Games are now more than entertainment, supposedly

The Finnish National General Broadcast News, or YLE news, recently had a piece about video and computer games being more than entertainment nowadays, that they now comment and depict social issues as well as touch upon hard philosophical as well as explain stories. This naturally is horse shit at its best, as this would imply the half century games have been around didn’t consist of wide variety of games that were exploring topics that other forms of media have. Ultima alone made its legacy of creating a game where the player’s Avatar creates rules and virtues to improve people’s lives and give them faith. The follow-up games was all about perverting those ideals and how they can be abused the worst way possible. That’s just one example, with the Japanese PC platforms also containing their own adventure games with even more exploration of culturally relevant topics. I don’t mean VNs, think more along the lines of Sierra adventure games and you’ll be on point. Then you had titles like E.V.O. The Theory of Evolution that still stands as unique simulation-RPG, that the SNES sequel doesn’t exactly stand up to.

The issue of course that entertainment was depicted as something that doesn’t handle topics that require the audience to think. Literature, music, all forms of games, films and television are all *just” entertainment. Something being entertainment doesn’t suddenly mean they wouldn’t be able to discuss topics that would make the audience’s head ratchets clatter. Some people find their entertainment to be all about the discussion about current topics and politics, where they are required to consider issues that oppose each other as well and weight on the benefits of unsavoury actions. Other people like bang band woosh flash kind of entertainment where you can watch Iron Man punching Hulk in the face for fifteen minutes. Both are as valid as entertainment, but they’re different kind of entertainment. Both offer their own thing for the audience and the audience consumes them at their own pace. The difference is, of course, that games are active entertainment. The player is required to make the decisions. This isn’t what the news meant, as it had the classical approach of pre-written narrative being the core. After all, that’s the narrative about video and computer game storytelling, rather than the significance of playing and player being the most significant part of the story by creating a unique tale through player’s own actions and decisions. It’s strange that there are no news or studies made how much decision making in any given game situation affects the play or the player’s current mind set.

Because games are a form of entertainment the player takes place, player’s actions and decisions have all the ramifications within the game’s world itself. Sure, most players will blow things up just for the fun of it because they can and there are no repercussions, but in the same breath we can say that the same actions wouldn’t be taken in real world. That’s why games don’t work as a training device for general population without being conditioned for it and help of external real-life devices, as games are played. It’s interesting to see how little the media discussed playing being the most essential part of games, with terms like gameplay, game-loop, designs and whatever is the current buzzword thrown around to describe the simple of the player taking in the game rules and acting on them both physically via the input device as well as playing in their mind the role the game is giving for them. While it’s quint to see papers wondering how people can relate themselves in the characters on screen and refer their actions and events in first person rather than referring to the character on the screen, it also tells that it is common to see video and computer games as a separate thing from usual playing. There is no difference in a player controlling Mario in Super Mario Bros., controlling the horseshoe in Monopoly, playing the role of mother in playing house, referring to yourself when playing with dolls or being the dwarf in Dungeons and Dragons. All these forms of play have the same point of putting the player in the actor’s role and being there. For whatever reason this is seen as a more juvenile form entertainment, and all the forms of entertainment that are passive and ask the viewer to be a non-participant in are the more elevated thing. Funny that, that was one of the arguments what separates art from video games, where art can only be observed and not interacted with, despite interactive art and instalments have always been a relatively common thing.

Is this art, or is this a toy?

Toys are some of the best of entertainment. The toys we play with changes as we grow up, but the act of playing with something doesn’t. It’s also interesting to notice that at some point we “grow up” from something, but much later in life we return to them. Action figures and model kits are an example of this, but the best example might be doll houses. For whatever reason, at some point doll houses become a passé to a teenage girl who abandons childish toys, but just as often she finds herself playing Sims on the PC to pass time. Later in her life doll houses become a thing again, but this time she might build everything herself. From readily made toys to serious hobby, but in the end, it is still playing around. Just with more gusto and more expensive toys.

Video and computer games, much like all the other forms of entertainment we consume, don’t suddenly evolve or step up from their lower-ranking or childish spots. Games are, have always been, entertainment that put the player into uncomfortable positions to make hard decisions due to their nature of play. Often through competition either against the machine or the other player. However, these are momentarily events and something we can’t pass to anyone else, just like all play is. It isn’t that people stop to look at the veneer on the surface, but rather the simple lack of understanding how electronic gaming is no different from the rest of the play cultures we have. The form may be the different, the underlying actions and intentions are the same. Despite we’ve had few generations that grew up with electronic games now, they’re still treated as a second or third tier entertainment compared to the more classical form of media. Then again, modern comics are about a century old now and the view on them haven’t changed despite multiple generations have passed and their status as a form of proper art and storytelling has been challenged every which way. Perhaps this is another form of classism, where we have to create hierarchies instead of accepting that one form is no better than the other, as they are intended to be consumed in different manners with different end-goals. What is expected from a challenging piece of media has been relatively common due to sheer lack interactive element before, and now that we do have a whole new media dimension in our hands due to the digital revolution, the expectations are all fucked up. Perhaps in order to justify our interests and hobbies we often prescribe already accepted nominations and expectations of others. That way if we love to eat a BigMac and think it’s the best thing since sliced bread, we can describe it in the exact same manner as we would describe the most high calibre steak. This sort of reflection is sadly somewhat common, which forces arguments to lean on existing media and views rather than building new arguments and perceptions for the benefit of electronic gaming. Whatever the kids are into now can’t be better than the thing you grew up, after all.

Entertainment doesn’t need to be mindless and stupid. Some of us find it entertaining when the media challenges us to think, or in case of games, challenges to base and act our decisions that have ramifications larger than any other form fiction can depict directly with the inactive consumer. It only depends which game we are playing. We’ve always had games of all needs we’ve ever wanted.

Digital takeover?

With nations going to lockdown modes, travelling being restricted and products unable to move from place A to place B, the world faces changes. Some of the changes will be long lasting, while others will be temporary at best. In a way, we’re faced with a moment in time, where only the essentials should matter. If you’re not directly in relation of producing foods or essential services, or are able to work from home, chances are you’re going to miss some work. Entertainment is, to be brutally honest, is probably the least important part of life. While the modern society is mostly used to have content provided via whatever screen we choose, numerous places that offer entertainment outside your home environment. For example, the movie theatres are effectively closed for the time being, hurting their income and their workers’ pay. With the theatres closed, some of the studios have opted to stream their movies in much faster order than usual.

The discussion of digital superseding over physical is often only about the media, how games, music and movies are going to vanish from the store shelves in the future and be replaced with digital-only counterparts. While this is extremely rosy view of the future, this discussion should also include automatisation as an essential part of it. Some types of work will be replaced with their digital and automated, and on the long run, most work from medical care to translation can be automated. It’ll just take long time to get there, improvements in special kind of AI and automatisation, but nothing’s really out of question. At some point we are going to have discussions whether or not we are going to allow digitalisation of work to replace human workers in some particular fields. Futurism.com has an article about Artificial Intelligence that is able to make more accurate diagnoses as a doctor than a human one. In time, digitalisation will take things to the point that consumers will be taking goods and be served by automatons. Digitalisation promises offers of superior experience every which way. It is already spilling out from factories and whatnot to digital environment, where 3D models are already used to entice viewers to enjoy video contents more.

Though who needs mp3 players or whatnot when you can have a non-digital automaton playing tunes for you

The whole Virtual Youtuber thing is digitalisation at its best. Sure, you have someone acting behind the character, but the 3D model removes all the needs for the actors to change their body structures or put make up. Chaturbate users experienced what it means to compete with automated content, when Projekt Melody shot to the top and displaced most of the top models and was raking in money like no other. Projekt Melody is effectively a VTuber for porn and offers the exact same benefits that other automation offers; Better results in less time, and end result that will entice more customers. It’s more efficient and with the provider being able to deliver whatever visual designs and flavours the customers want, Projekt Melody is able deliver harder and faster the same experience live model have to work hard for. This lead many of the models on the site rioting, of course, resorting to name calling Projekt Melody’s viewers and fans (despite these exact same people are their potential customers) as well as claiming this was unfair competition. In reality, they are now facing the first steps in having digitalisation and automatisation entering their field of profession.

Digitalisation doesn’t straight up mean that robots and automatisation replaces someone’s work. Well, in practice it does, as rarely the same person is trained to maintain the automation. At least one human has to be behind automated work to keep it in check, to ensure that it runs well. A welder would do good by aiming to move from manual welding to become a robot operator, if possible, as in time welding in factory conditions will slowly but surely replace the human worker. The companies themselves might be against this, be it trusting human worker more or due to sociopolitical issues, but robots will always end up being more efficient than the humans, be it in the factory, in the doctor’s office or something you want to jerk off to. We are already happily using platforms that are supplanting physical environs. Netflix may be new television, but it has been said to be the reason why movie theatres are dying, online shopping has been replacing physical stores (which is a terrific example of its implementation as the customer feels like their doing something significant and non-automated), especially now that you can order your foodstuff to be delivered to your door. I wouldn’t put it past the post offices around the world to aim replacing their postmen with drones, like how Amazon is testing their drones. It all might have a high up-front cost, yet on the long run it’ll be that much cheaper. This is one of those things where companies may not want to prioritise short-term gains over permanent long-term gains and begin automation. Current structures may not support automated environments straight up, but all that is easy to change.

