A Response to Geordie Tait, from an Otaku

In a recent article on Star City Games, Tait wrote an article to his future daughter explaining to her the prevalence of misogyny in the gamer community. He cites the recent buzz over Gizmodo intern Alyssa Bereznak and her own article detailing a failed date with Magic: The Gathering world champion Jon Finkel. In contrast to the cries of “shallow” and “whore,” Tait steps back to examine not just the disturbing ubiquity of such comments, but the combinations of elements that would result in such an environment, and points out that Bereznak’s main problem was that she should have known her tone in her article would have set off the primarily male geek community of Gizmodo.

Tait continues his article, talking about the self-delusion that is the “Nice Guy,” and even his own past where he himself was once one of the pack, decrying women for not looking past the gruff, hairy, overweight exterior of Magic players. There is a good deal of nuance in the article and I think it’s worth your time to read. That said, I have a minor problem with something Tait says.

Oh, Japan. Nearly every female character we encountered was designed by men, for men. Ridiculously proportioned, child-like in voice and temperament, they were calculated to attract the subway-groping attentions of the otaku.

My problem with the above statement has nothing to do with his accusation that female JRPG characters are infantile and designed for men. Despite my closesness to anime, manga, and Japanese video games, I simply haven’t played enough Japanese RPGs over the years to give a fair assessment of the overall picture. The source of my disagreement instead comes from his use of the phrase “subway-groping attentions of the otaku.”

At first when I read it, it seemed like Tait was trying to say that all otaku are the perverts on the train who victimize women by touching them on the train. “But,” you might say, “He doesn’t mean that all otaku are molesters, he’s just referring to the ones who are.”  That is still problematic however, as that qualifier treats “groper” as a subsection of “otaku,” when in reality the “otaku groper” is more the cross-section of a venn diagram. To imply that the primary reason that such things happen on Japanese mass transit is because they’re really into anime, manga, and video games with excessively cute girls is an unfair judgment.

Yes, there are plenty of examples of female characters who are explicitly sexualized in Japanese entertainment idea. Yes, there are characters who are designed to pander to an otaku market. Yes, you can go on the internet and find a whole world of fanart expressing the desire to see these characters as fetishized sex objects. And yes, this can be off-putting for women who see only examples of the “male gaze” where they would prefer personal identification, but all of the above elements do not say that otaku are going out there and waiting to violate women. It’s not a matter of whether or not such otaku are a minority. It’s not even about pointing out the number of female otaku or the amount of works in the “otaku mediums” like anime and manga that have managed to reach and strengthen women over the decades. After all, if a problem exists, it still exists, even in small numbers. But while Tait’s unkind descriptions of nerds are not limited to the otaku, they do not carry anywhere near the same (perhaps unintended) vitriol.

“Caucasian malcontent.”

“Warm, hairy male privilege.”

“Nice Guy™ Gamer.”

Only for the otaku does he define that category of nerd as not just sexually deviant, which is still fairly harmless if insulting, or simply as passive-aggressive misogynists, which is the Nice Guy in spades, but as purveyors of sexual violence. To have that stigma propagated by someone who should very well know better because he just spent an entire article reflecting intelligently on some of the problems among nerds and gamers is really a shame.

An important thing to note: While this is a flaw in Tait’s article, it does not invalidate the rest of the letter. I certainly did not just kick the corner of a house of cards, as his overall points and even many of his examples are still valid, including the realization that there was a good deal of discomfort showing those Japanese games to his girlfriend/now-wife. I think it just goes to show that developing understanding is a continuous path, and this is another area where Tait can continue to grow, just as we all should.

Your First Ogiue Maniax Contest Winner

About a month ago, I opened up a contest here at Ogiue Maniax to give away my favorite anime ever, Galaxy Express 999 (and also to give away Adieu Galaxy Express 999). In order to enter, you simply had to leave a comment talking about your favorite example of an anime or manga character growing up. I received many good entries, and it was actually difficult deciding who would ultimately win, but in the end I managed to narrow it down to one.

Congratulations, arianime.

I’ll let the winner speak for herself.

