Interrogated by Another Blogger: Mostly about Crunchyroll and Viki

It’s fun and game time. Chain-blog-topic from Zzeroparticle on his anime music blog wanted me to answer 5 questions, and you can read them below. For people who don’t know what game I’m talking about, it’s like a chain letter where you read it, you answer the questions, and you “forward” it to 5 other people with your own 5 questions.

As it turns out, I am going to write about one question in some depth, because I feel I can do it. The rest are pretty much personal preferences. I suppose this is why I was pointed out in the first place.

1. While you’re watching an anime, what makes the soundtrack/music so memorable you’d actively seek it out?

Using past experiences as the answer to this question, there are three use cases. First, there is a specific track that stood out and I wanted to listen to it closely or in full. Second, because of name recognition. Third, which is not answering the question perfectly honest, is via recommendations. I’m reading the question strictly to mean “while you’re watching an anime.” It’s not often that I get recommendations to check out the soundtrack while I’m watching an anime, but it has happened before. Chalk one up for simultaneous and communal consumption of real-time media.

The first case doesn’t happen very often. The last time it has happened was Jormungand’s LOCO KOKO track. The time before that was this. But I can’t really remember an earlier time.

The second case, about name recognition, goes with the usual case that if I read in the credits “hey it’s Yoko Kanno” or something, I might be inclined to try out the soundtrack by itself. It also goes with the case when I see it’s the sequel of some anime whose soundtrack that I enjoyed, such as in the case of Last Exile.

I think I tried out the Full Metal Alchemist: Brotherhood soundtrack because while I was watching it, a friend was pestering me about its soundtrack. That’s the example for you for #3.

2. What do you think about Crunchyroll’s business model’s survivability 5 years down the line and do you think Hulu or Youtube are capable of becoming a stronger competitor?

While the question talks about Crunchyroll, my answer ends up more about Viki and how the two compare or contrast. Maybe the answer is in there.

Last I heard, Crunchyroll breaks even. They make money from subscribers, advertising, and some merch sales. They spend money via licensing (I count the cost to produce subs here), marketing (for example, seeing them at cons, running CrunchyNews, etc; as an aside… I wonder how much the PS3 deal costs), and obviously maintaining their corporate structure and paying to support their media services. Through licensing, they both pay via some form of a minimum guarantee and then a split on the revenue on top after hitting certain goals, or via their partnership with one of the TV studios in Japan in which I have no idea how the fee structure go (as opposed to just an educated guess–all of these are just guesses, folks!). Revenue split is based on video playback counts, so if you want to support a show on CR, it helps to just watch it or run the video on CR. Their bandwidth costs are probably tiered so it wouldn’t really matter.

At this past AX I had a chat with a marketing person who works for Viki and we traded our thoughts about the future of new media in this space. Viki comes into the picture in a similar sort of situation as Crunchyroll. The main leverage both of these organizations have (that you don’t get via Hulu or Youtube) is the combination of agility in their capacity to chase after market trends and their relationship with content owners. The recent find of Oniisama E on Hulu is largely because Viki is serving that stuff on behalf of Tezuka. In other words, they can get Tezuka Pro’s stuff out there. I don’t think Hulu would bat an eyelash about Tezuka anything, they just don’t care for that sort of thing.

Crunchyroll comes in from a different community space than Viki (for the unfamiliar, that’s K-drama and Telenovela type stuff): anime fansubbing. There’s a mix of pro and con to that, in as such I think Crunchyroll will be able to provide the sort of thing that fansubbing demands: in other words, quality speedsubbing. Viki doesn’t have as much pressure as they are largely focused on leveraging titles that nobody’s ever really seen in genres and categories nobody thought to explore.  Viki’s userbase is not after the newest sort of things; or rather, Viki provides the “structure” of fan subtitling that anime fans in the west has long created from scratch from ways back–this means not only the technology, work flow, infrastructure, know-how and resources, but also the distribution channels. Obviously. Because money has to get made somewhere. That allows K-drama fans to enjoy K-drama even if they live, say, in Argentina or something, since you know South Koreans really want to flex their Soft Power Muscles. Irony aside, that’s the kind of real market opportunity that no big media dudes would go after.