While digital media has not phased physical media out, there is a possibility that the infrastructure for that is being implemented at this moment in time. After that, there really isn’t a need to go back. Digitalisation and automatisation go hand in hand, and while customers are now inconvenienced by the epidemic, the most inconvenient and easier way to consume and explore entertainment is digitally. The discussions about consumer rights and ownership is not even thought about, something this blog has been discussing to a major extent in the past. Consumer behaviour has been drastically altered now and it is possible we are seeing a strong paradigm shift. Not only customers are going for the digital option, either because of fears or convenience, the companies have to make due with whatever production methods they have at hand. China’s factories being closed means everything has to be postponed or other forms of delivery (i.e. digital) have to take priority. Local production may be emphasised and thoughts about becoming more independent from foreign produce. Of course, some nations can’t really match up the sheer volume in production others can achieve, which will lead into local produce being costlier than imported. Whether or not this would be a chance to increase local production, or if people will simply change their habits of consumption, is open in the air. It’ll be interesting to look back few years from now to see how both customers and industries have changed.

The power of the Customer

The customer chooses whether or not you succeed or if you fail. This can’t be overstated, but what has been understated that not all customers are one group. Take a sample of any consumer group, be it fans of a franchise, soda drinkers, candy eaters or whisky juggers, you’ll always find that they have something in common and something very much uncommon with each other. Within your target audience, you can’t appease everyone. You can hit different parts of your target audience with multiple products that appease different varieties of tastes, even if those tastes might clash harshly against each other. There’s a reason one of my random banners at the top is quote from Sam Walton, the founder of Wal-Mart, stating the there’s only one boss, the customer. Money moves almost everything in our daily lives, from the power you’re getting from your wall outlet to the clothes you’re probably wearing. Simple change in spending habits, like going to another chain’s store than your usual one, can affect things rather strongly. While the Internet has made campaigning against and for something so much easier, compared to letter campaigning or phone calling, the best form of stance taking is still hitting where it hurts the most; the wallet. However, wallet voting has taken hit on how effectively it is. The Internet has allowed movements to become louder and more obtuse, especially with the advent of social media. This has obfuscated the real amount of consumers doing anything, as majority of consumers are still silent. That is to say, most companies hear the voice of the minority of their customers, which leads only small sects sometimes impacting production, sales and whatnot of products that would otherwise have normal sales. Reasons vary, from mother’s campaigning to pull out GTA V from Target’s store shelves in Australia or some animal awareness group pointing out how Pokémon is animal abuse, you can take your pick from whatever ideological and political spectrum and you’ll find a group that’s making noise.

The creative industries have a hard time dealing with consumer wants and demands from time to time. Individual entrepreneurs have probably the hardest time finding and keeping a customer base. Individuals have to do everything on their own, and very few realise early on that having sensible finances and being able to keep your own book is highly important. Nowadays it is easier to find your own niche, though competition is even fiercer. Despite the rosy image of an artist giving his heart and soul to the piece and sees the world celebrating it, the reality is that artists still work in a service industry and their work needs to reflect the consumers. While art is culture, it is also a consumable. Only a fraction of a fraction of works that get cited as art will enter the cultural lexicon, something that’s becoming ever increasingly difficult as out 24/7 cycle of everything sees everything getting old within a matter of days. Fifteen minutes of fame has been reduced to closer to five.

The net’s full of comparisons like this

This has lead some to question if fans, a.k.a. consumers, have too much power over the products they consume. Or to put it like BBC Culture did, are fans too entitled? To touch the opinion piece a little bit, it mostly covers history of fans able to change and influence creators, citing examples like Sir Conan Doyle resurrecting Sherlock Holmes ten years after killing him off due to an intense reaction from the readers. For 1893, maybe ten years was long enough time for the books to spread. That, or in reality the considerable large sums of money ultimately changed his mind. After all, that made him one of the most well paid writers of his time. Stephen Kelly, the aforementioned piece’s writer, considers the change of Sonic’s model change in Sonic the Hedgehog unprecedented in modern relationship between artist and fan, something that is false. Video game characters have seen redesigns from time to time for numerous reasons after fans backlash, or have the perceived atmosphere has directly impacted the designs. This most notably has affected female characters, while the male characters have been left mostly alone. From Final Fantasy VII Remake‘s Tifa being more toned down compared to her original design (despite still getting riled by some) to something minor like a win pose being changed in Overwatch. While changing how Sonic looks in his movie resulted in tons of good PR, and the staff have been saying the fan feedback was invaluable. Whether or not this is a positive example is really up to you. Whether or not you prefer the original movie Sonic design compared to the current one.

The point of the piece is whether or not fans have entitlement over the things they buy. One example she cites where a minority of fans hammered down a movie despite critics and other fans liking it is The Last Jedi, though now that we’re two years after the fact looking at the results of the film, and how it affected the franchise as a whole, it wasn’t exactly a minority that rejected the movie. Sure it has its core fans, but the culture and general consumers at large simply for numerous reasons, which all can ultimately be bogged down as They didn’t like it. The franchise is feeling and reeling from the after shakes still, and will be for the foreseeable future. Kelly tying identity politics with Star Wars and the 2016 Ghostbusters is false, as the 2016 Ghostbusters is simply a terrible movie that failed to launch a new franchise for Sony to bank on. Then again, #GG is used as a boogyman in the piece and represented highly inaccurately, and really has nothing to do with anything aforementioned. There is no true conclusion to Kelly’s writing outside Fans are the problem, but fans are also the solution, which really means jack shit.

Let’s take a recent case about fans being split about a character redesign. A Japanese illustrator and character designer named Ban was employed by Flame Toys to redesign a Transformers character named Windblade for their Furai Model line of model kits. Flame Toys is known to redesign characters while working under Hasbro’s license, and these redesigns can be drastically different from the original works. If you check Ban’s Pixiv, you will notice at least two things; clean and smooth style, and that a lot of his works are Adult Only. His works are hard to represent in plastic due to him employing some shading and linework that works only in 2D. After Flame Toys revealed Windblade’s physical prototype in New York Toys Fare, there was a backlash against the design, forcing them to take down their posts on social media. The designer, Ban, still retained the prototype images on his Twitter.

Arguments about this design were conflicted. While a portion disliked it, a larger portion seems to like it. Difference is, most of the detractors on social media were English speaking customers, while the customers with positive feedback shared both English and Japanese. Unsurprisingly, few different posts explaining the backlash to the Japanese fans popped up, to which some Japanese laughed at and some thought the situation was unfortunate. Criticism ranged from it not being aligned with the original design of the character, which should have been a given seeing this is a Flame Toys product and that The Transformers toyline is full of redesigns of all sorts, to all the way how Ban’s design gave the character bikini, despite Wingblade’s bust and crotch always had red accents, as seen on the right. The wings where a sticking point to some, as they seem to be clipped in Ban’s redesign. This is of course natural, as Ban emphasized their nature as the bow in obi, the sash Japanese use with kimonos. I didn’t hear anything about the head crest’s size, but some issues with the second proto photo’s pose, and some were asking why the other, masculine models weren’t put in the same position. This is an example of false equivalency though, as what attracts men and women, and what shows their best sides, is different between the two sexes. The two sexes also value each other in different ways, emphasizing regions of body in altogether different manner, which is very much apparent in most more designed Transformers toys, where masculine emphasizes can be seen on broad shoulders, well defined chest and flat, sixpack stomach regions. Let’s not forget strong chins.

If I’m honest, I never liked Windblade’s design. The head crest is silly, the wings looked dull and generic, turbines everywhere, they manage to make the face look terrible, not much unique body definition after seeing what sort of design Animated series had. Personally, I don’t think Transformers as a whole needed sex, the species is mechanical in nature and could’ve been treated as one-sex or sexless

The fans were split, and not evenly even. This is an example where smaller sections of the target consumer group was split on a character design. You had a section that disliked it, you had a section that was as vocal about liking it, and then you have those who don’t really care. This is a gross simplification, as the reality is that there are thousands of small fractured groups working under similar umbrellas. Some have echo chambers, some don’t even interact with the rest of the fandom, and some simply had no interest on the topic as it was about a model and not about a transforming toy. Considering Furai Model kits are targeted at adult collectors, the niche audience this model was targeting most likely already excluded a lot of voices on both sides. A French Youtuber put many peoples’ thoughts rather well; There is a store package version for children, and this model kit is clearly not for them, but one of the many adult collector’s figurines. It’s pretty funny to use the term “objective” about a machine… Last bit of course refers to the complaint that Ban’s design is sexist and makes women sex objects. It considering this is a robot toy, objectification of a fictional robot is expected, as that’s what making a toy is. The design is sexy without a doubt, with expected curves, but as a friend so elegantly put it, You’re telling me Ban draws something else than boys with dicks? the design is rather held back from what it could have been.