From a recent anime I watched, I’d have to say that Jomy from “Terra E…” is a perfect candidate for this question. When we first meet him in the series, he is, like many sci-fi protagonists, a sheltered child in a dystopian world (only he doesn’t know it). Over the course of a 26 episode story (and an amazingly short 3 volume manga!), he develops from this child to a leader responsible for the fate of an entire race of people. Most intriguingly, this growth comes with all the troubling moral ambiguity of adulthood.

As an adolescent, Jomy struggles with his unasked-for-power and its implied responsibilities to lead a lost tribe, whether he–or they–likes it or not. After all, Uncle Ben says it best: “With great power comes great responsibility.” Typical (but wonderful) sci-fi/hero movie fodder.

Once he overcomes his frustration at his apparent loss of freedom and decides to accept his duty to lead, Jomy has to learn how to actually do so. Along the way, he finds that his decisions–or rather, indecisions–have life-and-death consequences that he cannot foresee. While he naturally places great weight on emotion and sentiment, he soon realizes that sometimes, these life-affirming things also have immense costs.

His growth as a skillful leader, however, is not without repercussions. In fact, it takes him to deeply questionable places. At one point, he makes the grim decision to kill an entire squadron of surrendered POWs. Although it is clearly a difficult decision for him to make, we never see him waver from this decision or express regret. He internalizes the responsibility for this decision and forges on forward. To him, his charge to take his people to a promised land–a charge that has, in essence, been made for him by the sacrifice of others–has grown to something heftier than his own moral salvation.

The story presents this aspect of his development without necessarily validating it. If anything, it raises the question of whether he has gone too far–whether the responsibility he feels towards those who have gone before him has taken him to a place from whence he cannot return. Without spoiling too much, at one point the audience is made to ask, “were all these struggles and decisions made on a false premise and for an false promise?” The terrifying retort, of course, is “What if they are? Can you still justify them?”

Isn’t that a question that every adult needs to answer for his or her most difficult decisions?

 This response had a lot to it, but I was mainly struck by the description of Jomy as a figure who had to make sacrifices in the name of his own people, but that he never regrets his decisions or actions, because he cannot afford to do so. That said, I don’t think this is the only way for a child to “grow up,” but in this instance I thought it rung well.

arianime, I’ll be e-mailing you soon with the specifics of delivery and such. I hope you find the Galaxy Express 999 to be a journey, a never-ending journey.

A journey to the stars!

What a cocky saucy monkey this one is. All the gods were-

Scratch that last part.

Testing Out Comipo!

Get the trial version here.

No No Scrubs Scrubs

I have a new Tumblr video for all you 90s music fans out there. I hope you are not a scrub and thereby will watch it.

Also, everyone should note that the winner of the Ogiue Maniax Galaxy Express 999 Contest will be announced this Friday! I hope everyone is excited.

 

The Fujoshi Files 25: Matsui Youko

Name: Matsui, Youko (松井曜子)
Aliases: Mattsun (まっつん), Asa Matsu (アサマツ), Miss Gomaki (ミスゴマキ)
Relationship Status: Dating
Origin: Mousou Shoujo Otakukei

Information:
An overweight and unattractive fujoshi in middle school, Matsui Youko spent the months after graduation undergoing a strict regimen of diet, exercise, and studying fashion. By the time Matsui entered North Haneda High, she quickly gained a reputation for having one of the most dynamite bodies in school, which she flaunts. Intending to bury her past as a fujoshi, Matsui saw Asai Rumi’s unabashed fandom and seeming popularity with men to be a slight on all of her efforts. Though initially Asai’s tormentor, the two quickly came to an understanding, becoming best friends and even fellow collaborators on doujinshi.

Matsui originally discovered BL in junior high thanks to a Shinji x Kaworu doujinshi, and is currently a fan of titles such as Gundam SEED and Fullmetal Prince. Her tastes are similar to Asai’s, though she occasionally prefers pairings in the opposite order. Matsui is also in a relationship with Chiba Shunsuke, a suave blonde whom she had a crush on since junior high, and whom she originally thought was gunning for Asai.

Fujoshi Level:
The first time that Matsui and Chiba engage in intercourse, Matsui bases her assumptions of how sex should proceed on her experience with BL material, believing her boyfriend’s capacity for and willingness to receive anal foreplay to be greater than in reality.

