OK, the gist of it is, I have class four nights a week from now until the middle of July. regular posts unfortunately take time to plan/write/edit/post and while it may seem easy to shoehorn it into a regular day, given my upcoming schedule, it won’t be possible to continue a daily posting regime.
So, instead of letting the blog gather dust on the off days, instead, we’re going to have some debate. Three times a week I’ll post a character and you (the reader) must describe exactly what it is that makes her commendable.
It doesn’t matter if you know exactly why, or whether you like them or not. Nobody is a mind reader and a comment is the one and only way to share your knowledge and opinion with the world.
It’s a rather quaint title borrowed from a book that happens to be required reading this semester:
Long story short, it is a fable of instigating change within an organisation filled with bodies that are quite resistant to change, until they are convinced otherwise. The lesson at the end is that the penguins, having been convinced to leave their established, unsafe iceberg, must now adapt to the annual moves necessary to sustain their colony. The key lesson is that it is hard to instigate the change and it takes effort to establish it in the routines of normal people (or in this case, penguins.)
And this has what to do with animation?
Well, it actually has a lot to do with animation. Studios are organisations and often they must adapt to change or instigate it themselves in order to survive into the future.
Walt Disney faced this challenge when he moved his facilities from Hyperion Avenue over the hill to Burbank. The top down nature of the move resulted in some grumbling and, in a way, led ultimately to the strike of 1941.
Such dramatic moves are rare within the industry, but change occurs frequently on a smaller scale. Leading the change within organisations often falls to managers and executives, but how many of them are effective in their leadership?
Consider the recent controversy surrounding Merida and her ill-advised transformation for her ‘coronation’. Such change seemingly emanated from the Disney organisation and when it was not well received, there was nary a leader in sight to apologise or announce the change back to the CGI model. What does it say about Disney that not a single person too charge of the brouhaha?
Could you easily say that studios today lack effective leadership when it comes to change? Are they managing the (undoubtedly) negative perceptions that recent layoffs have had? How could they turn such negative vibes into positive ones? It’s not impossible. There are examples of companies instigating layoffs that resulted in workers that were actually happy to leave and go on to bigger and better things.
So who is the animated leader in the United States today? Who is the one man/woman who is instigating and leading change within the industry? Who sees the need for the necessary changes that the industry and studios within it will have to undertake in the coming months and years?
Halfway through the year already??? Well, have some more week links, and don’t forget to check out the archives for more that you may have missed.
Amazon moves ahead with three kids original series
Coming via the Kidscreen iKids blog but surely trumpeted elsewhere too is the news that Amazon is moving ahead with it’s original series as chosen by viewers. Of interest to us are the three animated properties as the post details as well as when we can expect to see the first episodes; later this year is all we know for now.
Lost in Translation
Fred Patten over on Cartoon Research has a verythorough and insightful post about translation and the comedy of errors that can result. That’s something that continually seems to haunt animation. Live-action has less of an issue because, quite simply, less of it travels across borders thanks to its lower cost. Animation, being as expensive as it is, seems to require international sales in order to succeed and that means a lot of translation. Latin-based languages aren’t too difficult, but once you cross the Pacific, things get tricky; a fact that Fred’s post does much to enlighten us about.
Happy feet no longer tapping as animation studio sells upHappy feet no longer tapping as animation studio sells up
Animation is tough business, and the latest casualty is the Australian studio that produced Happy Feet 2:
Unfortunately, the only story Dr D managed to share was Happy Feet Two. The continual slate of production that had been anticipated failed to materialise, and the 650 or so staff who had been hired (mostly on contract) at the peak of production dwindled in the months after to about 50. In more recent times, it is believed fewer than half a dozen people were employed by the company.
Europa – Main Characters
Animator Robert Kohr is hard at work on his latest short film. Entitled ‘Europa’ after Jupiter’s moon, he recently posted some character models. Here’s the character Cindy:
Lotsa Cartoons
In a rare self-referential link, Michael Sporn read my post on Animation Scoop questioning the race for the easy dollar among major animation studios and posted his own, well-measured thoughts. The topic is of concern to me primarily because the gold rush that animation currently is has lead to a lot of formulaic films that I fear will result in audience burnout and an industry downturn.