If we are to consider the creative industries, or just arts, as something untouchable by external forces, why shouldn’t Flame Toys celebrate Ban’s redesign of Windblade and sell it to the customers? Or should they listen to the part of their broader possible customers and cancel it, losing whatever money they’ve had thus far in the production? If we were to stick with the idea that art should be independent and ignore both positive and negative feedback, Sonic’s designs wouldn’t have changed and Flame Toys would still have their New York Toys Fare posts up just fine. Some might see this as false equivalency due to supposed ideologies and whatnot, but stripping all the excess fat off and getting to the point, it’s all about customers voicing their opinion on a revealed character design.

Every kind of design and form of media has its customers. One thing has more than other, I doubt anyone really contests that in a serious discussion. However, not all products require to sell high numbers. Prestige and deluxe products are intended to be produced in relatively low quantities but in high quality. Their price tag represents this, often tacking more than few zeros at the end. The main difference between the two main examples in this post, Sonic the Hedgehog is intended for all audiences at an open marketplace. Furai Model Windblade on the other hand is (maybe was at this point) targeted at a niche of a niche market, an adult collector who builds robot models. The two markets are at rather opposite ends in popular culture media landspace, but not quite.

There’s no real stance here regarding the blog. While one of the stances this blog has is pro-consumer, it also supports the idea of companies looking at the cold data over customer response. The reason for this is that the customer doesn’t know what they want. We as customer think what we want, but when we’re given options to choose from, we often find ourselves picking something completely new, something we didn’t expect we’d want further down the line. Despite customers voicing their disagreement at times, offering variety of products is as important to hit all the niches in your targeted customers. This of course leads into juggling with the PR, both positive and negative such move creates, but that’s business as usual, as this is a chance to use both positive and negative attention for net positive gain.

Something new and the countering culture

For some time now, I’ve criticised companies for rehashing the same old IP and the same old stories for a new product. Ever since we got The Force Awakens‘ first trailer really, when I had a post how they’re effectively recycling concepts from the cutting floor. 2016’s Ghostbusters is an extreme example of this in many ways, where it was beat for beat remake of the original. Well, so was Force Awakens and that’s the problem really. At some point all these big franchises that we’re now getting remakes and sequels of and to were something new, something ground breaking even.

Star Wars was born from New Hollywood. It was counter culture, much like how American Graffiti was before it. It something new, something that wasn’t done at the time. The 1970’s America was rather drab places, marred with controversies about war and politics. New Hollywood wanted to move away from what the establishment was doing, and as it tends to be with counter culture, it won and became the new establishment down the line. Goerge Lucas might’ve hated Hollywood and wanted to do this own thing, but during the production of Empire Strikes Back, he became a Hollywood producer himself in practice, and ultimately Return of the Jedi was more of the same, just like The Force Awakens. You have the Vietnam War parallels even stronger, you have the Wookies in form of Ewoks in the movie Lucas wanted in the first movie, but couldn’t have, you have another Death Star and a daring run into it to blow it up. The Force Awakens might “rhyme” with A New Hope, but it’s the second movie to do so in the franchise. It might be what people expected more, at first, but it’s also the deathknell of a franchise. You can’t keep doing the same thing over and over again. Franchises that keep revisiting and recycling are stale, and the revenues will diminish as more of their audience will turn away.

Star Wars as a franchise is the primary example of this, because it has revisited its stories so many times already. Rogue One was about getting the plans for the Death Star, something people who read the comics, books and played the games already had seen three times already, and it is something that had bled into the popular culture through osmosis. There is a trilogy of books of Han Solo’s childhood and backstory, a series of books that’s superior in every respect what the Solo movie was, despite it lifting elements from said books. In principle Disney made the right decision to purge the old Expanded Universe, as much as that made people disappointed, but what they proceeded to do was nothing new. They began to re-introduce old characters into the new canon, like Thrawn, rather than taking this chance and completely recreate something new. Disney, in effect, took the most popular pieces and simply made marketable works out of them. The short term revenues will be there, but will damage the brand and the franchise on the long run, just like The Force Awakens and the movies following it have done to Star Wars overall. You either have to be new to popular culture to consider The Force Awakens something new, or be a child who has no experience with culture at large yet.

That is an argument with some, that recycling stories for children is nothing new and older people should already grow up or move along. That’s a weak argument. Children more often than not will be entertained by something their parents are heavily invested in, that’s normal generational behaviour. New children’s franchises are successful and popular because they’re new a tailor made for that generation, be it either through tools or paradigms governing a given era. Repeated creation of the same ol’ thing without adding anything new to it will not create new content. It might be good business, especially if you have lots of IPs under your belt that you can reuse and recycle years on end, yet you will come to a point where that’s all the business will be. A competitor that innovates and puts out something new, creating paradigm shifts and shaking the industry standards, that’s where the money is in the long run.

The game business is not exactly analogous with Hollwyood. In Hollywood, things like Ghostbusters 2016 might fly in theory, and in practice fail simply because Hollywood can’t think anything new by itself. Hollwyood has a problem of thinking one-way and nothing else can enter its sphere. Hollwyood as a problem in diversity of thought, if we’re completely honest. You often see big movies like The Last Jedi including something about how capitalism is bad and evil, despite being the most capitalist engines on the planet with lots of gravy of nepotism. Woes is the world and its poor nations when big titles have larger budgets than some nation’s GDP. Hollywood has no touch with the general public or the world at large, it’s an insulated bubble that’s sold on one thing at a time and it shows in the movies. It’s no wonder China has become the main stage, when they’re making movies the general audiences don’t really care for. Certainly one-time event movies will make big bucks, like Avengers: End Game and The Force Awakens, but that works only once or twice. After that you have to introduce something new, something of high quality, something that shows We can do better, we can deliver superior produce. All big movie franchises have failed in this. More often than not, when things fail, the fans are called to be at fault, that their expectations and voices ruin movies and TV-shows, despite these people only hearing everything after the fact.

Look at Star Trek for another example. The nuTrek, the branch-off J.J. Abrams put out, are not Star Trek in its core element. However, because they effectively failed to captivate the audience and the fourth movie is on the chopping block, seeing nobody wants to fund the fourth movie, you got Discovery. If Star Trek Discovery had been affected by the fan reactions and backlash from the Abrams’ movies, it would have been very different show, more akin to The Next Generation if nothing else. Rather, the powers that be decided to make whatever the hell they wanted, and only after the reactions from the audience you began getting all those news pieces how toxic a fandom is and the like. Hollywood doesn’t care whether or not they make films and shows that are faithful to the franchise, or even well written. There are only few people who want to make movies for the sake of making movies, and people who want to produce something of actual worth. These people are going against the Hollywood grain.

Video games are a bit different as they are not just something you consume passively. You can drop an hour or two into a movie or a TV-show, watch something part of your streaming service or once in a whole buy a ticket or a disc from the store. There’s not much investment into a movie, it doesn’t take much of your attention or time. A game does, and a game requires something from the player in regards of skill and participation. Sequels and remakes to games are expected to expand on the play of the game more than on the story. Games that don’t do this languish and die out. Look at the New Super Mario Bros. series of games as an example. Massive first success with the DS title, the first 2D Mario game in years, and after that the series does nothing with it. Super Mario Bros. 2 and Super Mario Bros. 3 are great examples of game sequels that expanded everything about the predecessors. The Japanese SMB2 didn’t and it’s best left as Lost Levels, as it really is a great example of a lacking sequel.

Games like Resident Evil 2 Remake and Final Fantasy VII Remake are hitting the nostalgia boner people have. Nostalgia is extremely easy way to make money, especially with IP and franchises that are still running and popular. They’re safe for busainess due existing fanbase, there’s not much PR that company has to do to be a hit. At least that first few times. REmake2 and 3 only work this one time, and Capcom can’t go on remaking titles like this down the line. At a point customers, even new ones, will ask if this is all.

Popular culture, and culture overall, thrives when something of new worth is added to it. Star Wars originally was an amalgamation of ideas that Lucas had met before that point. Star Wars wasn’t a ripoff or copy of something, but an amalgamation of multiple aspects into one new whole. We haven’t seen this happening for some time now. Rather than having something new on the table, existing concepts are reused and recycled. Marvel movies, Disney Star Wars, 2016 Ghostbusters, that new Charlie’s Angels, New Super Mario Bros., Resident Evil remakes, Final Fantasy VIII Remake, four last Terminator films and so on are all creatively and conceptually bankrupt. None of them have added to the cultural scape what their predecessors did. They are hollow cases, filled with content that will taste sweet for a moment and rot away fast.

Something like original Resident Evil or Star Wars doesn’t happen in a vacuum. It needs someone to say I want to create something of my own and do it. Creativity doesn’t just happen, you have to work for it. You make your own environ and the sources of inspirations. You can’t make a great Star Wars movie if you only grew up with the media and culture surrounding it. You have to read into the world mythos and philosophy, watch old movie serials and films from different cultures, understand core concepts of human psychology if you are to make something that would be like the first Star Wars. If you only understand a story, be it a film, a game, a visual novel, comic or anything else, on its own, you don’t truly understand it all.