Hanasaku Iroha: Takako and Enishi

With a large portion of its cast being teenagers, Hanasaku Iroha has a good deal of interesting romances, but none are as cringe-inducing as the one between the young master of Kissuisou Enishi and the business-minded Engrish machine Takako. It is by far one of the most awkward relationships I have ever seen portrayed in fiction, and just seeing them interact with each other makes my face contort like I’ve been sucking on a whole lemon, but that’s also what makes it so fun to watch.

Enishi and Takako’s relationship is the kind where you know it looks different from their perspective compared to an outsider peering in. To them, it must be this wonderful thing where two people grew to love each other, but to everyone else (and that includes both viewers and the other characters in Hanasaku Iroha), their displays of affection induce a reaction similar to witnessing a 15-car pileup on the highway, only with a happy ending.

Because of all the awkwardness though, their romance comes off as strangely beautiful. The ideal partner is not someone who is perfect, but someone who can appreciate the real you on a deeper level, where they simply see you in a way no one else possibly could. This looks to be the case with Enishi and Takako, though I feel like the best reaction you could hope for from someone looking at the two of them is, “They seem to be a match for each other… I guess?” Then they make a face like someone just farted. it’s territory that no one wants to dwell in for too long, lest they come out more monster than man.

If I had to guess what Enishi sees in Takako, I think that her somewhat odd fashion, slight overuse of makeup, and frequent use of English phrases all speak towards a woman who is dedicated to success, able to perceive a goal and then do everything to reach it. Though it is really awkward to see her in action, that’s not how she looks in his eyes, and just the fact that he’s able to appreciate her because of (as opposed to in spite of ) the way that she presents herself in turn makes Enishi appealing to Takako.

The Perception of Balance in RTS and Fighting Game Communities

This post was originally a reply to someone asking about the differences in how the fighting games community and the real-time strategy community perceive the concept of “balance” in a competitive game, and why that would be the case.

My skills and experience lie neither in RTS or fighting games (though I have played both), so I can’t offer any particulars about why balance is regarded differently in their respective communities, but I think it is worth thinking about with more fighting games than just SF4, even if it is the biggest one right now.

I think it might be good to take a look at a couple of fighting games whose tiers are considered to be relatively balanced in two rather different ways. The first is the Virtua Fighter series, a game with a Brood War-like (outside of Korea) reputation, a very difficult game that is considered by its proponents to be more exquisitely refined than any other fighting game out there. According to this, the tier list for the latest iteration, VF5: Final Showdown comes out as the following:

“S: Akira
A: Lau, Jacky, Taka, Lion
B: Everyone else

That’s quite close! Even if one character is considered by far the best, no one is considered to have anything close to a “failing grade.” The message from this tier list is indeed “Imbalances exist in this game but it’s close enough that anybody can win with anyone.” Also perhaps important to note is that VF is considered a series where you do not have time to master more than one character because of how complex they can be. This might mean that, like SC2, switching characters/races is considered to be too time-consuming to be worth it.

Let’s look at another game’s tier list: Hokuto no Ken (Fist of the North Star).

S++ : Rei
S+ : Toki – Juda
S : Raoh
A : Kenshiro / Thouther / Shin / Mamiya / Heart
B : Jagi

While there are now 5 ranks instead of 3, rather than call Jagi “D” tier and Rei “S” tier, they give the distinction of having them be “B” and “S++.” The distinction here is that while some characters are good, others are GREAT. The reason why HnK’s tiers are the way they are is that every character in this game has 100% combos and infinites. In any other fighting game, they would be brutally S-rank. However, in HnK, the top characters simply have more 100% combos and more ways to successfully land them. It is considered so imbalanced that it is balanced.

When talking to people who have played both of those games, I find that the main thing they have in common for why they are considered to be as balanced as they are is that all of the characters always have a good amount of options at any point in the fight. There is always more than one way to win. In a fighting game then, a character with consistently few options is always at a distinct disadvantage unless there is something else to greatly counterbalance that.

