Style Born out of Necessity

In Fred Schodt’s book The Astro Boy Essays, Fred points out that many of the qualities and traits of Japanese “limited” animation (as opposed to Disney-esque “full animation”) could trace their origins back to Tezuka Osamu’s original Tetsuwan Atom anime TV series, a series which was impeded by a staggeringly low budget that all but required these sorts of animaton “shortcuts.” Critics in Japan at that time would remark that the qualities of anime described above, qualities that were born out of necessity, gave anime much of its distinctive Japanese style and that it was in certain ways better than Disney-style full animation.

Of course, not everyone agreed, and others saw the fact that the limited animation style was because of a lack of money, and could not see it as a “style.” Evidently, Tezuka himself had mixed feelings about it: he was happy that these cost-cutting measures allowed him to animate Atom in the first place, but as a loyal fan of Walt Disney it hurt him to be unable to use the full animation he loved so much to bring Atom to life.

There is a sort of latent fear that goes hand in hand with the use of limited animation, and it is the fear of limited animation gone awry: Still frames, camera pans on single images, talking heads, if a show consists of nothing but blatant animation shortcuts, how can it be called animation? From that perspective, the concept of full animation seems safer, but it too carries its own pitfalls, namely “over-animation.” This is where an animation wants to show off its use of full animation so much that everything is animated and nothing ever stays still, to the point that it is difficult to concentrate on what’s actually happening in a cartoon. That’s not to say that it is impossible to do either extreme well, but that ultimately the answer lies somewhere in the middle given the limitations.

A similar problem occurs in 3D animation. Sometimes an animator will work very hard on a scene and it will look visibly impressive and absolutely gorgeous. However, because of the ease of replication in 3D animation, where with a simple switch of the camera angle you can use the same animation or effect and make it seem like it’s entirely new, many animators become tempted. They are so proud of their work that they want to use it again, and again, and again, until it loses all meaning and impact, much like the animators who wanted everything in a frame to move in order to prove just how amazing their animation could be. At this point, the animators must choose to limit themselves, to realize that their tools while seemingly infinite will not produce an infinitely enjoyable experience.

People are boxed in by their limitations, but within those limitations they find ways to improve and to get the most out of what they have. Then, should those limitations no longer be necessary, the people who worked in that style might continue to do so, having honed their technique all those years, and from there it no longer becomes a necessary step but a stylistic choice. Among those stylistic choices are stylistic limitations, to keep a work from being overwhelmed by seemingly endless potential.

What’s amazing about this concept, style born out of necessity, is how often it occurs in art: Tezuka and Tetsuwan Atom leading to the prevalent style of the anime Industry is one example, but you also have video game music of the 80s and 90s giving birth to the “chiptunes” (electronic music made through sound chips, generally the kind found in video games and computers) scene, and even oils becoming one of the de facto forms of paint, among many others. What’s even more amazing is that when you move well beyond the era in which the artistic style was born, well beyond the memories of anyone who was alive to experience that era, you get fresh minds and fresh faces who can approach material with few preconceived notions.

A while back I attended a outdoors chiptunes concert with some friends. While I was enjoying the music myself, I also noticed that a small boy, no more than four years old, enjoying the hell out of the chiptunes. At first I thought it was cute, but then something occurred to me: this kid had been born well after the heyday of the NES and SNES, and so he wasn’t enjoying chiptunes out of some sense of nostalgia, but rather out of the aesthetics he had acquired in the little time he had been alive. It gave me hope that we would be rid of the idea that just because a style was born out of necessity that it would not be considered inherently inferior.

7 thoughts on “Style Born out of Necessity

  1. Many styles born out of necessity are the best things ever. Like a happy accident. Though I think it is important to remember the roots of things that come from a lack of money or other factors. Giving credit to creators for their versatility and resourcefulness is well and good but saying they started with that vision can sometimes be overstating (though not always of course).

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  2. I liked that last anecdote.

    It’s true what you say. Of course there are bad parts, too (the current deplorable state of animators also being a product of Tezuka, for instance), but I don’t think anime would be anime without the original pressure of a crap budget.

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  3. Lost of ‘inddeeds’ throughout. Under-animation used to advantage: see shinbo. Over-animation as a fallicy: see Kannagi (i still say it’s too much). Style is style regardless of how it came about or why it’s used. you do what you can with what you have, and it’s a matter of how you do it, not what it is.

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  4. But style with no substance is hollow, forced.

    I am mindful of those ‘art school’ animations that used to be such a part of the ‘Minds eye’ series of videos, and of course popping up on PBS. Someone takes some music, usually something from ‘Art of Noise’ or such that is repeating, and they’ll animate a little thing in (reportedly) homage to Winsor McCay or those early Disney shorts, nothing but 5 minutes of ‘cycles’, endless loops of things going this way and that way.

    Nicely done, but utterly pointless. yet it seemed EVERY YEAR someone did one of those as if they were the first person EVER to do that, and they win an award from some one.

    I also have come to decry what I call ‘Digicel’ animation (to separate it more easily from 3-D computer animation), because the people using this tool have NO sense of direction, of using the frame and camera angles and lighting and such. I think how freakin’ dynamic most any random episode of Mazinger Z could be, or Rin Taro’s stunning use of the in Space Pirate Captain Harlock. But so many digicel shows seem to be film school 101. Wide shot, closeup, two-shot, closeup, wide shot.. Like the ‘set’ is only built to be shot from one angle.

    But maybe that sort of thing doesn’t matter. Maybe it’s on PURPOSE, because it assumes that in today’s MOE-centric time you have to construct your shots assuming the viewer will do a frame grab and make wallpaper to better fetish over their MOEriffic fav character.

    No excuse for how AWFUL ‘Fist of the Blue Sky’ looked however. That was some sad, sad stuff.

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  5. I’m reminded of Mark Rosewater, long time head designer of Magic: The Gathering TCG, and his mantra that “restrictions breed creativity.” I’m sure he’s not the first guy to come up with the idea, or even those words, but his job of creating hundreds and thousands of new card material every year puts him in an interesting position. He sets rules for himself and his team on what they can and can’t do when brainstorming new sets and game mechanics. This might seem limiting, but in fact is actually beneficial to the designers. Their work becomes focused and cohesive, and they develop nuances and innovations within their rules set. He argues that indeed, the most salient paradigm breaking concepts are the ones that spring from minor rule tweaking and reinterpretations, rather than outright rule busting left and right.

    There’s a beautiful kind of logic that occurs when creators stick to a certain style, by either necessity or self-imposed doctrine.

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