Capcom’ next year’s plans is to continue on the same path

Capcom’s yearly integrated report was out at the end of the quarterly year, so nab yourself a .pdf copy if you’d rather read it yourself. Otherwise, let’s see what this year’s report says and how the year has come to pass. Grab some snacks and a drink, this’ll be a doozy.

Right off the bat, the report states two thing; Monster Hunter World has been Capcom’s most successful game to date, though the state the number of shipped units rather than sold units. Shipped units just sounds better, as it always is a larger number. The claim for the game’s success is twofold; Globalisation and Digitalisation. The aim for Iceborne, the Ultimate or G expansion to the game, to push further sales. It should be noted that the two games are treated as two separate entities, as this sort of updated version of the base game has been the standard for Monster Hunter since the first game.

MHW made the series a global success. Despite 4U selling well on the 3DS, the truly wall-breaking moment was MHW. The game’s overseas sales ratio increased to 60% of total sales compared to previous 25%. Bulk of Iceborne’s sales are expected to be digital, and whatever data they gather from that will determine Capcom’s future plans. Considering how well the game has been doing on Steam alone, it’s probable that Capcom will push more of their games on digital frontier and cut down production of physical goods. This has been a trend for a while now, but this most likely will only matter for the Overseas markets, as Japanese markets still prefer physical goods over digital. If MHW was offered as a physical product for PCs without any ties to Steam, it’d sell just as well there.

The report starts properly after this, listing Capcom’s Capcom’s method of business and ideology. Capcom shows itself as Creator of entertainment culture that stimulate your senses. Bits like this should remind you that company indeed is Japanese. Their net sales for the end of the year, that is March 31st, was 82.9 billion yen. This is their main bread and butter, counting home video games, PC online, mobile titles and DLC. Their multimedia net sales, that is all the merch in books, toys etc, movies, their arcade games and Capcom’s own arcade centres, events and eSports, netted then 17.0 billion.

Here’s the kicker though; Capcom lists four of their major franchises next, the ones you should consider to be the essence of Capcom at this moment; Street Fighter, Resident Evil, Monster Hunter and Mega Man’s sales are listed, tho after the report Mega Man reached another million units sold. The sales numbers in respective order is, 42 million, 91 million, 54 million and 35 million, now 36. Fiscal year 2019’s biggest hits were, unsurprisingly, Devil May Cry 5 at 2.1 million units sold, REmake2 at 4.2 million and MHW at 4.5 .MHW is noted to be a catalog title, meaning it is a game that was published earlier and not during the fiscal year, showcasing that a game can continue to sell for a long damn time as long as it is available.

The core idea of Capcom’s Single Content, Multiple Usage is effectively effective franchising. It all starts with digital content and with a popular video game. The core of this digital content can be expanded to PC online gaming, via multiplayer modes or similar as well as create spinoff titles or additional tools, wallpapers or whatever other applications for mobile devices. The base concept of something like Resident Evil can be put into use in arcades by using the same world and characters in different pachislot games or similar arcade games. Other business section is major, as that mostly includes third and second parties using that core game to expand the amount of uses. Books, comics, character toys, events, tournaments, eSports, television shows and movies are all part of this extremely expansive Other Business section Capcom is not directly involved with in most cases. All this leads into creation of a new game, that will be used multiple times over. The importance is in having strong IPs that can be used multiple times, that the titles have global popularity to ensure that these franchised elements will sell (though if we’re completely honest, most of the franchised stuff Capcom puts out stays in Japan) and then you have the movies. It is probable that Capcom has the most games made movies out of. We can question their quality in many ways, but they still make money. Every time Street Fighter the Movie is shown on telly, Capcom gets about a million yen.

This method of using single content is nothing special in of itself, yet the whole movie business makes it a bit special. Konami, for example, has a very similar multimedia approach to their business, though they are rather separate in most cases. Konami can have a successful toy franchise going on, but no real game or other media of it. Capcom recognises their main point is the games, and they aim to make a mass-appealing game they can franchise further. This ideology probably permeates the game design at its core level, where designers at Capcom have to ask themselves How can this be used multiple times down the line? This also explains why certain IPs, despite being strong previously, have not appeared in any modern form outside ports, as they can’t be used multiple times nearly as easily.

This method of franchising is dependent on the core quality of the game, however. Capcom’s quality in games was all over the map during 00’s and early 10’s, but after some financial problems they’ve managed to level out with increasing sales. Their Operating Incopme is up 13.1% from last year, Margin is 1.1 point up, a slow but steady rise from 2016. Their net sales are 5.8% up, continuing the trend from 2015, where their sales dipped. It should be possible for Capcom to reach their 2014 level of sales during this next fiscal year. After the slump of net income from 2013, Capcom has been doing much better with 14.8% rise from last year, about triple the amount since 2014. Research and Development costs have gone down a bit, mostly thanks to establishing their new engines and streamlining development, but it is expected to rise next year. The balance of work in progress for games went down major 34%. This was gained by closing down overseas studios and release of games that requires lots of works, i.e. REmake2 and DMC5. This is interesting though; Capcom split its stocks 1:2 last fiscal year, meaning the payout was decreased, but dividends increased. They’ve been managing to pay out dividends 29 times in a row. More people may have access to stocks, but payout per stock is smaller. Might’ve been a good chance to jump into the bandwagon at that point. Return of Equity, a.k.a. the  measure of how effectively management is using a company’s assets to create profits, is up one point. Should be noted that it barely beat 2009, meaning ever since 2010 Capcom was in a rut and had to fight hard to get back up.

With WHO recognising gaming disorder, something I’ve covered few times already (it has no basis), Capcom has Sustainable Development Goals, effectively meaning Capcom wants to showcase themselves as a company that balances their own economic growth with the sustainability of the society. In short, Capcom is supposedly trying to showcase themselves as a company that would not take advantage of people with gaming disorder. EGS, Environmental, Social and Governance form EGS material issues that come in four sections; Securing and Training human resources, Promoting diversity, Development of Solid Relationship with Society, and Enhancement of Corporate Governance. This needs a bit breaking down, as EGD and the four spots mingle slightly. All this is according to UN’s goals, which Capcom wants to go by. Furthermore, Capcom is to continue their 2011 program of supporting educational themes whenever a classroom requests such, meaning that Capcom has a program that would educate students about video games and career opportunities. However, this is largely Japan-only, though with Capcom wanting to globalise themselves further, they might want to tackle most major schools around the world in some manner, and maybe even send e-mails to smaller schools around the globe, offering some assistance in game studies.

Capcom is tackling Environmental issues with the usual fashion, like changing old light bulbs to LEDs to reduce carbon dioxide emissions and reducing paper resources by digitalisation. This has reduced costs, but also means that Capcom can showcase their push for further digital sales as part of ESG. Energy conservation will be their future goal.

For Social, Capcom is aiming to hire more non-Japanese employees and increase the number of women in management position, but an approach like this won’t serve well in of itself. All these people need to be competent in their work, as companies that will hire or kick up people into the higher up’s board for the sake of diversity does no good for the company itself. Whether or not this goal will be healthy on the long run will be seen. Forced diversity is not a solution, but that is the wind of the era. Capcom has been increasing the amount of women workers in their ranks, though in reality it shouldn’t matter what junk the employee has between their legs, just the quality of their work. It should be noted though that Capcom’s Relationship with Customers has a spot mentioning how they’ve monetised DLC without high-pressure microtransactions, something that a company like EA can’t say with all the lootboxes and whatnot. According to Capcom, games should be enjoyed for the entertainment value they provide with gameplay, not fir the thrills associated winning a lottery. Capcom intends to deliver core content for free for their games, with DLC being its own thing at a low cost. With their mobile games, they supposedly intent to continue have small as possible gacha elements. Localisation and culturalisation gets mentioned as well, and rather than talk about translation or localisation, Capcom wants to culturalise games so they’d be enjoyed in whatever locale. This sounds highly suspicious, but it also explain why mention of dragons got removed from Monster Hunter World in China.

Capcom is surprisingly effective when it comes to Relationship with the Regional Community, as they Capcom is involved with number of events in Japan, offering possibilities for cities and municipalities to make profit off of their own from these events and whatnot. This also doubles as an effect of Capcom getting their name out there to people who wouldn’t recognise it otherwise.

For Governance, Capcom has been increasing ratio of external directors and increased dialogue with the shareholders. Basically, Capcom wants to have more openness with their shareholders as well as be more transparent all around. Capcom even lists reasons why external directors have been selected, e.g. Masao Sato is expected to be able to contribute to the auditing and supervision of the Board of Directors via his experience and knowledge from serving the police administration. This is part of the whole “visible” governance, and we’re even given a third-party assessment of Capcom’s corporate governance. Capcom’s strength lies in capital efficiency and information disclosure, with Effectiveness being the lowest. This is pretty much as expected, as per the business culture Capcom resides in.

