Slap a Teenager: Maturation of the Creative Process

I’ve been doing quite a bit of drawing lately, and it’s gotten me thinking about the whole creative process, and the influence of one’s own age.

Recently, an old friend of mine found material for a video game we were creating back in elementary school. It had everything kids (or rather, we specifically) wanted in video games: tons of levels, tons of bosses, tons of neat gadgets and enemies. It was a game we’d spend time on nearly every day during lunch, thinking up new ideas for it. Honestly, looking at the stuff we came up with, I’m a little jealous of what we created back then. These were the unfettered mindsets of a pair of 10 year olds, where anything was possible as long as it made video game sense, and back then video game sense wasn’t very sensible.

Then one day something happened: we started to become teenagers. Now, when we looked back at our materials, everything seemed so kiddy. We thought, if our game was to go anywhere, we’d have to update it to make sure it didn’t look like the game was only for kids! Keep in mind we were like 13 or 14, and of course the hilarity of kids trying to make a game not for kids practically writes itself. This was the age of people accusing Nintendo of not appealing to the older demographics enough, and when Rare decided to revamp Jet Force Gemini and slap a few extra years onto its characters. So we made the characters cooler and tougher. We tried to give the bosses more realistic proportions, closer to Dragon Ball Z than Dragons of Blue Land. It wasn’t exactly 90s extreme, but it was something close to it.

Eventually high school came and we worked on it less and less until it dropped off entirely until more recently when we began to uncover our old materials. Now of course, looking at the things we came up with early on, and then how we tried to change it as we got older, I sort of want to slap my teenage self for accidentally trying to ruin a good thing. Not that I think my ideas as a teenager were all that bad either, but in this one case that teenage mentality was trouble.

I truly think that what we were thinking up at the lunch table back then could still appeal to kids today, though we’d have to apply a more cohesive design philosophy to everything. The goal would shift from trying to replace the products of our childish maginations with something more “mature,” to trying to refining or childhood imaginations and keeping it from exploding out the sides.

Then I hear people say, “Why do you watch an anime that’s meant for KIDS?” and the answer is obvious.

Saying Farewell to the 90s

You may be looking at the title of this post, and figuring that I’m somehow a decade or so off. Perhaps you assume I’ve hit my head and am living a part of my youth vicariously once more. But no, what I’m referring to is the spiritual death of the 90s, particularly when it comes to nerdish entertainment.

You have the End of Geocities approaching.

Central Park Media, one of the most significant anime companies of the 90s, while already in its death throes for years now, is now truly finished, its properties scattered to the winds of which one is named ADV.

And now there is talk of 3DRealms, creators of the Duke Nukem series, shutting down with perennial vaporware Duke Nukem Forever potentially gone for good. In other words, forever. Ha ha ha ha ha ha.

Ha.

Oh, and this doesn’t really count but baggy pants have had a continuous decline for a while now too.

And yes, a lot of Central Park Media’s properties were from the 80s, and Duke Nukem is a throwback to the 80s too, but they’re also very much symbols of the 90s and a time when games and anime targeted a very different audience than it does today, when Final Fantasy VII was only just beginning to attract a large audience of girls to video games and by extension them Japanese cartoons.

Oh yeah, and Mortal Kombat’s kind of in trouble too what with Midway trying to sell the property.

And sure there are 90s properties still alive, like Street Fighter 2, but SF2 always felt more timeless to me, with its wacky stereotypes and solid gameplay and the fact that it says Zangief is from the USSR.

Wait a second-

Recent times and movies and remakes have shown this point to be much more of an 80s revival than anything else, so it’s possibly that 10 years from now we’ll be seeing the nostalgic return to the good ol’ 1990s when cartoons were good and video games knew how to be fun.*

*Like every other decade which features both

The Differences in Realism in Video Games

For as long as video games have existed, there’s been a graphical arms race. The Intellivision claims its superiority over the Atari 2600 due to its much more accurate-looking versions of Basketball and Football. The Sega Genesis has 16 whole bits, twice as many as the NES, a number whose significance in marketing was always accompanied by images to show much better Genesis games looked. With the rise of 3-d graphics, particularly with the era where the original Playstation was king, there’s been a push towards manufactured realism. While it’s not like the pursuit of realism didn’t exist previously (Mortal Kombat’s digitized graphics looked amazing at first), it was with 3-d graphics that the foundation was laid due to the simple if faulty logic that a three-dimensional game is more like our three-dimensional world.