The LA Times ran an article on My 28th by Joe Flint that’s pretty much all about The Hub; well The Hub and parent company Hasbro….and the former’s latest show thrown in for good measure. We’ll get to Shezow in a minute, but what the article brought up in a more important way, was the nature of the relationship between the network and Hasbro. Of all the kids’ networks, only the Hub is owned by a parent that also produces toys, and that makes things extra tricky.
The Network
The Hub is a youngster and has faced an uphill battle since it launched:
Launched in October 2010, the Hub has barely registered a blip in the highly competitive kids’ TV marketplace. It has a few minor successes including “My Little Pony Friendship Is Magic” and “Transformers,” but overall its ratings are tiny. Among kids 2 to 11, the Hub’s primary target, it averages 56,000 viewers a day, according to Nielsen. Disney and Nickelodeon each average 934,000 kids in that group.
Finding a runaway success in My Little Pony: Friendship is Magic, the network has worked to expand it’s offerings of original content and Shezow is simply the latest in that effort.
So far so good, right? I mean, Rome wasn’t built in a day and the fact that the Hub has managed to get going with a small but fairly devoted following suggests that it’s continued growth is secured. However, there is the small matter of the owner of the entire operations and how it interacts with the network and studio.
Hasbro
The giant that is Hasbro was, for a long time, simply a manufacturer of toys, both licensed and original. The Hub is their first real foray into entertainment and so far, has spent $450 million between acquisition and investment in the Hub and its associated production facility, Hasbro Studios. The former has yet to turn a profit, but losses are narrowing.
Given this level of investment, Hasbro has exerted higher than normal levels of control over the Hub. This is where things get really intriguing for a number of reasons. Chief among them is that you have an established company moving into an industry that they are sort of familiar with but have never got their hands really dirty. They’ve invested a lot of money and some people have their necks on the line.
One would naturally expect that some experienced hands would be hired and given the freedom to do what they do best: develop great content. Well, that’s sort of been the case.
Lauren Faust left My Little Pony for conflicting reasons depending on who you ask, but interference from Hasbro executives appears quite commonly in rumours. That’s not all though. The LA Times article notes that Hasbro controlled the Hub’s own website before relenting.
Both of these play into the larger role that Hasbro seems to have: they want a top-down approach to content.
Back in the 1980s, there was a marvelous/terrible regime whereby animated shows were driven by toys. That is, existing toy lines were shoehorned into an animated half hour and sold to kids as a way to boost toy sales. Fair enough. But then Nickelodeon discovered that if you let animators do their thing, they could completely obliterate the competition with original content! SpongeBob Squarepants is the ultimate and best example of this: a creator-driven show that has sold billions of dollars worth of merchandise. In other words: the show drove toy sales, not the other way around.
Unfortunately, Hasbro doesn’t see things this way, and instead of using the bottom-up approach to content and merchandise, has decided to go in the opposite direction by dictating which content the Hub is permitted to make and broadcast, all in the name of synergy:
Several former Hub and Hasbro executives, who declined to speak publicly because of the sensitivity of the matter, charge that shows that performed well for the Hub but weren’t in line with Hasbro’s toy sales objectives have been canceled or had their episode orders reduced.
Those shows include the cartoon “G.I. Joe Renegades” and “Family Game Night,” a program in which kids and parents play life-sized versions of Hasbro games. The former was canceled because Hasbro did not have a doll that went with the show on the shelves of stores, these people said. The latter had its episode order cut when board games became less of a Hasbro priority.
Such claims led to the inevitable denials:
Hasbro President and Chief Executive Brian Goldner denied those assertions, saying programming decisions are “up to Margaret and the team.” Loesch said those moves were made for “business and budget considerations” and not because of pressure from Hasbro.
“They do not tell us how to run the business,” Loesch said. “They of course share with me which of the properties they think would tie in best with their strategy, which is a win-win for us.”
When companies pour nearly half a billion dollars into something, it is impossible for them not to meddle on some level. Besides, if they can, well, bump their quarterly numbers up by 0.005% if they tell the network to do this or that, guess what? They will do it!
We haven’t even discussed how Hasbro bans ads for rival toy companies’ products from the Hub, but you should be able to figure that one out for yourself. If it isn’t evidence of overzealous control, I don’t know what is. At least Disney sidesteps the issue completely by not running any ads at all.
