opportunities of perspective, with the largest being the potential to shift the Shizune narrative closer to Misha’s perspective. Considering her emotional arc is already the key conflict of the route, I believe holding closer to her perspective would improve the dramatic consistency of that line, along with offering the opportunity for a more meaningful exploration of gender identity. Something to consider.

Further planning:

As a strict adaptation is not advisable for this work, further thought must be put into the successful transfer of the original’s strength to the animated medium. A brief outline of those strengths might contain:

Organic Writing: Perhaps more than anything else, the core emotional resonance of Katawa Shoujo is derived from the utterly believable and naturalistic dialogue of the protagonists. Not all this writing can be conserved, nor should it – but the need for subtle and naturalistic pacing to match this dialogue’s emotional rhythm necessitates adapting this work as a two-season show. Consider the pace as slightly more propulsive than Hyouka, but applied to a work that’s attempting to fully execute five separate love stories.

Thematic Resonance and Acuity: The deft treatment of disabilities, as well as the way the source moves beyond that to actually be more concerned with themes of human connection, power structures in relationships, our various ways of dealing with our pasts, and emotional honesty, is another remarkable strength of the source. Here, we simply should adapt the best we can – these strengths underline the core conflicts of the narrative, and are virtually impossible to lose in translation.

Frank and Empathetic Depictions of Relationships in All Stages: Here we run into a more difficult question. Can the adult content be excised from the text without diminishing it? My response is a resounding no – not only are the game’s frank treatments of sexuality one of its greatest strengths, but the ways these events are woven into the narrative make them virtually unavoidable in the majority of the storylines. Only Shizune’s route contains adult content that seems to veer into titillation – all other such scenes further our understanding of the characters, provide crucial narrative turns, and exist as some of the most honest and touching moments of the narrative. They will be handled tastefully, and with much greater restraint than the game, but they will stay.

Regarding “depictions of relationships in all stages,” the game’s narrative actually provides some assistance here. Not all the stories operate on the same timeline – for instance, the narrative arc of Hanako’s route concludes in the interim between acts two and three of Lilly’s, and the scattered events of Shizune’s route could be rearranged virtually at will to better enable a steady rise and fall of the various dramas throughout. The various narrative experiments of the text (the even-handed positivity and maturity of Lilly’s route that is only rarely interrupted by narrative conflict, the continuous rise of narrative tension in Hanako’s route to one single emotional peak) will hopefully lend themselves well to the intermingling of narrative arcs this adaptation will require.

As a brief initial proposal, Emi and Hanako’s storylines might possibly hit more of their narrative beats in the first season, with Lilly’s and Shizune’s stretching from this period throughout the second season (though obviously not removing Emi and Hanako’s arcs – as I said, a positive portrayal of already-existing relationships is one of the great strengths of this work, and the anime adaptation offers further opportunity to explore a romantically healthy slice-of-life emotional space), with Rin’s progressing the slowest and her art exhibition and the aftermath perhaps offering a final gathering of the characters and last dramatic resolution.

Final Thoughts:

Obviously, successfully adapting such a sensitive text is always a risky proposition, and both the changes necessary and the changes that can’t be made further complicate this adaptation. However, I believe that in light of the source material, the final result could easily stand as an artistic pillar of both our studio and the medium itself. This challenge is a risk worth taking.

What’s so Great about Maoyuu Maou Yuusha?

Question:

I’ve been following along with the show up until now (episode 9), but I don’t understand why some people seem to like this show so much. I’m having trouble keeping track of the characters, the pacing is weird, I still don’t know what’s up with the lack of names – what are you getting out of this show? Does it only make sense if you read the manga?

Bobduh:

Nope! I read a few chapters of the manga, but stopped well before the point the story has currently reached.

I think it’s understandable that many people have dropped this show or don’t really get why others like it so much, because not only is it really mainly about the thematic and real-world implications of its events (as opposed to those events themselves), it also kind of hides that by occasionally focusing on its fantasy elements or characters.