Rather surprisingly, Capcom has an increasing number of annual discussions regarding the market opinion. Whether or not these discussions with take true market opinion into count, or just what the gaming press wants the opinion to be, is wholly another question.

Regarding Capcom’s achievements for the year, there’s nothing much to cover. Their catalog titles i.e. older titles continued to sell decently, with MHW being still a top seller. Their two new releases, DMC5 and REmake2 sold extremely well, and apparently Capcom is satisfied with the sales of ports and such. As for arcades, Capcom apparently started an online crane game, and have been aiming to expand their target market towards middle-aged and the elderly. Plaza Capcom was opened in Hiroshima, which probably explain why they closed down one arcade and opened two new ones at different locations. Despite their five different Pachinko and Pachislot models sold reasonably, the changes they made in testing their equipment meant lower overall sales; 3,422 billion compared to last year’s 7,803 billion. Numerous events were held to maximise sales of games, as well as further use of eSports like Capcom Street FIghter League powered by Rage. Net sales increased and operating margin was 31.5%.

Capcom’s intention to build a strong business portfolio hasn’t changed any. Their aim, after all, is to make games they can make multiple uses out of. For the next year, Capcom seems to intent promoting their mobile games more and explore possibilities more, which is why we’re getting Rockman X DiVE rather than a home game release. Standard consumer releases are abound from major IPs. We already know REmake3 has been in the works for some time and will be out somewhat soon. Whether or not something else like DMC5 will be out is another question, tho Capcom would count MHW Iceborne on Steam a new title, and the base game a catalog title. Capcom also has to restructure their development to handle the new regulations Japan has made regarding gambling, as it impacts their pachinko and pachislot business. Business as usual, and in hindsight, REmake2 and DMC5 last year was Capcom reviving old IPs for new generation. Much less than what was expected, but the reception and sales of both titles speak for themselves.

Kenzo Tsujimoto’s section is up next, which is more or less a view on Capcom’s CEO’s commitment and look at the company’s history. Without much going in too deep, Capcom has six points in their philosophy, something we’ve already seen; Aim to become the best in the world, Compete with strong IPs, Stable long-term growth, Managing their IPs and companies properly to ensure the two aforementioned, enforce and encourage relationship with societies locally and globally as well as with stakeholders; and avoiding management risks with transparency. We’ve effectively covered most of these spots, but I’d like to give some spotlight on the third bit about stable long-term growth.

Capcom struggled most of the new Millennium to find their spot in the gaming market after the crash of the arcades, but their long-term growth has been better than most of their competitors. Their Operating Margins have been overall better than their main competitors’ with +66% operating income and margin being +7.9 points. While Konami may have +90% income, their margin is just below Capcom’s at +7.5 points. Contrast this to Square-Enix, who has -8% income and -3.3 points in margin. This of course could change during next fiscal year, when Final Fantasy VII Remake hits the store shelves. Neither Sega Sammy or Bandai-Namco can really compete with Capcom or Namco, as their respective numbers are -53% and +41% in Operating Income, with +1.8 and +1.1 points in margins. Effectively, Capcom has been making most of their last financial year’s success with just three titles, one of which was a catalog title. If they manage to keep both REmake2 and DMC5 selling well as catalog titles all the while rolling new titles as part of their main growth driver as per their management strategy, they should see further increases in profits and margins during 2020. Nevertheless, it seems that their most stable source of profit is still in arcade and amusement equipment with no real changes how well they’re selling.

Capcom will aim to increase profits with three-angled long-term plan. This plan consists of increasing digital sales on the global marketplace, preparing for the next generation of standards that will be rolling around during the next few years as well as focusing on eSports and aiming to popularise a new culture for content. First part is easy, overall speaking. All Capcom needs to do is release their new games via Steam alongside the usual home console market. That’s effectively what it amounts to. Capcom’s overseas games sales have increased drastically since 2015, while homeland sales have not really changed any. You could say that Capcom’s secret of being successful is to have IPs that are globally attractive. After all, Japan in itself is a very small market compared to the Americas, Europe and Australia, and the rest. China is of course a place they’d like to gain a strong foothold, but that’s going to be difficult still. Make digital the first option, and you’ll save in manufacturing costs. Capcom is also taking note of both Cloud gaming and Subscription services and are exploring ways to enter both of these. Cloud gaming, however, is still a pipe dream, while subscription services should be nothing new to them, technically speaking.

With new standards like 5G wireless, Capcom can’t help but make use of third-party outsider know-how. This is mostly for mobile market and most likely relevant only in Japan, but the underlying message does touch upon upcoming Microsoft and Sony consoles as well.

eSports was a major thing for Capcom last year, and apparently it netted some 1,096 million USD for them during 2019. That’s nothing to be scoffed at, and it is estimated 2020 eSport scene would net some 1,790 million USD. This is through the usual establishing of new leagues, analysis of trends and then promoting regional developments. As long as Capcom manages to establish a profitable and sustainable ecosystem, they should be able to maintain their practices. I’m sure this is part of the reason why Street Fighter V is the way it is, where the game is stable and easily accessible in various regions. The Marvel VS series, while superbly popular in the US, didn’t exactly have the same position in Europe, for example. Street Fighter V aimed to be very safe game and something they can build further revisions on easily, and it has been that. Certainly a success in financial terms, but not really a loved game in the series. However, in the next five years Capcom will assess if there is any more growth in eSports and whether or not it is profitable to continue promoting sales through it.

All this really amounts to Capcom’s plans to effectively follow 2019’s lead in terms of business. MHW has made them recognise that games can, and in future will have, longer sales periods than before. This is partially because digital marketplaces don’t run out of copies and are constantly available. On the long-term, if Capcom is to keep their current standards in visuals and sounds, the Hollywood look in their games, it will cost them more to research and develop. Something they are well aware. This probably means Capcom will put out only few new games per year, which most likely will be sequels or remakes, that they will bet on as their heavy hitters all the while ports and catalog sales are supporting them and making the risk of these big titles slightly smaller. Digital, however, is the thing that is being pushed further.

Interestingly enough, Capcom seems to aim to have their younger employees work on their popular IPs, meaning legacy IP in Capcom is a living thing. If there are more people like Yoshinori Ono, who want to revive a sleeping but still popular IP, in principle we could see some level of resurgence of some IPs down the line. This might be wishful thinking, but history has shown how legacy IP under younger employees can bloom like no other. Take Mega Man and Street Fighter as examples.

Rather than establishing new IPs, Capcom intents to expand new markets and find new customers. You can expect to see more remakes in the future, as games are considered to be obsolete after some time have passed. This seems to be their long-term plan; remakes and ports. At the same time, they aim to curb sales of used-games somehow as well as address piracy, especially in the Asian markets. Capcom loves to talk about their IPs, but at the same time the they’re not having new blood in their library. In the end, their aim is to expand into new territories they’ve yet to make an impact and raise global earnings. This applies to their arcade business as well, where they aim to attract new customers and enhance their lineup of titles.

Their analysis of game industry and market hasn’t changed, with general consumer and PC market overlapping somewhat and offering the most balanced place to be successful in. Mobile market may have large sums of money moving about, but the competition is extremely intense. Consumer market is 77% of all of Capcom’s net sales, followed up by mobile with 2%. PC online, like the crane catcher, makes double that at 4%. While they are in a good position to expand, Capcom currently has mostly high-risk options in their Value, Rarity, Inimitability and Organisational evaluation. Capcom doesn’t have as high competitive edge as they want to believe, as other companies possess all the same external edges as they do. Capcom being slow at making quick decisions probably have already bitten them in the ass couple of times, but the lack of direct competitors to their main selling IPs should be a concern. In Mobile market, however, Capcom is still at a complete loss. Then you have their directors competitors still rolling their IPs in the media and can easily overcome Capcom.

What is Capcom’s plan for the future then? To use their existing Intellectual Properties to make games and leverage them into further franchising. They are no intending to make new IPs at the moment, but deliver further remakes. REmake3 is the direct result of this. Long-term and steady growth seems to be their aim. Expanding their target market and find some new regions in Asia to make some more money. While all this probably will continue to continue kicking just fine, Capcom is not offering anything that could add to their existing strategies or IPs. Perhaps it could be said that Capcom intents to keep their current core customers happy while offering new generation of players the possibility to play classics in a remade fashion and in modern terms. Their plant to “make use of sleeping IPs” ultimately ended up being a remake and DMC5 with some ports. Maybe they could follow suit with some other of their sleeping IPs, like Commando and turn it into a generic Call of Duty clone or something similar. I don’t expect Capcom to expand IP library anytime soon. Now if they’d begin to remake games that would need them, like the original Street Fighter, rather than games that were already well made.