All this makes it all the more interesting as to how Shezow came to get picked up.
Shezow
This Australian/Canadian show has already been broadcast in both countries with success and will come to the Hub on June 1st, 2013. It revolves around a 12 year old boy, Guy, who basically turns into a superhero. So far so normal, right? Well the twist is that turning him into a superhero also turns him into a girl makes him feminine in appearance:
This twist is something new for an animated kids show and while it raises some very good points about genderisation, kids and socially-mandated gender norms (which is definitely a topic for another post), it also doesn’t appear to fit in with Hasbro’s ‘plan’ at all.
So, will it survive? That’s the simplest question, but furthermore, why doesn’t Hasbro adapt the merchandise to the content instead of the other way around? Is it because it retains the entrenched ways of creating merchandise that have been part and parcel of toys since the dawn of television? Or is it because the company really believes that it can do better than the other networks that have all embraced creator-driven shows?
Another day, another show getting hit with a lawsuit. This time around it’s the YouTube/Cartoon Network hit Annoying Orange and the person suing is, uh, an advertising agency of all things. Yes siree, they are suing because Annoying Orange allegedly infringes upon their idea for a public service commercial for the North Dakota DOT featuring, you guessed it, a talking orange.
Judging from the picture above, there’s a ton of similarity there. I mean they’re both oranges, right? On top of that, both have mouths, real human mouths that move just like normal human mouths do! Only one adds the eyes, but their irrelevant to the lawsuit apparently.
Yes, I’m being slightly sarcastic, but it’s hard not to, especially when the similarities are far outweighed by the differences. Sure, both are talking oranges, but how many times have we seen that over the course of time. Talking fruit isn’t new, and neither is putting a face on them for that matter.
Furthermore, the nature of the content is completely different. One is a serious campaign for public safety, the other is about entertainment and only entertainment; there’s no safety message there!
So is there any sort of a case here at all? Is this something that creators need to pay attention to or concern themselves with?
It’s unlikely, and here’s why: a talking fruit is not original in any way shape or form, the same goes for putting human mouths on things. It’s a classic technique that has certainly seen use in television for at least a couple of decades. Combining the two surely doesn’t count as anything close to being ‘creative’ under copyright law.
Furthermore, there isn’t a trademark issue either; especially since the client for one of the oranges (the North Dakota DOT) is a public entity; clearly distinct from the private owners of the Annoying Orange. Even besides that, the name of both videos are technically purely descriptive and couldn’t come under either copyright or trademark anyway.
What to glean from all this?
Well, as Steve Hullett over at the Animation Guild Blog points out, there’s a lot of money emanating from one of these videos while the other gets zilch. Readers of this blog ought to be smart enough to figure out why a lawsuit would be filed.
There has been on-demand merchandising available on the internet for quite a while now. CafePress was once the most common, but in recent times, they’ve seen a bunch of competitors emerge offering either specialised products like T-shirts (such as WeLoveFine) or simply better quality products (like Redbubble, etc.) What all have in common is the DIY approach. Essentially there are standardised items and then your name/logo/graphic is printed on according to the customer’s preference. It’s been used by independents and smaller studios with success, but larger players seem to have held off, until now.
DC Comics Gets Involved
The news recently emerged that DC Comics (erstwhile appendage of the Time Warner conglomerate) had established a presence on the merchandise site Zazzle featuring characters from the Super Best Friends Forever series of shorts by Lauren Faust.
The list of products is quite long and includes much more than your standard fare like T-shirts and mouse pads. There is stretched canvas art (a respectable upgrade from a poster), a pet sleeve and even stamps!
Why Now Though?
It’s perhaps surprising that a large entity like DC hasn’t gotten involved in something like this before. It’s natural given large companies preference for dealing with established merchandise players for reasons of connections and profit.
The reason that DC is doing so now is down to how on-demand merch retailers like Zazzle represent a way of extracting the dynamo effect of merchandise from shows/shorts that couldn’t necessarily sustain regular merchandise that would be sold in stores.
The short duration of the shows is certainly one factor, but so is risk. DC/Warners/CN had no idea how they would be received and rather than tie up capital for months with a high probability of failure, it makes much more sense to simply make it as customers demand, even at the expense of higher per unit cost.