What is awesome about this show is that it is taking a default fantasy world and using the story of that world’s conflicts, religions, and technologies to make universal points about human nature and human history. The characters not having names is actually really crucial – it’s one of the most overt ways that this show is declaring it is more interested in talking about People than talking about these specific people. It is also very frequently interested in talking about Storytelling, as opposed to this specific story, and Worldbuilding, as opposed to this specific world – so things like the hero’s teleportation are not really of interest to the writer, because they are just convenient devices, and getting into the specifics of this world’s magic jargon would dilute the larger points.

All that said, moments like this episode’s speech can come across as both personal and universal – just because the show is not solely focused on the narrow world of its characters doesn’t mean they aren’t well-illustrated and respected by the text. This emotional resolution has been building for almost the entire show, and the way her personal life story mirrors the larger theme of education being the cornerstone of freedom and civilization makes that point hit home much harder. I’d say this show still functions pretty well as a story taken at face value, but you’re missing a lot if you’re not viewing it as a critique of both traditional fantasy storytelling and human nature.

Regarding characters, I think the only incredibly critical secondary characters are the Winter King, the Merchant, the Female Knight, and the Older Maid – all of these pieces represent crucial sides of humanity in the picture this show is trying to draw.

Clannad – A Critical Overview on Character Development, Dramatic Structure, and Thematic Dissonance

Question:

What’s your problem with Clannad? Have you no soul?!?

Bobduh:

Quite likely. However, my main problems are that up until halfway through Afterstory, it’s a combination of cliched, one-note characters, repetitive slapstick, and maudlin sub-Angel Beats melodrama. Then it gets very interesting and unique for about ten episodes, then it flips the audience off with an ending that invalidates all the good parts.

Question:

But isn’t that just, like, your opinion, man?

Bobduh:

Let’s take this one item at a time.

Cliched one-note characters and repetitive slapstick, I don’t think you can really defend against. It’s hard to dispute that for the greater part of the series, most of the characters are defined by one core attribute – Kyou is a tsundere, Kotomi is the Rei-clone, Nagisa is straight moe, etc. The “repetitive slapstick” is even less arguable, since that just is true – some people find this more funny than others, but the fact is this show repeats its jokes constantly, and most of them are of the broad physical comedy variety. Easy, broad humor is a problem common to a lot of anime, but that doesn’t make it less of an issue.

The problem with the drama is that the show doesn’t give you a reason to care about the characters before telling a sad story – it introduces them as their character type, and they remain that type, but sad things happen around them. Fuko is only ever “ditzy girl who likes starfish”, but we are expected to feel sorry for her because life is sad. That’s not really how characterization and empathy work in storytelling – this is clearly subjective (I mean, a lot of people think Angel Beats is good), but I can pretty confidently say this show hasn’t learned the give and take of characterization and drama that Disappearance of Haruhi or Toradora have a mastery of. A tragic backstory doesn’t create character depth unless you see that depth in the characters themselves, and the side-arc characters are pretty uniformly shallow.

Then there’s Afterstory. For the second half of this season, I was actually extremely impressed with the show. It went beyond the usual high school daily life experience, showing things like the pressure/pride of personal responsibility and the tiring but satisfying honor of a manual blue-collar job. What other anime covers this stuff? It was also handled with much more grace and subtlety than the prior arcs – it felt like the show had an entirely new, much more talented director. The death of Nagisa actually struck me, since the second half had been full of great character-building moments between her and Tomoya, and the episode where Tomoya doesn’t know what to do with the daughter he’s abandoned is in my mind one of the strongest episodes of any anime. Even the stuff with his father is deftly done.

When Ushio became sick, I figured the show was finally pulling its strands together – the themes of nostalgia, of embracing the past while accepting sadness and moving forward, and the recurring references to the hospital/hill that saved Nagisa were all going to come together, and Tomoya would just barely save Ushio by getting her to the hospital, the “place where dreams come true” – this would be Nagisa’s last gift to him. It would be bittersweet, since Nagisa would still be gone, but life is full of sadness, and you have to learn to cherish your past without being captured by it.