In a lot of ways the two companies are very complementary. You can look at their techcrunch profiles here and here and see that it does match, in the sense that CR does delivery and Viki connects the end points. I think, from a P/L perspective, it’s hard to run Crunchyroll to the ground because it took off during a pretty rocky time (in other words, begin in earnest after a major market adjustment). Unless they gamble big and loses, the only real risk on the horizon is market competition driving licensing costs higher and weakening subscriber growth. However I don’t really think that’s going to happen: the pond is just barely big enough for two big fish, if even that. It’s not very attractive. What CR has going for them is the slow awakening of the masses to new media models. As more people move to the internet for serious media consumption, I think CR presents a curious portfolio of titles that will tide them over in the next 3-4  years at least. On the other hand, I don’t expect them to explode, either positively or negatively, unlike Viki is likely to do.

At the same time I think it is both a risk (startups swim or die) and a reflection of the type of business CR serves. Yeah, I guess you can see what I mean if you compare the two. To be fair, I don’t really know where CR can go at this point. I think they have done a good job winning over that business (as Spotify would say, competing against piracy) but it is a good question regarding that 5-year plan.

3. What would it take for you to contribute to an anime that is aiming to get crowdfunded through a site like Kickstarter?

Another great question. I remember hearing the ANN Cast with Quarkboy, and his secret kickstarter that focuses on localization projects. October is just around the corner. But I’m guessing this question is not quite the same as “what would it take for you to contribute to an anime localization that is aiming to get crowdfunded through a site like Kickstarter?”

Personally? I have no idea. When I see it I will know. What I will say is that considering the price ranges some Kickstarters get, it doesn’t take a lot to push through a Kickstarter for an anime if it is the adaptation of a popular property. I wonder how many people would Kickstart a Megatokyo anime (written by Jun Maeda wwwwwwww). A typical 1-cour TV anime costs about 2 million bux to fund and produce, and that includes the marketing to an extent. You can do the math.

What I will also say is that I take Kickstarter seriously and vet the things I fund, unless it is some kind of smartphone adapter/holder, because you can never have too many crappy ones that don’t work as advertised. An original anime project on Kickstarter has to look like it has the financing to execute what it promises to do. I really don’t think it’s easy enough to fake this to worry about.

Of course, you could scale it back and just KS an indie anime short or something, which is much harder to vet. But since a lot of those get made for next-to-nothing these days, I probably won’t.

4. Which anisong artists who’ve debuted in the past 3 years do you predict will still be popular 5 years from now?

I guess Sphere debuted more than 3 years ago, huh. If you count April 2009 as “in the past 3 years” then that one is a shoo-in. In general, I think well-produced idol groups are very safe bets. To that end, Momoiro Clover Z, man. They will eventually make some awesome tie-ins. What I like about them is that they just don’t take it seriously, unlike most idol music. And on top of that, extremely amusing to listen to and have great tie-ins. I mean at this point I don’t even care how the five underage girls look. They could be 40yo babas for all I care. Also along the same lines, there are StylipS and ClariS.

5. What is the biggest barrier that prevents anime from being more popular in the West?

There are two sides to the question, and I’ll answer it both ways. I watch anime fully recognizing that nine out of ten times, I’m watching a Japanese story told to Japanese people. That it is the sort of story you don’t see in the West, because we are not Japanese and we don’t tell Japanese stories. This fact is not going to change, and this will always be that barrier that makes anime attractive to some but unpopular at the same time. More importantly, there just hasn’t been much in terms of anime that has a storytelling narrative good enough and western enough to make the jump.

The other side is what prevent any single anime from being more popular in the West. Violence, sexual content, incompatible ethnocentrism, adult themes, etc…these are all issues that concern anime as a whole, even if very few anime has all these elements. I don’t really think that matters. I’m not a big fan of violence or sex in anime, but somehow I can keep up with all this trash on TV, so it’s probably not what stop anime from being popular. It’s probably just because most late night TV anime are kind of bad.

The more I think about it, the less I’m concerned about it. If the stuff is good, I’m sure it will find an audience. If that audience is missing, it’s just another way to say there are market opportunities!

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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?

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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.

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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.