Where They Stumbled (Slightly)
The only place where DC missed the mark was timing. They should have had this set up even before the first short aired. It’s great that stuff is available now, but they’ve missed the swell of interest that accompanied the shorts’ broadcast on TV.
Frederator have this down pat having had Bravest Warriors merchandise available on welovefine well in advance of that series debut on YouTube last year. They’ve since significantly expanded the range to include characters and quotes that have resonated with fans.
A Merchandise Model For the Future?
We should certainly hope so. If anything, it would be nice just to see other DC shorts merchandise too [coughAmethystcough]. With a little fine tuning, it would be possible to get on-demand merchandise up and running for any animated property and use it as a way to not only drive sales, but also to sustain interest for longer periods than current merchandise models permit.
Where does the line between fandom and serious escapism lie and what risks do fans undertake by crossing over it? The Brony phenomenon and its popularity brings a contemporary focus to this topic.
Two Sides of the Same Coin
When it comes to fandoms and the properties on which they are based, there is always a range of levels when it comes to deovtion. There is the casual fan who watches occasionally, the more serious fan who will watch devotedly and may/may not buy the DVDs when they come out. From there, it’s a pretty quick graduation into serious fandom, where watching is not only considered mandatory, it is considered the gateway into further show discussion, which can consists of much more than just character and plot theories, but expand into philosophical musings on things like the deeper meanings behind the show to backstories for the characters. Fanfiction also comes under this grouping.
Even those top level of fans are capable of separating their fandom from their daily lives however. From there, we slide into a degree of fandom where the distinction between the universe within a show and the real world become quite blurred.
Just to note, cosplay doesn’t fall under this; it’s a method of expression and an outlet for creativity that resides either within the confines of conventions or photo shoots. That said, there exists fans for whom it is considered acceptable to either replicate, or mimic many characteristics of a show of character in their daily appearance who would.
So if regular fandom is one side of the coin, what is on the other?
Escapist Fans
Again, I need to emphasise that the line is a blurry one, and it’s easy to mistake an escapist fan for a very serious one. Escapist fans operate on a much deep psychological and physiological level. For them, their chosen show/film, is so much more than a source of entertainment, it is, in effect, a potent source for some, most or all their morals, decision-making and outlooks in life.
Escapist fans engage in much more than simple roleplay, cosplay (see above) and displays of their affection. Rather, they act and behave in ways that display heavy degrees of influence by the show(s) in question. They respond (or fail to respond) to problems and conflicts in ways that are based upon characters in the show. Again, this can occur in varying degrees/levels and even the vast majority of fans engage in a “what would X do if…” discussion. What this post is concerned with are the fans who base every dilemma on what a character would or would not do.
The Blurry Borderline Between Normality and Escapism
So where exactly does the borderline lie, and how can we tell when it’s been crossed? In the case of bronies (just to pick an example, but plenty of others exist out there), escapism would be somewhere in and around the point where My Little Pony becomes more than just a show. When we cross into looking at the show for advice and guidance, that’s when we’re either very near or over the line.
The influence of shows on kids and younger people in general has been known about for decades. Kids reenacting scenes, quoting characters and creating their own adventures has been part and parcel of televised entertainment and toys since the dawn of television. The introduction of various educational and informational programming (what it’s called in the US, but similar programmes exist around the world) were intended to ensure that kids not only took away the correct meaning from a show, but were also able to make a connection between the show and real life but still be able to draw a line of distinction between the two.
Where escapist fans inhabit is an area where there is little if any distinction between a show and reality. Sure the characters do not exist in real life, but they may as well given their influence.
Where Escapism Becomes a Concern
Escapsim itself can be a concern on many levels, but for most people escapism is temporary. It lasts only as long as they watch TV, play videogames or read a book. Temporary escapism can be beneficial; helping people relax and whatnot. It can be social too, in the case of Dungeons and Dragons. Where it becomes a concern is when it infiltrates real life and potentially affects a fan’s ability to function in it.
“Our generation has a lot to deal with in life,” Marlow said, “We’ve had to deal with the cruddy-ness of progress, the changing economy. The early two-Ks have a gutter of pop cultural gross-ness. It’s post-9/11. Everyone’s been diagnosed with chronic depression, ADD, an eating disorder.” She paused and touched an emerald streak that stood out against her dark hair. “We like to pick up and go to a different world.”