Instead, all of that raw character building and sharp reflection on the earlier themes of the show turns out to be a dream because magic, and everyone lives happily ever after. Not only is this literally deus ex machina (god just decides to save them because they’ve been good all year), which is never good storytelling, but it also undercuts the themes of the show. The entire strength of the last act had been built on mono no aware and the idea that unlike high school, life doesn’t have any easy answers… and then it concludes with an incredibly easy answer. Not cool.

I think there are many moments of this show that are well-directed, and I think when it’s working on the main Tomoya/Nagisa plot, it’s actually a pretty good and sometimes extremely good show, minus that ending. But I also think it’s a very flawed show, that it makes a lot of too-easy narrative and character choices, and that many parts of it simply don’t work storytelling-wise.

Question:

So basically you’re a heartless monster. But adapting Visual Novels is really tough, as you’ve discussed in the past. Are Clannad’s problems even solvable?

Bobduh:

The answer here is, “yes, but not easily.” Still, let’s see what we can do.

The main, huge problem is that by adopting all the paths of a Visual Novel, they destroyed the pacing of the storyline and added a huge amount of superfluous plot and very poor melodrama. From the first season, I would cut all episodes from the Fuko storyline up through the end of the Kotomi storyline. I would also cut those two characters entirely, since they’re the worst offenders on the “just exist to be moe” scale and add nothing to any other part of the series. I’d perform the same surgery on the second season, cutting out all the episodes from the second until when they finish the superfluous side arcs.

This would condense the series to roughly one 26 episode season, and do wonders for the pacing already. This would also indirectly help Nagisa’s character a great deal, as her character development would now be continuous, as opposed to randomly stopping for 10-12 episode stretches. Tomoya would also lose a lot of his generic VN protagonist Woman Fixer absurdity. There’s still work to be done, though.

Sunohara would have to be fixed. His character is two jokes repeated over and over (Sunohara likes girls LOL, Sunohara gets hit LOL), and his character development arc requires him to randomly become an asshole for several episodes and then be “fixed” by Tomoya. Cut his sister, give him one or two actually good traits, and set his motivation arc in place from the first couple episodes. The resolution of the baseball team storyline was actually one of the better moments of the early stuff, so focus on what made this strong – his temper, his convictions, his bond with Tomoya.

Nagisa also needs work – she eventually comes into her own as a character, but it wouldn’t hurt to have a couple more defining traits than “cute, helpless moeblob” for the first half of the series. No, liking the dango family is not a personality – but it might be the lead-in to one. Find something to make her stand out and have a better-defined character arc of her own – right now, character arcs happen around her, but her own agency is very minimal.

Tomoyo is fine. Kyou is a generic tsundere, but she also gets some of the most honest conversations with Tomoya, so she’s also probably fine. Ryou probably doesn’t need to exist… no, actually, it would probably be better if Ryou were Kyou’s male twin. This would kill any last vestiges of haremness, and delete the last unnecessary moeblob. I’d suggest something even more drastic, like give male Ryou a crush on Sunohara, but anime writers apparently can’t handle gay characters without making them into tasteless jokes, so I’ll just leave that alone.

Finally, we’d have to fix the ending. Adding a “magic fixes everything” ending cheapens the themes of honest work, perseverance, and helping to hold each other up that are present all throughout After Story. Bringing Nagisa back to life destroys the significance of Tomoya’s character growth in the last, best act of the show. Instead, have that scene where Tomoya questions if he should have met Nagisa at all simply inspire him to get back up. Tomoya runs to the hospital on the hill, cradling his (unconscious, but not dead) daughter as he reflects on his time with Nagisa and all the people he’s met in this city. He wants to hate this place, but he can’t; like Nagisa said, this is where they were born, and there’s too much of him, too much of Nagisa in this place. He reaches the hospital where Nagisa was saved and begs them to save Ushio; she just barely pulls through. Nagisa is still gone, but his memories of her helped him save the daughter they were meant to raise together, in the city he’s come to love.