I mentioned Capcom Hollywood games, because it sounds what Hollywood blockbusters are doing; one or two big budget titles per year by using well established IPs carrying the whole studio. Smaller games are not even a thing really with Capcom anymore. Mega Man 11 seems to have been a sort of fluke, as the franchise was moved to mobile once again. All the small titles Capcom has been pushing out as of late have been ports and re-releases. Currently, it seems Capcom is not intending to launch a new IP anytime soon, but in long-term, that should be one of their priorities as well. After all, all of the IPs they like to talk about has to be established at some point, and it is necessary to have something that’s designed from the ground up to the current generation. However, the global popular culture has been marred with rehashes, remakes, adaptations and reboots for good two decades more than previously. Sadly, it must be admitted that relying on existing franchises and IPs with a built-in fanbase to revitalise business has been successful. However, as of late we’ve seen big franchises like Star Wars and Star Trek faulting during the run with lessening revenues and falling consumer interest. Capcom’s management has to work hard to avoid the same pits Hollywood studios have stumbled upon. Capcom has a history of falling on their face and success with this kind of approach, but there’s only so much they can use as existing material for remakes, unless there’s going to be complete and utter reboots.

Music of the Month; P-O-L-O-N

For some weeks now I’ve been trying to tackle how would I write about the death of one Hideo Azuma. He was a major force in the Japanese comic industry during his golden ages in the 1970’s and 1980’s. He worked alongside with such giants as Monkey Punch of Lupin the 3rd from very early on. His humorous gag comics made him relatively popular, and he increased his following by making science fiction comics in the mid-70’s. Azuma is credit for the first mainstream lolicon work Umi Kara Kita Kikai or The Machine that Came from the Sea. This is the kind of classical lolicon I described in a previous post (I highly recommend reading the linked post for context), not the twisted understanding world has now. Azuma’s works became increasingly erotic in nature, and could be said to be one of the forerunners of the styles and themes that coloured the 1980’s Japanese pop-culture, starting with the late 1970’s doujinshi series Cybele, culminating in motifs found if magazines like Manga Burikko and Comic Lemon People. When Osamu Tezuka created Prime Rosehe stated that there was only one person he considered to be his rival and equal to beat in both themes and visuals, and that was Hideo Azuma. He was already a household name, but with his 1977 comic Ochamegami Monogatari Korokoro Polon already having a TV-adaptation, the effect Azuma had on both media and otaku culture in the 1980’s should not be underestimated, he had become a giant.

Azuma’s increasingly larger workload from the past twenty odd years and larger amount of works in numerous big name magazines would cause him to fall into alcoholism and neglect, ultimately making him simply vanish from his work and home for months end, sometimes over a year, with at least one attempted suicide. During these excursions he would live as a homeless man, finding food wherever he could, sometimes finding an odd job he would take to make some kind of living. Ultimately he would be forced into an alcohol rehab centre. Azuma would create a semi-fictional biography of this time with Disappearance Diary, the only work of his that has been translated in English. Some European countries would see the aforementioned Pollon and Azuma’s most famous work, Nanako SOS, localised, but the rest of his library of works has yet to be officially translated. I warmly, and strongly, recommend picking up Disappearance Diary and give it a good read. It should still be available, as the book got reprinted few times over.

Hideo Azuma continued working with comics, never stopping to draw a new comic. The last pages he ever draw were done on his deathbed, the two last pages on a manuscript that probably will never be published. He died of esophageal cancer at age of 69 in October 13th. He had been treated for it for some before, but ultimately there was very little that could be done at the stage the cancer was in.

Hideo Azuma’s works could be described to he humorous, but that’d be disservice. He has a lot of gag comics under his belt, just as he has numerous erotica, science fiction, fantasy and slice-of-life published. He wasn’t limited by one genre, though during the 2000’s and 2010’s people would call his work moe, a term Azuma himself disliked, feeling that would box him into a unnecessarily small range. It could be argued his works paved the way to modern moe, but that would be disservice. His storytelling ranged from very clear cut and straight, like the aforementioned award winning Disappearance Diary, to something that’s almost like a dream, with landscapes and characters floating through the story as if the pages weren’t really there.

This short concept video shows so much of Azuma’s style and looks, but also slightly touches on other works his was inspired by. There is also footage of him working on an illustration, which in itself is a small marvel

Azuma should be considered among the giants of the industry alongside other of his contemporaries. His works may be largely unknown in the West due to the modern stigma on his 1980’s productions, yet the aftershocks can be seen in the current generation of cute comics and shows. Not even the expanded edition of Disappearance Diary has made its way to the Western markets. With the current market, and how most consumers of Japanese comics tend to be on the adult side, Hideo Azuma’s works might find its market. That said, if Tezuka’s works have a hard time making it through the layers, there’s very little chances a publisher will take a chance with Azuma’s work that isn’t an award winner. There are numerous recommended collections of Azuma’s works that shouldn’t take too much effort to publish, but I’m guessing a Western publisher might want to revise some of the covers.

To tell you the truth, I can not do justice to Hideo Azuma’s life and work. It is so expansive and filled with detail I can’t even begin to scratch, as I’ve always put getting into his works aside every time something else has popped up. It’s as if I am too late now, and though becoming a fan of works after author’s death is nothing new to me. This, however, is a case where I’ve consciously been eyeing Hideo Azuma on the sidelines for several years, waiting that best of times for me to jump all in. That of course never came, and perhaps that’s what I learned from him, and from his Disappearance Diary; you have to make it yourself, nothing will wait for you.

To quote someone who knew him better; Rest in peace, king of lolicon.

The creator doesn’t matter, but the creator matters

One of the tenants this blog upholds is that The creator doesn’t matter, meaning that the consumer should not concern themselves over the product’s creator as long as the quality is up to standards. While we can only hope to fight brand loyalty, or even recognise we’re leashed by one, we nevertheless willingly recognise that as consumer we are willing to make illogical and outright stupid decision in regards of purchases as long as it is something we value. Like anything from a company that hasn’t produced anything noteworthy since 2007 or thirty years old comic books that would land you in jail in due to dated contents. Of course, the value may not be just on the product, but the prestige it delivers either vertically or horizontally, that our peers value these purchases in equal amount. It really sounds like bran loyalty ultimately is kind of secret dick measuring contest, sometimes a bit too practically.

Company products are always easy to see as mass of pieces anyone can produce, despite so many times a face is attached to certain brand or franchise for obvious reasons. Video game producers and directors are of course one of the best examples of this, as they have a full team underneath them, and in reality is that the actual work is done almost everyone else. It’s like having a model claiming the work for a painting. Overtly simplified and harshly reduced, but that needs to be done sometimes. Then again, as long as there is a clear models and blue prints how a game is designed and build, something like how a Super Mario Bros. or Metal Gear game works, others can easily surpass previous entries. This has happened time and time again with games, films, comics and so on, which really is the core where the take The creator doesn’t matter stems. While it would be a bit overzealous to claim “anyone could do it,” the reality is that anyone can’t really do it without proper experience, training, know-how and skills. All these can be attained, and sometimes it is worth getting someone with different sets of skills and experiences in order to gain a more improved product. I’m sure you can quote a story or two, or a game or three, where change of developer team, director or perhaps even company altogether resulted in a superior game in your opinion.

Within certain creative fields it isn’t rare to see people hired to replicate a style of visuals and/or writing. China, for example, is brimming with people who just plagiarise classic works for pay as close as possible. It’s pretty huge business. Asian countries overall seem to favour studying the visual arts via copying works of art, which then helps people to spin off to their own direction. This is rather apparent with Japanese comic industry, where assistants learn the ropes and ways to work from their boss, and often end up visually similar style before they begin to develop further. Sometimes they don’t. Of course, we have people who write, draw, colour, letter and do their whole comics themselves. Stan Sakai of Usagi Yojimbo fame is one of them, doing everything himself from the start, something the likes of Stan Lee were surprised and appreciated like no other. Don Rosa is another, though he is far more a victim of how Disney runs their comic business. Disney themselves has never produced comics as-is, they’ve always had some other company under the produce them for themselves. They’ve got companies for different markets, like Egmont that handles parts of Europe.

A competent illustrator/writer combo/individual could replicate either aforementioned man’s work just fine. In actuality it wouldn’t be the same, but at least the spirit of the work should be. Depending. It might end up being rather terrible, but the way images are drawn and stories told might be on the spot, but it might still end up being terrible for bad story overall or other factors. Hardcore fans might crucify such works, but as Teenage Mutant Ninja Turtles has shown multiple times during its comic runs, people can make the core justice, even if it isn’t the same. Hell, that argument should apply to Don Rosa as well. Nevertheless, the point still stands; a creator can be replaced, it just matters with whom and what the results will be.