….
With the growing popularity of Pixar movies and adult-oriented cartoons, it’s become easy for people her age to “extend our adolescence,” said Marlow, especially online. Her first fandom love was Harry Potter. A tattoo on her left forearm pays homage to Severus Snape, one of the series’ main characters.
While the part about escapism as a method of dealing with reality is a concern, her declaration that Pixar films and cartoons are a method for ‘extending adolescence’.
Look, the lure of youth and its presence in animation is as old as Snow White and the Seven Dwarfs (look up Michael Barrier’s excellent Hollywood Cartoons if you are in any doubt) and the emphasis on youth within the wider [American] culture is almost overwhelming. However, using animation as a tool to extend the immature and quite frankly, suffocating period known as adolescence is certainly an example of the kind of escapism mentioned above.
Anyone looking to extend their adolescence should realise that succeeding in the real world demands that you leave that period of your life behind. Sure you can keep your hobbies and interests (on a different level of course) but if you are relying on an animated show to sustain whatever exuberance you feel into adulthood, you will be in for a rude awakening.
One cannot but worry that escapist fans (especially younger ones) will face an even tougher time getting to grips with life than others. Plenty of geeks already inhabit their parents’ basements (and I’ve met plenty of them) and it is always sad to see a person invest more in an entertainment property than with real people.
Escapism at its deepest level certainly does permit a fan to withdraw from reality and inhabit a world that is comfortable and friendly (this includes online forums by the way) but it does so at the expense of their social responsibilities and connections. Conventions only come around so often and last for so long. Online forums and message boards provide communication and friendliness, but there remains the physical disconnect that will never be able to be replicated over a telephone line. Content itself is only so much and lasts for so long and one can only extract a finite amount of meaning from it.
Where Creators Play a Role
Needless to say, without creators, there is no content and without content, there are no fans or fandoms. The question is, what, if anything, can creators (individual and otherwise) do to either assist and promote social interaction by fans and ensure that escapism retains an undesirable taint?
Personally, it comes down to emphasising the temporary nature of entertainment and how it is certainly capable of playing a role within a fan’s life, but should remain a relatively small one. When content starts to dominate someone’s life, they are in trouble not matter what age they are.
Escapist fans who define who and what they are by a singular TV show have essentially sold themselves to whatever corporation creates it. Such people and those who tolerate it, contribute, in a meaningful way once they are numerous enough, to a degradation in overall society and a decline in overall quality of life, including their own.
Mark Mayerson has his usual measured approach to his analysis of one animator’s success on YouTube. He’s right on the money when it comes to merchandising too, but I disagree that YouTube is the level playing ground it once was. The rise of professional channels makes them gatekeepers by another name. Why make your own animation when you can try and pitch it to one of them?
It wasn’t that long ago when we were lucky to get one animated movie from a big Hollywood studio a year; once, it was as much an event to go to a Disney movie as it is to see the next superhero blockbuster. Now, you can’t go two months without a studio-released animated movie, making each of these movies a little less special. Epic has impressive enough animation—and the 3D isn’t terrible, though a climactic action sequence set in a darkened landscape is fairly diluted through the format conversion—but it feels like the umpteenth version of the same Joseph Campbell Hero’s Journey, and done in a way that’s forgettable instead of fun.
I’m asking this in a deadly serious tone, the pilot episode for the upcoming Cartoon Network series Steven Universe slipped online the other day, but was quickly yanked before anyone really knew what was going on. The episode itself (notto tease you any further) looks extremely promising with some lovely animation in addition to a superb cast of characters.
Why CN Should Know Better
The reason I pose this question is because Cartoon Network (of all networks) should know what wonders can be worked when a short is posted online in advance of the main series. The reason is simple, they’ve been here before with Adventure Time.
Yes, the original Random! Cartoons short was posted online after being broadcast on Nickelodeon. While many felt the short was too weird for a proper series, viewers disagreed and the numbers quickly racked up into the millions. Naturally this gave serious weight to the notion that there was demand for a full series and Cartoon Network dutifully picked it up after Nickelodeon’s exclusivity clause lapsed.