This maintains the strength of the last act while actually tying together the earlier themes and foreshadowing. Plus, by cutting the magical glowing balls, Tomoya’s early helpfulness can be resolved by something that actually helps the story – have it be his way of attempting to be the opposite of his father. If Nagisa makes him realize this, it would even help her character, too.

There’s an incredible show hiding somewhere in Clannad, but the humor, pacing, and early melodrama make it very hard to find. I think as a one season show that abandoned directly adopting the VN and instead attempted to tell a single story well, it could be something truly great.

Thoughts on Formulaic Storytelling and Critiquing Entertainment

Management: This discussion was prompted by the creator of this blog post reflecting on the role repetition plays in enabling climactic and satisfying reversals in storytelling, and how our repetition-bred expectations can lead to more resonant moments in media. It’s a great article and a fascinating subject, and I only begin to explore the artistic implications here.

Question:

Do you consider the formulaic structure so much anime adopts a problem for you?

Bobduh:

I really like the point your article raises, about formula-breaking moments containing that much more power and significance by virtue of how established those formulas were prior to that point. The problem as I see it is that those moments don’t actually validate all the formulaic stuff that came before – sure, they lend it added significance, but they don’t make it in and of itself worthwhile or artistically interesting. I don’t know if there are any easy answers here, either… hm… let me cover some other facets of this, and then I’ll try to loop back around to that.

Alright, first, I do think formula does in fact have a place in certain works. It’s generally not that compatible with tight storytelling/character-building/thematic explorations, but not all shows are about those things, or need to be – for example, I think Madhouse’s Hunter x Hunter reboot is just a very fun exploration of the shonen genre, and most of the arcs follow semi-typical shonen structures, but the show is meant pretty specifically just to entertain. Well-crafted popcorn can be its own reward, and I think formula can be used to great effect there.

But regarding shows that actually want to say something, or develop characters with emotional resonance? There, I think it’s much more difficult to argue for formula, but there are still examples that kind of ride the borderline. For example, I think Cowboy Bebop is a great show that articulates a classic but still solid theme about the difficulty of rising above your past self and redefining/rebuilding yourself, but I also think it uses formula to great effect – many of the episodes are just “bounty-of-the-week” adventures, but they work very well as independent storytelling vignettes, and they contribute both to the mood/world-building as well as the slow-building empathy the audience is meant to feel for the emotionally distant/reserved protagonists. And many great shows are built almost entirely of similar thematically related vignettes (Kino’s Journey), and many other shows use a series of utterly unconnected and similarly structured conflicts to slowly build a mood and set of characters for the underlying story (Hyouka). There are endless examples of degrees of this, and frankly, the fact that anime is an episodic medium means that for most shows, the mere necessity of an initial conflict, rising tension, and resolution each episode will result in a number of semi-similar structures. This is just how storytelling works in mediums like this.

But I think your point was treading on more difficult ground – if the formulaic structure is useful purely because it provides a structure that can create suspense and surprise if deviated from. Honestly, within a single work, I don’t think this leads to incredibly successful art – it might lead to great moments, but as I said at the beginning, the subversion doesn’t retroactively grant all the prior material meaning, character, and distinction if it didn’t have those things to start.

However, I do think the meta-narrative trick of subverting expectations with the entire scope of a work can be effective and lead to consistent artwork, as long as that work is internally consistent. This is where I think shows like Eva and Madoka fall – even if part of their power comes from changing what came before, all the parts of those shows are solid on their own merits, and in fact the first few episodes of each provide some of that original context (though obviously well-written and tonally/thematically consistent with the later parts) to provide a portion of that dramatic turn even for people not well-versed in the relevant genres. Most of what makes these shows good is not their deconstructive or genre-defying nature anyway – it’s the fact that they’re well-written and well-produced stories with a lot of good inherent ideas, regardless of their position within an artistic tradition.

