Category Archives: Modern Visual Culture

Rethinking the Origin of Value for iDOLM@STER

If I said human existence is full of contradictions, I would be exaggerating. If I said when iM@S fandom ships producer with his idols and that hits too close to a pimp and his prostitutes, that would be exaggerating. But I guess that would be a contradiction!

The truth is, I am steadily descending that slippery slope into iM@S fandom, and while the ride is enjoyable, I see too much stuff that I’m not entirely comfortable with, producer shipping notwithstanding. Maybe to some extent idol fan culture is always a little toxic. Talking with the AKB-whatever fans I know, at least, that’s a bit of what comes across. That truth gets shared and strengthened by also whatever idol fan culture that is over here in the US.

But just like chemical addictive in an artificially flavored and preserved treat, idols and idol fandom is robust and often fits your fancy, just how you like it. The toxicity is not without benefit. I think Japanese-style idol fandom likes projecting and shipping, which coincidentally goes with the whole “no dating” strategy that industry employs. There are some advantages, especially when the idols themselves can’t do anything, as in the case of animated cartoon characters from video games. The fans can move and groove the idols themselves.

But I suppose you can’t ask for too much; we get what we paid for, at least when it comes to fan creation. Is it even a fair statement though? If I were to buy all the PS3 iM@S2 DLCs I don’t really think for a second I would have thought anything other than “I just got ripped off like a man dripping with blood in a dunk tank with an hungry great white shark.” Even if I bought the cheapest addon song Â¥1200 DLC I feel as if I just got tricked into doing something that my parents would have been ashamed of, and that is not because I bought some video game addon for raising Japanese idols but because I just wasted a bunch of virtual money. Well, that goes for most other idol fandom; do we ever get what we pay for? In the era of mass media it all feels like a “free taste! But if you want more please deposit your wallet and bank routing info here” kind of gimmick.

It’s in light of this that I slowly crawl and fight my way down the slope. While it would be fun to buy ten Â¥10,000 PSN point cards and just go to town, that does not seem like the “fair” deal in which you can spend almost as much and buy the entire iM@S anime on Blu-ray, which isn’t so bad in comparison. It is why I reject buying the ¥20,000 PS3 limited edition box, or why I still don’t know if I will buy any of the older iM@S CDs (the animation masters look like the ones to go for, plus the Best Ofs). Or why should I even listen and enjoy their back catalog, or the M@STER version tracks, or anything they are peddling beyond the core video game experience. I mean, I am okay with buying DLCs and the game, if that is what iM@S is. Or maybe the anime or the music, if that is what iM@S is. Is it?

That would explain why I actually do look forward to the 7th Anniversary concert on Blu, because that seems like what proper idols do. If AKB48 can perform almost everyday, it means there’s this other interface in which a fan can spend his money by having the idols entertain him or her, like how performers have done it throughout the ages. I’m probably still going to spend money in the meta (I think I spent more on iM@S figures than on DLC right now) but let’s get a grip and look forward to what being idols really means in this day and age. Because we have to ask ourselves: when did iM@S become some kind of framework in which we plug our wallets into so we can buy things and ship people and do what Touhou fans do? What is that worth?


Why I Enjoyed Canvas 2 Anime

Sometimes you read something from Kotaku and it might make sense. I think what is said in that piece is pretty standard stuff, but I wouldn’t have framed it in the context of School Days. I’m probably too deep in this VN crap to have that objective view. By “objective” I mean people who would play Mass Effect or Bioshock or KOTOR 2. Which by that I mean normal people. Which is not objective at all but simply goes to show how far in the deep end I am in.

Catherine is perhaps the better example. Briefly, the game is about a man and his long-time GF, and the dude’s bad luck running into a hot girl who really, uh, challenges his beliefs and dedication to his GF. Of course, his GF doesn’t quite help with that, nor does the nightmare-ish Q*bert gameplay with some King-Kong-sized infant phantasm chasing after you with a fork. Catherine is a better example about making amoral choices because the impulses to cheat or just “follow your instincts” is presented front and center and the choices you make in that game are very much framed in that context. In School Days, well, you could drone towards the normal or good endings without realizing what you are missing. But the interesting thing about that game is that when you do make that amoral choice, things spirals out like a pretty flower and that’s why it is so fun, even if it ends catastrophically on board That Nice Boat.