As we look at today’s graphics, we know that the pursuit of realism is still going strong, with improved lighting, increasing numbers of polygons per model, and just tons of work and money being put into getting a scene in a video game to look like a photo. While I’m not a fan of this push towards realism as I believe it to be somewhat of a dead end, what I am interested in is how America and Japan differ in their depictions of “realism” in video games, or at least what the perceived difference is. The reason why I say America and Japan of course is that these two countries are really considered to be the places where mainstream video games happen.

Let’s take a look at male characters in games. In essence, characters in “realistic” games made in America are stereotyped as a bunch of square-jawed tough guys who have to drink beer and shoot enemies with automatic weapon fire as a display of their manliness. The male characters of Japan are criticized as being overly effeminate, sometimes to the point that people wonder whether or not it was necessary to make them guys in the first place, and even the more muscular and masculine guys in Japanese games tend to have a bit of beauty to them. Neither category is actually true and you can find a million exceptions, but these are where the stereotypes stand. And as I looked at these generalizations, they seemed oddly familiar, as if I’d seen this argument happen before, and it also occurred between Japan and America. And then I remembered: Comics vs Manga.

The same complaints that are leveled at the male characters of Japanese and American games are given to the characters of comics, from complaints about superheroes being too musclebound to bishounen being too much bi and not enough shounen. And so I have to wonder, how much do comics play a role in the depiction of realism in games for either culture?

By now, we know that the realism from games isn’t meant to actually be “like reality,” but rather a sort of hyper-realism where things we consider to be part of the actual world like muscles and sweat are emphasized and exaggerated. The difference then comes from what is perceived to be important to realism, and when it comes to non-abstract comics, I believe these elements are also very present and perhaps even more prominent. Of course, I can’t completely ignore the idea that both comics and video games are simply influenced by the reality of society. Most likely, it’s not a unidirectional relationship and at this point, especially as video games enter the mainstream more and more, and they will affect the aesthetics of video games and the environment around us in even more profound ways.

Welcome to this KRAZY! Time

I went to the New York Japan Society’s exhibition on anime, manga, and video games yesterday. Entitled KRAZY!, the exhibition explores a variety of artists and works, from Moyoco Anno to the guy who made Afro Samurai, from Shigeru Miyamoto to… Shigeru Miyamoto. The point is, this is totally about stuff that the kids like: ANIME AND MANGA AND VIDEO GAMES. As expected, it seemed to attract a young audience, something most museum and gallery exhibitions wish they did without it being just 20-something hipstrs.

Overall I didn’t get too much of a “HEY GUYS! ANIME!” vibe from the exhibition, and I liked what they had to say about the Super Mario Bros. series being a collection of simple rules which opens up a rich and complex world to interact with, but I couldn’t really tell who exactly the exhibition was trying to draw in. Passing by their video room filled with clips from Akira, Patlabor the Movie 2, Paprika, and Macross, I got this strange feeling that this is not what the kids these days see as “anime,” nor is it what they want. It’s kind of a baseless feeling, but when you see all those movies together and realize that the styles aren’t very “modern” (despite Paprika having come out recently), I think you might get the same impression. All I could think about was how others would handle the exhibition.

There was one blurb however that really pissed me off when I saw it. In one part of the exhibition is an area devoted to the music of Yoko Kanno. Now, neither Yoko Kanno nor her music anger me, but when the description of her music is prefaced by, “Prior to the late 80s all anime music was of poor quality,” then I have some serious issues! The emphasis is mine but they actually used the words POOR QUALITY. It’s as if no REAL music aficionados could POSSIBLY like ANIME music before REAL MUSICIANS like Yoko Kanno and her contemporaries graced the industry with their presences and sprinkled magic fairy dust and now ANIME MUSIC IS GOOD! WOW! Hey, wait to take a dump all over those hardworking composers from the mid-80s and before! Joe Hisaishi? Apparently the man who composes Studio Ghibli music is garbage!

There are apparently other things like this in the exhibition where it’s like a guy trying to convince REAL ARTISTS that anime is totally artistic too and making mistakes in the process. For better or worse, I didn’t notice any other glaring instances though.

All in all, it’s worth a visit at least once, just calm down when you visit the Yoko Kanno section. I hope the kids who visit this exhibition at least learn something.

Oh yeah, and I’m probably gonna go read Sakuran. Sounds interesting.