I think that the key difference between the Real Time Strategy and the Fighting Game, and why in the former the community is quick to say “things are unexplored” and in the latter people are eager to immediately lock in “tier lists,” is how time factors into the strength of your race/character. Consider that, outside of super meter, in SF4 a character’s strengths and weaknesses at 1 second into the match are about the same as in 50 seconds into the match. A character still has the same tools no matter where you place them in time. In SC2 however, time plays an enormous factor. Building your 10th SCV earlier rather than later does different things to the strength of your army. Losing a single SCV early on is much more detrimental than losing a single SCV in the mid or late game. Building particular units at different times affects the strength of a race tremendously, as does attacking with them. Options fluctuate tremendously based on when decisions are made, and an early disadvantage can ripple forward in time. This is often referred to as a “slippery slope,” where once one starts falling behind it becomes tremendously difficult to make it back. All the same though, that disadvantage can be potentially mitigated by a different timing altogether.

So the difference between having a constant, unchanging set of options and one that changes over time based on your own decisions are why I think that “balance” is approached differently by the fighting game community and the RTS community. Fighting game players can look at the tools a character has and determine how they will do at any point in the fight, and from there they can determine tiers and even be comfortable with the idea of imbalance, even early on in the game’s life. RTS players though have to factor in the timing of their decisions affecting the very strength of their army itself (and the ability to sustain that army), and that added variable is what makes the game feel so “unexplored” and difficult to determine the balance of.

Ogiue Maniax on the Speakeasy Podcast, Talking About Giant Robots

I recently appeared on the Reverse Thieves‘ podcast, the Speakeasy, where we discussed the topic of recommending giant robot shows for people who have had negative experiences with that genre. If you’re not sure what that means, it is not referring to fans who have simply never seen any mecha anime and are just waiting to discover the glorious territory that is giant robots, but people who may have preconceived notions about the limitations of giant robot anime based on prior exposure.

Even though that’s the main topic however, I think there’s a little something for others as well, whether you’re a  robot expert or mecha newbie. Have a listen, and make sure to comment on either the Speakeasy or the Reverse Thieves’  blog.

Show Me the Way to You: Genshiken II, Chapter 67

Chapter 67 of Genshiken II hits short and sweet, but that’s also what makes it fun.

Things are mighty awkward in Genshiken ever since Hato loudly proclaimed his BL fantasies at Comic Festival. Madarame and even Kuchiki are avoiding him. Discussing what to do, Sue points out that the loss of Madarame is the loss of Hato’s only male friend, and that there is only one solution: have Ogiue show Hato (and the other freshmen) her old Sasahara x Madarame doujinshi, so that Hato can know that his opinion, at least in the club itself, is not so unusual.

As the three freshmen are shocked by the combination of outright eroticism in Ogiue’s doujinshi and how she has depicted her own boyfriend manhandling Madarame, Hato takes “acceptance” one step further, now inspired by Ogiue’s drawings to make his own Madarame doujinshi. Just as Hato makes clear his intentions though, Madarame walks into the clubroom.

To break the awkwardness once and for all, Yajima steps up and tells Madarame that every first-year member of Genshiken saw him as an uke from their very first meeting, and that he should just treat it as the unreasonable delusions of a bunch of “rotten-minded” individuals. Kuchiki, always one to restore awkwardness to new heights however, barges in and tries to pull an anime convention move. Trying to force a kiss onto Madarame in order to please Hato, Kuchiki is neutralized by a swift palm strike from Sue and a legitimate sleeper hold from Hato’s judo skills (where according to Wikipedia it’s called a “Naked Strangle”). For the near future, Madarame is not visiting the club.

This chapter of Genshiken II initially feels a little light on content, but the more I think about it, the more I find that there is plenty of “meat” to go around, particularly in the character interactions and the bridging of gaps that occurs within them. Yajima, who has had the hardest time with Hato out of everyone, goes out of her way to make Hato feel more comfortable within the club. Though Yajima still can’t get too close to him because of the fact that Hato is indeed a man, it does feel like they have something you can call a friendship now. Then there’s Ogiue showing her doujinshi to the freshmen, which is not only the first instance of Ogiue willingly displaying it to others since Sasahara (though Sue found it on her own), but something that makes you realize the history gap between the old Genshiken and the new. To Yajima, Yoshitake, and Hato, all of this information is entirely new and exciting, in every sense of the word.