I think that’s the basic concept we have to understand before I go to the next point. Got it?

Continue reading


Sword Art Online Mid-raid Ready Check

Sword Art Online is an enjoyable watch, but I don’t particularly enjoy many aspects of it. I think with a broad stroke I can write off most of the things I don’t like under “this is way too chuu2.”

Such things include, for example, the paternalistic nonsense in the latest episode when Asuna was being stalked, or how Kirito is just this projection of all things chuunibyou (a “beater” duel wielding double phalluses made of the hardest material you can find and is probably the highest level character soloing mobs (almost) nobody can!), someone who is able to do everything important himself except all the domestic stuff, so he has some excuse to interact with cute girls, or generally the design of the MMORPG is not only outdated, but has some glaring problems that borders on anacronism. The list can go on, but it tops out at “why is a solo freak playing a MMORPG?” Because we have a term for this, and it’s not Beater–it’s Retard. Only an idiot play a MMORPG by himself the whole time. I guess even bots play with each other in those games! Yea yea he does play with someone else and he will play with other people eventually, but this loner attitude is for losers.

I’m not really a big MMORPG player nowadays, although I paid my dues in EQ and WoW over the years, plus handful of other games that I just dabbled in. I enjoy being hooked on it, and in a perverse sense I see the setup for SAO as the ultimate vacation. “Hey boss, some evil cyberterrorist hijacked my body so I have to play this game until I beat it, or I die. Can I take a sabbatical? Oh my health insurance will cover the cost of living, niiiice.” Do you ever feel like that? My friend who already put in his PTO days for Pandaria probably would agree. What’s more, our SAO overlord enslaved an entire server full of people, so you will have people to do stuff with even at all times, day and night.

I read this post not too long ago and it reminds me the one thing SAO did right that, say, .Hack//sign did poorly. That is exactly how the video game interact with reality in a way that the viewer can associate with. Back in the late 90s, .Hack appealed to the type of people who actually played, say, RO Beta or EQ, and the nods in the game are a great way to build on that connection between viewer and material. Fast forward to today, I think that alone is definitely not enough. SAO does refer to game mechanics, too, but it adds the whole dimension that, coincidentally, I could really care less for but elevates the show: a solid standalone narrative. You could treat SAO like a fantasy novel and ignore that they’re trapped inside this VR thing, living lives like fictional characters in a fantasy story. I think by cutting out (admittedly very potent plot juice) the real life aspects, it makes SAO an enjoyable story about MMORPGs as narratives like a MMORPG. Think of SWTOR without all the traveling.

To that end, I’m taking the assumption that a game is only a game when it’s fun to play. When it gets too personal or too serious, it’s going to require some change in perspectives. Fundamentally, that is going to happen when you try to rope in a couple friends for a weekend night crawling dungeons online, or any other similar activity. It just gets less personal and more business-like when we’re talking about 25 or 40 people and their collective weekend or whatever time zone they happen to be in, in order to not stand in the fire and make the other 39 people’s lives miserable. In FFXI’s and EQ’s cases, this number can be up by even more. In other words, MMORPGs are often very serious business, at least up to say 2009 or so.

Perhaps another way to look at it is that a honest look at MMORPG culture and fandom necessarily cannot be encapsulated by a chuunibyou-driven narrative. Think of the Guild for example; it’s more about normal, everyday lives. It’s not about some guy who is super powerful and beats all his foes. He doesn’t suffer any real setbacks. But because now we don’t have this everyday life thing to get in the way, we can enjoy SAO for what it is: just yet another hero’s quest, the ones that typifies the single player experience. There is not much MMO-y about SAO besides that other characters can interact with you; once you strip the gamer-game-character-dichotomy, it’s all just a fantasy setting with people in it.

Because, indeed, you can’t save the world in FFXI all alone by yourself, that’s for the home versions of such games. Juggling this dichotomy and undercutting the fundamental fact about MMORPG life makes SAO ultimately a sad exercise in excessive chuu2-ness, but also one that can be enjoyable as a single-player media that typifies the TV-viewing and novel-reading experiences. Personally it makes SAO a very difficult pill to swallow because I enjoy MMORPGs for largely different reasons, but I know for sure there are all kind of people out there who probably gets that power trip out of it.

