In his book, Hiroki Azuma proposes
that Otaku
embody a new and unique
approach to media consumption. In the second chapter, Azuma
introduces the concept of database
consumption, a
relationship chiefly about
atomized elements such as characters, settings and moe-elements,
which he contrasts with narrative
consumption. This is, I believe, a reasonably bold approach that
deserves some critique. In order to accept Azuma's argument, we must
first subject it to some questions:
- Is 'Database' consumption all that new? That is to say, are we confident that no examples of this phenomena exist in all of prior history?
- Does 'Database' consumption accurately describe works aimed at Otaku?
To
answer the first question, we find that there exist quite a few
instances of similar processes.
Fan-fiction, after all, has a relatively long history. Yet going back
farther reveal an example far closer to Azuma's proposed Otaku
model. Christian writers, poets, painters and sculptors, have spent
many centuries producing a layer of works
derived from the Bible.
Is it
simulacra? The immediate answer would be no, considering that
Biblical cannon always retained authority. There exists
at least a few notable examples, however – the foremost being the
Book of Mormon, which if considered 'fan-fiction', certainly achieved
the same level as the original tome amongst adherents. Even amongst
more mainstream sects, there were derivative works that achieved
similar authority – the popularity and influence of The
Pilgrim's Progress puts
it into this category in early-modern
England. Additionally, since
the Bible cannot directly relate to certain forms of art, being a
text rather than a painting, sculpture or building, certain
derivative works achieved a sort of local authority in their field.
David, by
Michelangelo, might well be considered simulacra,
considering that it is a depiction of a character in the Bible (one
that had been itself adapted previously), yet holds a degree of
renown that excludes it from being a 'copy'.
An
excellent example of Christian simulacra
might be found in Milton's Paradise Lost.
For the epic, Milton lifted characters (God, Lucifer, Adam and Eve),
settings (Heaven and Hell), and
themes (original sin, salvation) from the Bible. Many of the
characters display the characteristics that would make them
immediately recognizable to the intended audience, but the narrative
is in some ways contradictory of the original source – i.e the
devil is treacherous and takes the form of a snake, yet is depicted
sympathetically through much of the work. Paradise Lost
is simulacra; it relies on the Bible for much of its content, and yet
is not a copy.
The
purest examples of this archaic 'Database consumption' can be seen in
the depictions of Saints and other holy figure. In much the same way
Azuma points to a database of Moe
characteristics, so to did there exist a 'database' of saintly
characteristics. Thus, St. Bartholomew could be identified by his
flayed skin, or St. John by wearing camel hair, even as the
backgrounds and facial appearances shifted from work to work.
Of
course, it may be countered that Christianity subscribed to a 'Grand
Narrative', which united the disparate works. However,
the different sects of
Christianity – Catholic, Protestant, Orthodox, etc. represented
wildly differing worldviews; only the characters remained the same.
Thus, we see much the same 'Database consumption', sans the internet
and telecommunications.
In
reference to the second
question, we might find fault with Azuma's focus on the consumer, at
the expense of examining the producers of content. Implicit in his
conception of database consumption, is a certain condemnation of the
content; certainly, one's material cannot be of any real value, in
and of itself, if it merely consists of an agglomeration of database
elements. Certainly there exist many examples of purely exploitative
content in Otaku
culture, as in other genres, which are tailored to fit
particular consumer interests, such as Moe,
without any consideration of narrative or style. Undoubtedly, Azuma's
point is boosted by a recent anime,
conceived and produced entirely on the basis of a
standalone promotional clipi.
At
same time, there are examples of
content that are quite clearly more than simply the sum of their
parts. The anime film
Ghost in the Shell was
an extraordinary success, spawning film and television sequels, video
games and merchandising, as well as the usual fan material –
doujins, artwork, etc. In this respect, it closely conforms to the
'database' model. Yet Ghost in the Shell
has also been recognized for its narrative and thematic qualities –
for instance, in regards to its discussion of genderii.
Such abstract content defies the database model because it cannot be
extracted and replaced in a separate context. One cannot simply
extract a treatment of gender or cybernetics and expect it to
function alongside an arbitrarily chosen setting and characters. If a
particular piece of media evokes the abstract, it is not simulacrum,
as it has a clear delineation from a copy. Nor is it merely
an assortment of 'database' attributes, since there exist elements
that are not reproducible, atomized parts.
Database
consumption and Video Games
Thus
far, we have pointed to 'Database consumption' prior to Otaku,
and examples of Otaku
media
that defy databases. Despite this, it remains valid to consider
whether Azuma's theory holds true to video games. Games have certain
characteristics which would seem to make them especially suited to
Azuma's model. As a new media, barely four decades old, video games
cannot lay claim to the same narrative traditions that exist in older
art forms. Perhaps more than any other media, video game developers
seem eager to recycle settings
and characters, demonstrated by the overabundance of sequels, or by
the continuous rehashing of space operas, high fantasy and the
post-apocalyptic. One could even point to a game such as Marvel
vs. Capcom,
which features a combination of wildly unrelated characters, as
proof that video game is the quintessential embodiment of 'Database
consumption'.
Conversely,
video games also have a number of features that would seem to
discourage this interpretation. To a certain extent, the
database items that Azuma refers to – characters, settings, and the
underlying Moe
elements
– are less necessary in video games than in other forms of media.
Games can have a plot, characters and setting, and many do, but it is
not a necessity. Pong
had none of these. One might argue that gameplay mechanisms could
constitute 'database' elements, but these in many way analogous to
literary techniques or musical conventions; to expand the 'database'
to encompass them would stretch the term to the point of risking
meaninglessness. Furthermore, gamers would appear to have a rather
clear hierarchy of importance and quality, easily distinguishing
between titles even in the same genre. Medal
of Honor
is not Call of
Duty,
Command and
Conquer is
not Starcraft,
and Star Ocean
is not Legend of
Mana.
This is to say that the copy is not indistinguishable from the
original and that there
is some value attached to the title, rather than the constituent
elements.
One
might go further than this, and argue that the essential nature of
video games rejects 'database consumption', or at least renders it a
non-issue. Specifically, the elements of paidea
present in video games allow individuals to endlessly reinterpret the
constituent parts of the game.
To
use an analogy – suppose one is playing with LEGO blocks, using the
assorted blocks of previous construction sets. Although
the available components are drawn from a 'database' of previously
used items, each block retains none of the meaning it previously
held. A block that was previously a functionless façade may become a
structural component, or vice-versa.
Similarly,
a gamer may decide to replay a game in a way that radically
reconfigure the elements of gameplay. For example, 'Speedruns' in
DOOM
and Quake
reinterpreted the objectives of the game, altering the importance of
many gameplay mechanics, and ignoring the narrative components of the
experience. Seen through
the frame
of paidea,
the database model dwindles into insignificance, because rules are
constantly changing.
There can be no 'database', as the elements themselves become
amorphous, re-purposed not only between games, but individually,
often during a single session of play.
To
conclude, I would argue that, as an explanatory model, the concept of
'Database
consumption' faces some serious flaws. It is arguably neither a new
phenomena, nor one that comprehensively explains Otaku
media, and furthermore, may be considerably undermined by the
creative potential of video games.
ihttp://kotaku.com/congrats-devoted-fans-the-swimming-anime-is-now-real-482662233
iiFor
an example of such a discussion, see: Carl Silvio. "Refiguring
the radical cyborg in Mamoru Oshii's 'Ghost in the Shell.'."
Science Fiction Studies no. 1 (1999): 54.
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