That’s half of but the creator matters from the title. The other half really is that despite the consumer shouldn’t need to concern himself with the creator (after all, the product should always be the best it could be [fat chance it ever being though]) the whole brand/creator loyalty thing aside, the industries and providers themselves really should care about them, but not in the manner the consumer does. To use Don Rosa further as an example, he is one of those comic creators who was, and still is, massively popular in Europe. He is known as the only true heir to Carl Bark’s legacy regarding Disney Duck comics, for his detailed and heavily worked illustrations, as well as incredibly well written stories standing atop historical accuracy and Bark’s legacy in comics. You’d imagine him and his works were treated like golden goose, a money printing machine, which they seemingly are considering Rosa’s Duck works constantly get reprinted. However, one of the many reasons why Rosa quit drawing in 2008, other being his heavily damaged vision, is because the comic industry, especially if you have to deal with anything with Disney, tends to fuck you in the ass. In his Don Rosa Collection Epilogue from 2013, Rosa tells how badly he has been treated by pretty much all the companies he has ever worked with regarding the Duck comics. His works gets published without permission, his name got abused without his consent to the point he had to trademark his name to prevent such thing, the sheer lousy money he was being paid per-page, a system as archaic that Carl Barks worked under it since the 1950’s and of course the stress all of it brought. Imagine if a musician would be paid per note or something, and the moment he gives the song to be pressed, he loses all rights to it and would never see a dime from further releases or any royalties from radio plays and the like. An archaic system like this, with work-for-hire and losing everything you do for the company, is one of the reasons why the Image team Marvel in 1990’s to form their own comic studios. We are talking about people not even getting their original comic pages back from the prints. If the editors felt like something would’ve been better changed, the author most likely found out only when he bought the magazine himself from the comic stand.

For a long a long time the creative industries have been struggling with the problem of giving the creators the respect they deserve as people who have made the products themselves, as people who have been the ones to rake in the money, and as people who work as the faces of these products and companies. It’s easy to say that it’s all the businessmen in the suits doing that, thinking only about money, which never really hits the nail properly. Creators themselves downplay other people they work with, their egos clashing and sometimes even running companies and businesses down to a rut. More often than not these artsy creators find themselves facing the reality of business themselves on the long, with George Lucas with the success of Star Wars facing completely new mind-shattering business decision during The Empire Strikes Back‘s filming and development, and Todd McFarlane becoming a hypocrite for not giving visiting creators the rights to the characters they created or respect over them, a thing that got him to leave Marvel. The rosy image of creators being oppressed by businessmen is apt only, after which the creators become oppressors themselves, or oppress other creators in the same house in various manners. Freelancers, despite having one helluva weight on their back, may be happier not being marred with built-in hell. Nevertheless, the least these could get, anyone in any given industry really, is respect from their peers and people they work for. The customer shouldn’t care, but too many times we have to ask if we want to pay for a product from a company who fucks with its consumers and own creators.

If a media hurts your feelings, don’t consume it

Recently a Twitter user under the handle insatiablejudge got mad at earrings. Of course it’s a user on Twitter, and I’ll refer her as “the user” for the sake of my own sanity. What it is time? A motif on a character’s earrings supposedly uses Japanese Rising Sun motif, which then the user associates this with Nazis, imperialism and cultural genocide. Naturally she promotes censorship to remove the motif, which isn’t there. We can’t see the original post, because of course she has put her account into protected mode after people called her out on the bullshit she was spouting, but we can always use an archived version. Let’s take a closer look what image she was using to promote her push.

I could be petty about forgetting to use capitalised letters, but why do that when I could be petty about more important things. For example. the Rising Sun flag is still being flown by the Japanese Maritime Self-Defence Force and hasn’t been retired from usage in total. The Japan SDF and Japan Ground Defence-Force use a different design with gold trims around the edges, so that’s one miss. Furthermore, it’s not the same design as the flag itself. The character’s earrings stem from Hanafuda cards’ design. There are no red sun rays from the red core. We can take a closer look at the design in comparison to the flag.

While an honest mistake could be made that the earrings represent the national flag, the design is very much different. As mentioned, it is based on the Hanfuda card design, which is why a set is being used the featured image. It is not a direct take on any of the cards per se, but rather using the visual themes and motifs. This much is confirmed by the series itself to boot. This would make the earrings themselves harmless, but of course if you don’t know the origin, or even properly see what’s drawn there, you might make some honest mistakes.

Whether or not the flag itself is controversial in South and East Asia (I think she mistyped and there), that should have nothing to do with the earrings themselves. The fact that nationalists use Japanese flag doesn’t really impact any arguments, as nationalism in itself is rather healthy in proper doses. It becomes a problem only at its extremes, whichever political ideology is using it. We shouldn’t abandon symbols simply because some unwanted or disliked group might be using a common symbol. For example, we should take the swastika back from its German National Socialist Party’s use and embrace its much older, far more positive and culturally significant meaning instead of leaving it to one sec only. We should also make strides to recognise how a Nazi swastika is a unique piece, standing on a tip at a 45-degree angle and “spinning” to the left, while .e.g. the Manji flat on its side, like this 卍.

An example of swastika used on a Viinikka’s church from 1930 before the German use even came to be.

I should probably mention that while some people might find themselves considering the Japanese flag, any version of it, associated with the World War II atrocities, the Japanese don’t. They associate the Imperial Rule Assistance Association’s symbol with the Nazi regime, as the para-fascist organisation formed in 1940, which aimed to create a totalitarian regime during wartime Japan. Even this is slightly skewed, as the organisation took some ideals and cues after the Nazis, but full-blown Nazism was not embraced or even desirable. It would seem the organisation has been somewhat dug into the ground, as many foreigners seem to either forget it existed, or didn’t know such organisation was a thing in the first place. There’s a whole history behind these guys, and a small post like this isn’t enough or even the place to dwell deeper into the Japanese wartime history in itself. That said, they got a really neatly designed symbol. What’s with these parties and appealing design sensibilities? Hugo boss still makes damn nice clothes too.

Of course, the user represented everyone in equal measure, which netted her loads and loads of South and East Asians coming in and stating that they don’t really give a damn. Y’know, the whole issue of someone stepping in and representing large sections of people without their consent. People like this should really ask consent before doing so, just like you have to have consent before sex.

All that said, the user seems to think that people who would get offended by the more classical Rising Sun flag wouldn’t get offended by the current one. These things run deep with certain people and associate any of a nation’s symbols with the worst. Some simply hate and abhor the sheer thought of Japan or Russia, despite the current state heads and most of the people within the nation having nothing to do with wartime events. Mulling over the past can only do so much good, sometimes the hatred for a nation can be driven by other kind of national pride or simple sheer unrelenting hatred.  Reasons are many and the politics are somewhat complicated, but at some point word just has to move on.

The chances the user suggest made to the earrings would remove the essence of the original design, contrary what she claims. The design consists of three elements; red circle, petal-like extrusions and ‘ground.” Removing any of these three would significantly alter the design’s essence. However, it would still leave the most offending part that most people associate with Japanese flag and its the red circle. The essence of the design would have been kept it the circle had been changed into burning orange or white, but of course it’s the petals that had to go, replaced by nonsensical lines. The red circle probably is the Sun, yet it is not the Rising Sun that it is assumed to be. Instead, it represents the character’s role as a successor to his father’s profession as a Hinokami Kagura, which would be loosely something long the lines of ‘Dancer for the Fire God.’ Then again, some Japanese posters claim it to be a flower, so take that as you will.

Claiming that pushing censorship isn’t controversial is outright bullshit. Whether or not it is easier to draw has nothing to do with her arguments. Whenever someone is pushing for censorship, especially when it comes to general arts, it is automatically controversial. Trying to kill a design, a drawing, a painting a message or whatever because it might be uncomfortable or injure someone’s sensibilities shows that lack of trust in people and how the consumer is treated like an idiot or an animal who can’t make heads or tails about the media he is consuming. Should we take into account people whose families got damaged somehow during World War II and change things for them? Absolutely not. Consumers should be aware what they consume. If you are consuming product created in Japan mainly for the Japanese market with clear Japanese motifs from the get go, you should damn well expect seeing Japanese imagery. Everything offends someone somehow. Hell, I’m offended by the user’s use of that particular grey with that red, green and white. Good job failing at Design 101; don’t fuck with viewer’s eyes if you’re intending to be informative; everything should be clear and easy to see, not feeling like you’re being stabbed in the eyes. If you can’t deal with something that you are not forced consume, you can either deal with it anyway, or consume something else. There is no reason for the creator or anyone else part of the creative process to capitulate and change their intended design and ideas to appease anyone else but themselves, or the targeted consumers.

Staying true to your work should always supersede giving in to censorship. Your main consumers are there for your work in its best, most pure form, not to see its altered, bastardised version no matter how small the changes might be.

It’s in the pattern

In Star Wars, the Force represents drugs and staying clean. Much like how drugs are addictive and an easy way to get high and good feelings, so it the Dark side of the Force. Both are demons that lurk in the shadows of everyday life, something that seemingly shady people string other by promising a thing or two. You get a small feel for it, then begin to use more and more of the stuff until it envelopes you whole. Anakin found the Dark side through a promise and it consumed him, changing his character and nature to something completely other, much like a hard drug addiction does. Note that Dark side users tend to have visible effect in and around of their eyes, similar how druggies have certain look and sags under their eyes. To contrast this, the Light side is all about staying clean and true to healthy life style, trying to spend your time doing whatever normal healthy stuff you can to get similar feeling of good, be it going for a run or going to a gym. It keeps you straight and clear headed, doesn’t pull you into anything that might ruin your life. The fight between Luke and Darth Vader in Episode V is all about how home violence blooms in a household full of drug use, be it alcohol or drugs, and Vader asking Luke to join is the drugs trying to compel Luke into abandoning his healthy life and becoming an addict. The battle between the two in Episode VI in contrast is Luke’s total refusal of drugs to a point of almost falling into the role of violent abuser, as well as showing the traditional patriarchal role of brother needing to protect his little sister from evil. Luke’s battle also depicts an intervention, where Vader is thrown to become a cold turkey and has to choose between healthy lifestyle and continuing to be the Emperor’s drugboy.