And I can probably go on and show you how sad it is when people enjoy their power tripping on MMORPGs, because all that has happened is a player demonstrating his or her own pathetic nature for the world to see. It’s fine if you power trip all you want in some single-player experience, but, again, this is why it’s Retarded to be a Kirito in real life. Friends don’t let friends play MMORPG by themselves.

He isn’t a guy I dislike, but Kirito (and to an extent, Asuna) should really take a back seat and enjoy their GLOOP GLOOP moment, out of our view. Meanwhile, MORE DEBAN plz.

Continue reading


A Tale of Two Wifus: Makoto’s Meteoric Rise

Let’s get it straight: I don’t have such a thing. Call me old fashion, but I have a top 1o list. This 2D substitute-functionality has never changed, but I never really feel like I got anything out of the de-ghetto-ization through public acknowledgement for such things. I certainly don’t mind that if you do, or don’t.

Anyway, I ran across the birthday of Makoto Kikuchi the other day and I figured to compare just her pixiv entries with Kobayakawa’s celebration on pixiv, whose birthday was on the 17th, a couple weeks back. Makoto is on the 28th. More relevantly, Makoto came into existence to the public some time in 2005, where as Rinko Kobayakawa debuted with the hit DS wife game, Love Plus, in 2009.

Between 2005 to 2009, the Idol Master (iM@S for short and sanity) franchise has not gone very far. It saw moderate successes as an arcade game and for the Xbox. There was a hardcore contingent spending money steadily, but it did not grow. What mixed marketing efforts turn up mostly to be failures. Under a new plan, the second iteration of iM@S, which debuted with the DS and PSP games, and iM@S2 for the Xbox 360, marked a much better run, that probably capped ultimately with the iM@S2 PS3 and anime releases. Safe to say, its popularity is at an all-time high right now.

Here is the pixiv tag for Makoto’s birthday. Keep paging back to see the old stuff, dated to 2008. If it was easy to grab dates, I would post you a chart, and it would probably look parabolic.

I can’t even find one for Rinko’s birthday in 2012. Or in 2011 or 2010. However, this is how many pages back, in 2010, and you can see for yourself.

Taking a step back, this pixiv fight doesn’t really say much. On one hand, iM@S fandom is cultivated with blood and tears and countless money for DLCs. It’s been brewing for a while now. Seven long years! Love Plus, on the other, is half as old and just gone through a rough patch with the 3DS release, enduring delays and bugs.

Still, very few franchises truck on like Bamco and Columbia’s lovechild. I think this picture sums it up.


Episodic Blogging Threshold

A quote (text re-formatted):

Anime blogging is done with two classes of readers in mind: those who have watched the anime and those who have not. The first class is by definition spoiler-proof. It looks for joint celebration, detail clarification, and/or nostalgic kick. The second class is spoiler-sensitive and looks for advance information. Blogging for the two is generally incompatible, but a blogger cannot know the future class breakdown. One approach is a non-spoiling celebration, such as Visual Retrospective at Ani-nouto. It’s quite effective, but still a compromise. When I read the following as a 2nd Class Reader, I had not the clue about the power of the transmission:

[Insert some cool observation]

Yes.

[Insert some cool observation #2]

YES[spoiler removed]

Wow yes. I didn’t consciously notice it.

Still, 2nd Class people reading about [insert show here] will not understand either.

I am open to blogging on an per-episode basis. I do find the exercise fun when the show and I make a good match. I also think it is just as powerful as “1st Class” or whatever. It’s all in how you write and posture it.

Personally, I find this sort of thing a lot more natural; that care-free, easy-flow, low-word-count format and approach open the door to blogging about a much wider variety of stuff. The trade off is that having some constraint help structure your thought and give your readers something to expect or anticipate, and you kind of don’t get that. The idea is to associate ideas from one to another, and from a person to another through these shared experiences. Do I speak to you as a person trying to share some new information, or do I speak to you as a person trying to relive the same thing we watched?

So to me those two are really the same. I think ultimately it’s like a con. We celebrate together in different ways, and in the end it all kind of blurs for the outsider and freak out the locals. We party under the banner, regardless.

PS. Top image celebrates not just Makoto’s Kikuchi’s birthday, but also to cheer for her in her first contest in Saimoe 2012. Nekopuchi love is genuine!