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The United States of Japan

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Re: The United States of Japan

#41

Earlier quoted context omitted.

I'm not sure I understand the dichotomy you propose at the end; that if Nintendo didn't market to children, no other large publisher would?

Do you view games that aren't ultra violent as childish? Nintendo fills a popular space and no one has been able to get anywhere close to their success in their area.

As much as I hate Disney these days, I've always wondered why they've had extremely limited success stepping into Nintendo's domain -- and why they haven't tried to partner / aquire.

Re: The United States of Japan

#42
post #38

>Tellingly, the Japanese have a slang term for people like this: otaku. Literally meaning “one’s home,” the word emerged in the early eighties as slang for young adults who eschewed normal relationships in favor of the virtual worlds of manga, anime, and early video games. It's hard taking an article seriously when it's wrong on such a basic fact like this. It comes off as someone who has no idea what they're talking…

I'm not sure what point you're trying to make, but the very page you link to contradicts what you're saying. The author of this piece has made no error, you're just misunderstanding.

As your linked page explains, "otaku" was an old honorific that became slang for anime/manga/sci-fi geeks in the 1980s.

>The word is closer to "geek". How would 銃オタク (gun otaku) fit under the media umbrella of manga, anime, or video games?

Because, again as your link notes, over time the term expanded beyond its original association with media to mean intense fans of anything. Hence, "gun otaku".

You may want to reread your link, as you seem confused on the subject.

Re: The United States of Japan

#43
post #38

>Tellingly, the Japanese have a slang term for people like this: otaku. Literally meaning “one’s home,” the word emerged in the early eighties as slang for young adults who eschewed normal relationships in favor of the virtual worlds of manga, anime, and early video games. It's hard taking an article seriously when it's wrong on such a basic fact like this. It comes off as someone who has no idea what they're talking…

The author of the article is a professional translator that has lived in Japan for 15 years. It's hard taking this criticism seriously when your authority here is Wikipedia as opposed to living in-country for a decade and a half.

His statement was in reference to the origin of the term, whose meaning has evolved over the years. Wiki isn't wrong, but neither is the author.

Re: The United States of Japan

#44

I have trouble getting any value from this article, which seems relatively devoid of pertinent facts. The author wants to claim "Japanization" of America after the Great Recession because of a reduced fertility rate and an emphasis on the experience economy. But, although he notes that fertility declines are a mark of industrialized nations, he fails to adequately compare the U.S. phenomenon to other countries, to co…

The author doesn't make a compelling case at all, and instead correlates the general trend of post-industrial transition to elements of Japanese culture and sensibilities gaining appeal with younger generations in the US. That may be so, but it's doubtful the US can even undergo the same kind of transition as Japan. Inequality in Japan -- although on the rise -- is famously low, and the income disparity between peopl…

Yeah, there are a number of ways that superficially similar phenomena are radically different between the two.

For one, American life delays are heavily attributable to economic uncertainty about basic needs like healthcare, whereas Japan has a healthy social safety net (related to your point about income equality and tax structure).

Effective fertility rate in particular is also radically different. As the author of the OP article points out, Japanese youth are delaying relationships and sex. In America, however, as in most other industrialized countries, the declining birthrate is mostly attributable to birth control, not abstinence.

Re: The United States of Japan

#45

Earlier quoted context omitted.

Do you view games that aren't ultra violent as childish? Nintendo fills a popular space and no one has been able to get anywhere close to their success in their area.

As much as I hate Disney these days, I've always wondered why they've had extremely limited success stepping into Nintendo's domain -- and why they haven't tried to partner / aquire.

They have :) re: Kingdom Hearts

Re: The United States of Japan

#46

Earlier quoted context omitted.

Do you view games that aren't ultra violent as childish? Nintendo fills a popular space and no one has been able to get anywhere close to their success in their area.

As much as I hate Disney these days, I've always wondered why they've had extremely limited success stepping into Nintendo's domain -- and why they haven't tried to partner / aquire.

My hypothesis: Nintendo makes games 1. for families, and 2. for themselves; whereas Disney makes games the way they make movies—for each member of a family as separate "channels" braided through the experience, and not really for themselves.