All the above is, of course, total and utter bullshit.

Humans are masters at pattern recognition. We see things where there is none. A tree’s bark might seem like a face, and there’s always that example of seeing a smiling face in cars’ fronts or in electric sockets.


Sometimes, like with the cars, the designer plays us and uses that pattern recognition while designing the car’s front. We can’t help it, its a result of our natural evolution. However, the way humans think often leads into reading something that isn’t there, like that example of Star Wars and drugs. We can make sense of something in a completely irrelevant context and say that there is a correlation between the two patterns. We can say so, perhaps even claim that these things exist, but never really realise that this is what people call reading to deep into things. I like over analysation personally, but they’re really the same thing, giving meaning to matters through concepts that don’t exist in a body of work, but through either personal bias or misconception we tend to apply comparisons and themes to patterns that don’t exist. Like those sockets; there is no face of any king, but I am sure you all see two very happy sockets that just wait a plug to smash into their faces.

This has become somewhat an academical field, to view something from an angle that looks for themes and patterns that are not there. It has become rather profitable to apply social issue themes to some popular franchise, despite such thing does not exist in the work. To use Star Wars as an example again, nowadays the Empire is called a proxy for the German’s National Socialist party, the Nazis. This has been taken to the extreme of being applied directly into the First Order, where the it goes overboard and hits you in the head. However, in the original trilogy this does not exist. The thing with the Empire and Rebels is that it contrasts to an overall theme of overpowering superpower might over small, but extremely resistant group of fighters. The direct comparison is to Viet Cong and the United States during Vietnam War, a timely parallel. Episode IV doesn’t hit you in the head with this, but this is by design. Lucas did put the comparison in there by intention, but didn’t hit you over the head with it. Everything else was put before hitting the viewers in the head, unlike in the Disney era Star Wars where there are no subtle approaches. This makes seeing the themes much easier, but at the same time treating your audience like idiots has tanked the franchise rather harshly.

Seeing patterns and analysing them of course is fandom pastime. Neon Genesis Evangelion fandom is effectively build on analysing and seeing things that aren’t there, applying motifs and themes that seem applicable either because the patterns fitted into a motif make sense, or because there isn’t much to go that even the smallest leaps of logic require pulling stuff out from your ass. Then again, the Rebuild movies seem to be build on this idea and scatter hints and connections all around for these fans to put together. Then again, even then people will pull out comparisons and motifs of homosexuality between Shinji and Kaworu, despite the concept not exactly being applicable between a human being and a creature beyond us that doesn’t exactly conform to humanity despite being shackled into a boy’s form.

News media of course is worst in this, as they intentionally will play with pattern recognition bias either with selected footage, manipulated images via mirroring, cropping or otherwise, and of course with selected words that are meant to trigger associations. An important part of media education is to teach children to be aware of their own bias first and foremost and consider what has been presented and how. Appealing to the consumer’s own leanings is extremely common, and catering to these leanings is extremely large market, where people are offered bias confirmation as well as ways to assert their personal believes. Hence why Wikipedia should only be start of your research, not the end. Reading beyond what’s presented to you at face value should be a standard, not just a thing you do now and then.

Perhaps even more common is the refusal of trying to see things from multiple angles. While this sounds similar to seeing patterns that don’ t exist, seeing two sides of the same coin very different. Rather than forcing a view unto something, you instead take all the information you can and see from a view that wasn’t or has not been presented to you. Often biased news outlets will only showcase one biased view while completely ignoring, and sometimes even suppressing, more views because it might hurt the legitimacy of their agenda. For example, electric cars are now said to be the most green way to travel via car, but what’s not told is that producing those cars and their batteries consume resources and pollute as much as driving a gasoline car daily for seven years. Practically all news are like this, and even me mentioning it can be analysed to drive the agenda of promoting consumer self-education and awareness.

Possessive fans

I’m sure everyone of you have had this experience yourself, or act it out yourself sometimes; someone really likes a something, be it a comic, movie, a restaurant or even just a candy bar, and this person really doesn’t want others to get into it. He wants to keep to himself and keep the masses or normies, whatever the buzzword is today, out. This is petty at best and does not serve whatever it is being liked. The creator sees less success and has to consider whether or not it is worth to continue on this lane of production/existence, if it would be more worth to take things to a different direction that might change things around enough to turn the thing into something completely different. Every fan knows that to ensure their loved thing will see further success means money and exposure. That means each fan has to become a sort of piggybank, a paywhale for this little thing in order to keep it afloat and make sure the provider knows this, that he will continue to cater to him and his closest circle. The other option is to allow everyone else to throw money at this thing and have it exposed to the wider world world.

There are arguments made every which way regarding this sort of thing. Some argue that the fandom changes for the worse when more people get into this thing, that there’s a cycle that not only degrades the fandom, but also the product itself when it has to cater to more people. Warhammer 40 000 is probably a decent example of this. The perception in the mid-1990’s was that only fat, smelly nerds who have an awkward social life at best who never left their parent’s basement painted these itty bitty figures and then went to dedicated store basements that smelled like rotten cheese and boiling sweat for hours long sessions to play with their toys. Nowadays WH40k has become entertainment for the masses via Black Library books that tell the canonical story set in the game’s universe with the tabletop game itself enjoying more newcomers as well.

Comics of course are another example, which some would argue showcases how a great product can change and turn to absolute mess. While I would fully agree that both Marvel and Dc have gotten rotten at their core, I don’t agree that it is because of expanded audience. Just the opposite; Marvel and DC comics used to be mass entertainment in the US when they were sold in your normal groceries stores alongside Archie and such. The quality downfall of the Big Two was effectively when they begun to cater to a smaller audience that kept getting smaller with time. The sales the Big Two make now would get their books axed and the modern sales can only envy the numbers of past. It is not an exaggeration to say that when comics where entertainment for everyone, they were at their best. When they begun to cater to a smaller audience, and now even to smaller audience that doesn’t even really buy the books. Just look at the female Thor storyline Marvel put out in 2016. Its sales dropped more than 50 percent after the first issue. Even the long-time core customers didn’t want to buy that trash, and the people it catered to don’t buy comics. It is a common secret that comic book movies were the best thing currently since the first Iron Man movie. Were is the keyword, as it would seem that Disney is taking the same direction as with the comics.

There is also an argument for intrinsic value. The less people know and consume a product, the more intrinsic value it is perceived to have. The value is high when the audience is niche. The product’s perceived value drops the more people get into it and the more exposure there is. You’d think this some sort of stupid illogical reason, and you’d be partially right. It is an emotional reaction of course. Some people hoard stuff to keep it to themselves as that supposedly increases the value. To some degree this does apply to single items, but this feeling of value is very easily extended to emotional connections and how exposed something is. This is somewhat a basis for the stereotypical hipster culture culture, where you have people acting strange for the sake of being different, getting into obscure stuff that nobody else knows for the sake of standing out and at least claiming to value the piece.. The don’t really want their strange and unique things go mainstream, because then they’d be mainstream and not strange and unique. Funnily enough, while yours truly has been claimed to act like a hipster, I do pretty much the exact opposite; here’s this strange and obscure shit, like it so it might get more exposure and maybe more fans. I just don’t like being in a community of something myself.

What is interesting about this whole thing is that this ties to the argument Popularity is not the measure of quality. I bet most of you have been a fan of something small that blew up, with the object of fandom staying the same, but the old fans nevertheless left. This ties to the above, but also to the perception that anything that is largely popular could never be of high quality. Of course this can, and often should, be turned around that success is a measure of quality. Ultimately, it is rather absurd to argue that the masses know nothing of high quality or that only a smaller group would know about a greater value something holds. Entertainment has skewed itself to cater in certain way, always has really, and people often forget that even original ideas, small providers and something that are made with a passion, in the end aim to make some money. Nobody makes a production in hopes of losing money for the sake of making the product, unless they already have shitloads of money in the bank to burn. That’s why most trophy projects end up in the trashbin of quality, because they’re made only to attract the preferences of one.

Of course, some people just want to enjoy their preferred thing alone without much others getting in. The question really ends up being with this; why concern yourself with others? Do we really as a species need to dick measure everything and call out others on stuff they find value in? It would seem so, as opinions are really the only things we can argue over, and people will always argue, bitch and moan what people do or what they like, even when there’s zero impact on themselves. Alternatively, we could try see all sides and consider why the things we like are absolute garbage, while the things we dislike and others prefer are worth the time and effort.