Needless to say, the show is one of the most popular animated TV shows of the past five years and has been the cornerstone of Cartoon Network’s audience growth.
Why Steven Universe is a Case of Deja Vu
So beside the obvious reason why a short would leak online (hint: people like to watch stuff), why would CN pull it ever so quickly? While they naturally want to keep things under wraps as long as possible, that’s pretty much gone to seed now that the cat is out of the bag so to speak.
If anything, Adventure Time proves that keeping a short online only adds to audience anticipation for the full series. Now as a network executive, wouldn’t you rather have a large audience waiting in rapt anticipation than to have to pay for advertising and marketing to accomplish the same result?
Steven Universe ought to be available online, even if it differs from the final product. It never hurt Adventure Time and it is unlike to hurt this show. Quite simply, Cartoon Network have to realise that they are in competition with web series now as well. Bravest Warriors is surely proof of that, and by hiding content away, they are doing themselves no favours at all.
Pixar. No studio has been as influential over the last 15 years and no studio has had as many consistent hits as the one from Emeryville. They’ve even been notable for an aversion to sequels that makes their competitor DreamWorks look positively addicted. However, we’ve already seen three Pixar sequels and are about to see one more this summer. Almost every one Toy Story 2 has brought calls for Pixar to stop. Claims that they bring down the studio’s much vaunted integrity have gone unheeded as the Finding Nemo sequel Finding Dory was announced earlier this year.
Pixar’s Selective Sequel Problem
So just what is Pixar’s selective sequel problem? Well, The Pixar Times recently highlighted it with a tweet:
So why does Pixar face such a dilemma with its sequels? It basically comes down to the fans.
Why Fans Are Two-Faced When It Comes To Sequels
Fans are a studio’s best friend but also their greatest enemy. The former is because they fork over money but the latter is because they are often blinded to the need to create content that attracts viewers outside of the fanbase.
This conflict manifests itself particularly in sequels and movie series. The simple reason is that fans form their own expectations and can be left disappointed should a sequel or latest film in a series fail to live up to their expectations.
The problem is compounded by the need to be profitable, which necessitates making films that attract the largest audiences possible; a situation that can put studios in conflict with fans, who will gladly proclaim their love for an original film, but gleefully scorn and deride a sequel that has, essentially, been made specially for them.
Pixar’s Special Case
In Pixar’s case, many of their films are self-contained stories that, being never intended as the jumping off point for subsequent films, wrap all plot points up by the time the credits role. Any sequel put out by the studio has relied upon creating a wholly new plotline distinct from the old one.
This has (in addition to the studio’s declared practice of not making sequels) meant that fans, having witnessed the descent of the Walt Disney Animation Studios into a sort of viscious circle of sequels confined in direct-to-video hell, are quite vocal in their concern that Pixar be lead down a similar road. Toy Story 2 was saved from this by Lasseter et al and was long considered the anomaly in the Pixar cannon.
Consequently, whenever the studio has announced a sequel (be it for Toy Story, Cars or Monsters Inc), it has been greeted with a curious mixture of elation and dismay.
So the question is, why are fans dismayed at the announcement of, say, Finding Dory (with its oh-so-imaginative title) but are seemingly clamouring for an Incredibles 2?
The Curse of the Superhero
The fault can be laid at the feet of the very genre that the Incredibles is based on; the superhero.
Superhero comics have been around for almost 80 years with many titles lasting decades. Pretty much every (good) superhero film has been only the first in a series or part of a trilogy. The idea that someone would make one and only one 120 minute film within the genre is, well, alien!
The blame can’t be levelled at fans however, superhero tales lend themselves extremely well to recurring stories and their ability to last for so long without becoming insanely repetitive is a testament to their strength as characters.
With all that in mind, it’s natural for fans to see a sequel to Pixar’s (thus far) lone superhero film while lamenting sequels of other stories.
Should there be a sequel? Ah, a tough question to answer. This blogger sees The Incredibles as a family film first and a superhero film second. Creating another film based on the family unit and the strife within it would be a very tall order. Basing it on the superhero part risks lowering its stature so that its defining qualities are erased in the quest to equal or better other superhero films.
To make an Incredibles 2 or not, what’s your call?