Incidentally, I think another interesting example of a similar effect is Aku no Hana – I don’t think it would come off nearly as effectively if audiences were used to rotoscoping, and that the art style intentionally serves to unbalance viewer expectations. But again, I think that art choice also results in a mood that works in that show’s favor outside of medium-conditioned viewer expectations, which makes this another example of “it works partially because of this expectation-subverting trick, but it also just plain works.”

Question:

Management: I’m rewriting this question so my response makes any goddamn sense – it wasn’t even really a question initially, but the subject is so interesting that I kind of went off on it regardless.

I think there may be differences in our standards of evaluation. I look for anime to succeed first and foremost as entertainment – and that moment of unexpected subversion results in great entertainment for me, regardless of whether it succeeds as “high art.” Also, you’ve covered a variety of ways formula can affect anime, but isn’t the phenomenon I’m referring to with Mazinger a little different from the craft arguments you’ve put forth?

Bobduh:

I don’t really mean to deny or demean the role of entertainment in media, I just feel that even (in fact, sometimes especially) shows that exist primarily to entertain still work within structures that can be examined and discussed – they have “goals” just like any message-oriented art, those goals are just different. For example, I think Redline is a pretty perfect piece of entertainment and nothing more, but it’s far from a stupid work – it displays an incredibly high degree of craft through its mastery of propulsive storytelling structure and economy of characterization/dialogue. Its “goal” is to entertain, but it entertains by doing what it does very intelligently and well. I don’t think saying “this work is just meant to be entertaining and nothing more” means it’s not useful or interesting to critically examine that work – it might not have deep themes to discuss, but storytelling is an art form worthy of discussion even if you disregard “message” works. So when I talk about whether a work is “successful” or not (I also don’t really like the high art/low art divide, and don’t find it all that meaningful), I’m mainly talking about whether I think it did the best job it could to succeed in its own goals, be they tell a taut and entertaining story or illuminate the nature of the universe or whatever.

But your point about entertainment being a relative value is a sound one. As much as I believe there are definite ways mastery and execution of craft can be close to objectively measured, art’s effect on the viewer, and what specific elements that viewer responds to, will always be a subjective, personal thing. It’s always good to keep that in mind.

I also agree that the specific situation your article describes is different and distinctive from the ones I’ve been discussing. There’s something more fundamentally shocking there, something that really seems difficult to quantify according to classic storytelling models… if I understand the kind of series Mazinger is, it seems like it conditions you to love these characters in the context of one entire genre over years, and then flips the table on you. That’s not just deconstructing a preexisting genre – that’s changing the stakes of a world you’re already emotionally invested in. The only example of that kind of thing which immediately comes to mind for me is Clannad, which is basically one story and genre of anime for 35 episodes, then abruptly shifts to another story and genre of anime, while keeping the characters you’ve already associated with the first mode. The thing is, I don’t think Clannad actually works in the way I talk about things “working,” because, well, first the writing is just not very good, but more fundamentally because the kinds of repetition that characterize the early arcs are not the correct kind of repetition for the emotional turn it’s hoping to provoke – they reflect more on tangential side characters, and their emotional stakes are not tied tightly enough to the actual protagonists, at least not often enough.

But if a story did do that… if it used the kind of repetition I mentioned Bebop or Hyouka employing for many episodes, and then veered into a turn in the way Clannad or Mazinger does…

Yeah, I think there’s a whole goddamn lot of resonant storytelling potential there.

Damn, now I’m getting all kinds of crazy ideas…

On the Value of Visual Uniqueness

Question:

Is it worth pursuing a unique visual style even if it adds nothing to the narrative, or does it simply amount to crying for more attention from “sophisticated” viewers?

Bobduh:

I think there are a couple different arguments that could be made here, and the topic is, as you admit, a broad and ambiguous one.

First, there’s the argument that many people have made here and that seems true to me – in a visual medium, there is no such thing as a visual style that exists outside of the narrative. It always affects the viewer’s experience, and thus the best visual style should be the one that best services the needs and goals of the show. If that is a style that will be labeled “pretentious” by some, so be it – it’s only actually pretentious if it really does somehow work counter to the show’s own goals, and thus is being misused and its effect misunderstood.