Ogiue displaying her Sasa x Mada work in front of everyone says a lot about how Genshiken, and perhaps anime fan culture has changed, at least in terms of how otaku “should” behave. We’re reminded early in the chapter that Ogiue suffered immensely for being a fujoshi, that her shame and guilt brought her to the point of an attempted suicide which Ogiue herself refers to as a “Perfect Bad End.” Even with Sasahara, she went through a lot to bring herself to show it to him. With the new members though, their reaction is only one of mild surprise, more astounded by the quality of the work itself than the fact that it actually exists. Yoshitake even wonders if Ogiue would be willing to make copies. After all, one of the first things the three first-years did as a group was think up pairings for all of Genshiken guys at a club party. Times have changed, and what was once the ultimate dark secret has become just another “thing.” As if to emphasize this contrast, Ogiue wears a flannel shirt straight out of 1980s otaku subculture during the whole presentation that makes even Yajima look more fashionable.

What’s also similarly interesting is how “Madarame as uke” became the prevailing opinion among everyone. After all, one of the first things Ohno said back when she was introduced to Ogiue’s private doujinshi was that the pairing should probably have Madarame as the aggressor and Sasahara on the receiving end. Given how they presented themselves to the world up to that point–Madarame exuded a forceful persona of “proud otaku” and Sasahara was a quiet guy who went along with the flow–it seemed to be the more “sensible” pairing, but apparently Ogiue was able to see it on a deeper level, though it might just be that Ogiue came in around the time that Madarame and Sasahara began to change, Madarame from unrequited love and Sasahara from growing a spine. Just as Ogiue’s initial impression of everyone in the club was different from that of Sasahara’s, so too have Yajima, Yoshitake, and Hato formed opinions through their own limited experience. Granted, the freshmen are also kind of a different breed of otaku, so there’s no telling what would have happened had they met Madarame a few years ago instead.

Meanwhile through all of this, Yoshitake shows what it’s like to be an anime nerd seemingly free of worry in regards to the opinions of others, all while actually being socially aware, unlike Kuchiki. If ever there was a character to show how the right kind of confidence and passion can counter any inherent awkwardness from a given topic, that would be Ed Chavez, but in his absence Yoshitake Rika is the next best thing. Reading this chapter, I found myself asking, so when does Yoshitake get her time in the spotlight, and as if to answer me directly, the preview blurb mentions that she is getting center stage next chapter.

I’m excited, how about you?

The Fujoshi Files 24: Kanbaru Suruga

Name: Kanbaru, Suruga (神原駿河)
Alias: Valhalla Combo (バルハラコンビ)
Relationship Status: Single
Origin: Bakemonogatari

Information:
Kanbaru Suruga is the basketball ace of Naoetsu Private High School who in junior high was part of the “Valhalla Combo,” a designation given to her and track star Senjougahara Hitagi (by herself) for their athletic abilities. A quick runner and capable of even delivering dunks, Her friendship with Senjougahara wanes after junior high due to a sudden change in Hitagi’s personality, as well as Kanbaru’s own confession towards her being rejected. The negative effects of this rejection are compounded when Kanbaru discovers in high school that Hitagi had begun dating one Araragi Koyomi.

Kanbaru’s most distinguishing visual feature is her bandaged left arm, which hides the furry demonic limb of a “Rainy Devil.” Originally mistaking it for a monkey’s paw, the arm still grants her wishes, only it fulfills her darkest desires instead of what she says aloud, and often does so violently. Its power is only subdued when the demon in her arm’s contract cannot be fulfilled.

Despite the seriousness of her situation, Kanbaru is quite forward and cheerful. She also identifies herself as being something of a pervert, being a self-admitted lesbian, fujoshi, exhibitionist, lolicon, and masochist.

Fujoshi Level:
Kanbaru’s room is filled with so many books that they take up the vast majority of space. Though it is unclear just how many books are BL and how many cater to her other tastes, it is a good indicator that her ability to collect and consume yaoi is nothing short of astonishing.