Nintendo make games for families, as in, they think games should still be fun when people of drastically different skill levels—like a parent and child—are playing. Smash Bros has handicaps. Mario Kart has blue shells. Mario Party is skill-based over the short term but luck-based over the long term. It's all in the service of "having fun regardless of skill disparity." That's also why they make the only good "party games."

And Nintendo make games for themselves, as in, for example: they never make plain sequels (even Mario Galaxy 2 had new mechanics and a different level design philosophy) because that'd be unsatisfying to them as players. Nintendo is run by auteurs who care about inventing fun new game mechanics first-and-foremost, with the branding/license that those game mechanics should be "wrapped in" coming later in the design process. Strip all the aesthetic of a Nintendo game off, just laying the game loop bare, and each of their games is still unique.

One way I've seen this put is "Nintendo seems to have the vision of a bunch of parents, each imagining using these games as levers to enhance their time spent playing with their own kids." Nintendo don't make new games to give parents more of the same lever; the levers they produce already have replay value. Instead, Nintendo are trying to give you, as a parent, enough qualitatively different levers that you can find the one (or the several) that's a perfect enhancement to your individual family's bonding time.

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Now, Disney might know what makes an experience a family can enjoy (vis. movies, theme parks) but I think they follow a different philosophy, where the different people in a family will enjoy the same experience for different reasons. They create their experiences to have individual components that are individually satisfying to separate imagined user-roles, while being benignly ignorable to people who don't fit that user-role.

That works for a movie—it means that as you grow, your transition between roles will mean that the movie has rewatch value. And it works for a theme park—kids just enjoy the components for them, while parents both enjoy the components targeted at parents and vicariously enjoy the components targeted at kids, through their kids' enjoyment.

But I don't know if it works for games. A game that is actually a collection of separate layers, where any individual player will only connect with some layers, isn't going to be hailed as great pretty much anywhere, because the experience won't have been systematically polished for any particular user. Disney Infinity is not "for" anyone. It's for families, but it's not specifically for a particular player in the family, nor is it for the family as a whole in the way a Nintendo game is.

And, because Disney experiences are not really so much for connecting families together in a shared experience, so much as they are providing individual experiences good for each family member, Disney don't try to make games that they'd like to play—because that just means that they'd be biasing their production in favour of the adult experience at the expense of the child experience. So they just focus-group adult reactions, and child reactions, and maybe further split that into parents/not-parents, male/female, etc., and optimize for each of those groups' satisfaction with the experience. But in doing so, they further diminish the thing that makes a game that is "family-friendly" an attractive proposition.

(Disney did used to make some good, memorable games, mind you. In the 8/16-bit era, DuckTales and Aladdin were both excellent. I think this was back when they were forced by cartridge limitations to focus the experience solely on one hypothetical user—one "family member.")

Re: The United States of Japan

#47

Earlier quoted context omitted.

Yes, Japanese culture has filled a gap. If there were more components to Western Culture outside of America's influence maybe it wouldn't be so prominent. But what, culturally, is coming out of Canada, Europe, Australia, South America, or Asia (outside of Japan)? Not much that is universally appealing.

British music and TV spring to mind as examples of cultural exports that pinch well above their weight.

[deleted]

Re: The United States of Japan

#49
post #18
post #11

Earlier quoted context omitted.

>The feel was very New York, except stores close much earlier on par with the rest of Asia. Closer much earlier? What time do NY stores closes at?

Depends on the store of course, but many just don't close, or else stay open far later than the rest of the U.S. -- it would be pretty reasonable to go out at midnight and expect to be able to grab icecream, for instance.

Exactly. There are lots of 7-11s in Asia that are 24hr but most stores close early and don’t open again until 10am typically. Compared to NYC where you might find a 24hr pet store.

I did however find the best sushi I’ve had in my life at 1am in Tokyo near a fish market. It’s damn near ruined me on sushi. So the concept of 24hr or open late isn’t unheard of, but most places are closed by 10pm.

Re: The United States of Japan

#50
post #33

Earlier quoted context omitted.

Only 10? Culturally it's a hinterland judging from its output.

Output of what?

Exactly. :-)

If you haven't been tracking Netflix, they have a new export from Australia, a series based on the Monkey King tale from China. It's Hercules-ish, and the accents are...odd.

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