But I think you could also make the argument that most anime following such similar visual standards is basically a failing of creativity, and that the only reason these styles come across as so intentionally provocative is because there just aren’t enough shows that experiment and take risks with their visual storytelling. I can respect the need for works that try bold ideas and fail, because it is the shows like that which lay the groundwork for future successes incorporating those bold ideas. OP raised an interesting point about how the history of anime has guided visual and storytelling standards to the point of polish we’ve currently reached, and that makes some sense to me, but I feel there is ample room for other, wildly different visual styles and standards that also achieve those effects, or at least that the pursuit of alternatives is a valuable one. So even in shows that don’t necessarily use their unique visual style to greatest narrative/thematic effect, I can see something valuable, because I consider them trailblazers who are feeling out the future potential for narrative and thematic resonance that only these kinds of experiments can discover.

Not only that, but as IssacandAsimov noted in his discussion with BrickSalad, there is (though this isn’t necessarily true of anyone here specifically, I’m just speaking generally) definitely a tendency to ascribe some provocative intent to unusual visual styles, which I frankly feel is unfair to the shows that use them. Obviously these styles are often used to create some specific effect, but I feel the starting assumption within the audience that they are aspiring to be some different kind of art can damage their effectiveness – it’s like the audience has less trust in the show, and expects it to have to prove itself, because it has started with an art style outside of the norm.

On a related note, someone raised Aku no Hana as an example, and that brought an interesting thought to mind – the specific value novelty and unfamiliarity can bring to a show. Obviously Aku no Hana creates its mood through every element of its production, but I feel one distinctive component of that is the fact that its visual style is something people are not very used to – they are not familiar with seeing characters regularly portrayed in this way, and so they are immediately put at a comfort-level disadvantage. This effect would not exist if shows like this were more common, and Aku no Hana would be less effective as a mood piece for it.

I think the point I’m stabbing at here is more communicable through using comedy as an example. A necessary component of comedy is novelty – jokes that are familiar lose their power, and humor is very often derived from undercutting expectations, which is not a repeatable trick. Comedians constantly have to chart new “storytelling” terrain, because the demands of their art requires a constant influx of novelty. Obviously this is not necessarily the case within visual storytelling (Aku no Hana only works so well as an example because part of its goal is to remove the viewer from their comfort zone), but I think it’s an interesting result of the pursuit of new visual storytelling methods that’s worth being conscious of. As well as the opposite effect – that the standard methods of visual representation used by so many anime result in a constant feeling of “safety” or “familiarity” that complements or contrasts with everything else the show is trying to do. Many shows take advantage of this effect, or deliberately use it to thwart expectations, as people here have noted. Shows like Madoka or Evangelion take it the step further of presenting both that visual style and a familiar starting narrative framework, but I think that standard visual style by itself isn’t truly neutral, and can carry its own set of expectations.

Management: This was a discussion question raised on TrueAnime, and my response only really scratches the surface of the directions you could take this. BrickSalad and IssacandAsimov go incredibly deep on the topic of subjectivity in art evaluation, and their back and forth was both very illuminating and partially the reason I didn’t really touch the subject myself. I mean, you’ve all seen my style of critique – I clearly fall pretty far on the “art is not a wholly subjective experience, and in fact is most often a craft that can be judged just like any other – a show will sink or float based on its structural integrity just as easily as a boat will” end of the spectrum.

I think one of the main takeaways of my wandering points, which I should have made more explicit in my original response, is that the fact that non-standard art styles immediately connote specific intentions in the viewer’s mind makes the application of those art styles almost doomed to failure, because the average viewer will be spoiling the actual intent of that artistic choice by automatically assigning their preconception of what artistic choices like that say about what kind of story the work is to that piece of art. And it seems to me like the only solution here is to be utterly unbiased in your approach to any media object (hah), or for the medium to reach the point where unique art styles are so ubiquitous that they no longer carry the pretension baggage they currently do.