The Moé Manifesto

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The Moé Manifesto Page 13

by Patrick W. Galbraith


  EISHI

  OKT

  SO

  KU Y B

  TION A

  TRSU

  LL I,

  OOKS BEGA

  LL

  VI ©

  Wait, are trains moé too?

  THE MOE

  ŚTUDIES RESEARCH CIRCLE

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  PG: Would you say that this response

  is distinct from being impressed by a

  building or factory?

  HH: There is a feeling of veneration

  for massive things, but this isn’t

  necessarily moé. For example, one

  might feel a sense of awe when

  C

  standing in front of a life-sized

  N

  model of a robot from the anime

  OOKS, I

  Mobile Suit Gundam, but one might

  SAI B

  also be moved by looking at a small

  © SAN

  fi gurine of a bishojo. But it is the

  world or story of the object in front

  of you that moves you, not the ob-

  ject itself. So, to return to my earlier

  example, moé does not mean being

  moved by the physical presence of a

  train, but rather being moved by the

  imagined character of the train. Either

  er

  way the person is responding to a non-

  n-

  : moé?

  Afghanistan

  human object, but they are responding

  to different things.

  PG: Do you think that the more realistic a character, the less it elicits a moé response?

  HH: I believe it’s possible to have moé feelings toward realistically drawn or depicted characters, but this goes unnoticed.

  Characters like those from the anime series Lucky Star are for moé beginners because aspects of character design and behavior are obviously designed to be cute and elicit a response from viewers. In fact, if you look at the information provided by the designer in the liner notes of the DVD, you will see that so-called moé elements ( moé yoso) are clearly defi ned. It is teaching the viewer how to read aspects of cuteness in character design. On the other hand, literary novelists such as Dazai Osamu or serious fi lmmakers such as Oshii Mamoru hide the moé elements HIGASHIMURA HIKARU

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  of characters deep down. It is not expressed on the surface. In these kinds of works, readers or viewers have to discover the moé elements by reading into the characters, story, and situation.

  The process is intensive in terms of cognitive labor, thus not many people are willing to do it.

  PG: Why did you decide to study moé?

  HH: By studying moé I can comprehend the nature of my community and explain it to others, which might lead to greater understanding and tolerance. Because moé is not explained well, it remains unfamiliar and strange to people. As a general rule, people fear the unknown, which is why moé fans are often regarded as somehow perverse. It is necessary to defi ne and explain aspects of otaku culture such as moé. We need to explain to others that there is nothing to fear—we just do things a little differently.

  PG: Some people think that moé is dangerous because it shows an inability to distinguish fantasy from reality. Do you agree?

  HH: No, I don’t agree at all with that stereotype. On the contrary, the deeper you pursue moé, the more you understand that it is about fi ction. The character is fi ctional—something that exists in the realm of ideas. I don’t think that there is any danger from otaku, however obsessive they may be, because they understand that it is the fi ction of the character they fi nd attractive.

  PG: What do you think is the future of moé?

  HH: The moé boom ended in about 2009, but the number of people who belong to the moé community remains the same. There are still plenty of manga, anime, and games out there, and fans have a built-in support system for their activities through university clubs and fan events. They can also come to Akihabara to immerse themselves in the moé world. I think that in the future we will see more and more people responding affectionately to fi ctional characters. But even in the best-case scenario, otaku will never become mainstream. Moé will always be a subculture.

  THE MOE

  ŚTUDIES RESEARCH CIRCLE

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  144

  Interview with

  Soda Mitsuru

  URUST

  MI

  DAO SS

  OF

  Soda Mitsuru, born in 1984, is

  a fan of manga, anime, and

  games who has spent much of

  Y

  his adult life studying moé. He has a

  SY SET

  PhD in library science and specializes

  URO C

  in planning and organizing museum

  RUUSITI

  events. He is the author of an upcom-

  MMADA

  ing book on moé, but publishes most

  OSOF SO

  of his work in the form of fanzines.

  OH OPHAR

  A quiet and unassuming man, Soda

  OGTOOT

  introduces himself as the head of the

  PH

  The Philomoé Association ( Hogaku

  kyokai).* In this interview Soda makes

  important connections between bish-

  ojo media (media featuring cute girl

  characters) and shojo manga (manga

  for young girls).

  * Visit

  http://www.geocities.jp/mhpcsouda/

  hougaku-index.htm

  O

  ZANO

  IAN LR

  Y AD

  H B

  APRG

  TOOHP

  The Comic Market

  SODA MITSURU

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  145

  The

  Philomoé Association

  Discours de la moéthode

  Patrick W. Galbraith (PG): When did

  did

  you start writing about moé?

  Soda Mitsuru (SM): I wrote my un-

  n-

  dergraduate thesis on moé in 2006.

  .

  Around the middle of 2005, I read

  every magazine article I could fi nd

  d

  with the word moé in it—about fi fty

  ty

  or sixty articles in total. Because

  of the lack of a clear defi nition,

  everybody was talking about dif-

  ferent things, so I decided to get

  some concrete data. I started

  with the university clubs that

  The S

  were coming to Tokyo’s Comic

  oul Taker

  Market, Japan’s largest gathering for

  for

  producers of fanzines. I distributed about fi ve hundred TD

  O., L

  questionnaires and received three hundred responses. There were twenty questions, including things like, “What is moé to TION C

  you?” “Where did you fi rst hear about moé?” “Can you feel moé for RODUC

  O P

  a real person?” I summarized these results in my thesis and in NOKU

  my own fanzines, which I then distributed at the Comic Market.

  STA

  © T

  PG: When did you fi rst notice the word moé becoming more widely used?

  SM: I remember a commercial for the anime The Soul Taker (2001), where voice actress Momoi Halko, who plays one of the characters, says “moé moé.” [See Momoi Halko, page 72.] It was THE PHILOMOE

  ÁSSOCIATION

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3/2/14 10:36 AM

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  probably after that time that the

  term spread. Right around then,

  TD.

  the company Pony Canyon started

  d

  O., L

  producing anime under the name

  CLA

  Master of Entertainment, or, for

  ISU

  I VA

  short, “m.o.e.”

  NDA B /

  RISE

  PG: Are you personally into moé

  NU

  media?

  TD / S

  SM: Yes. Like many of my gen-

  O., L

  U C

  eration, I was into anime series

  TSO

  such as Martian Successor

  © S

  Nadesico (1996–1997) and Gun-

  slinger Girl (2003–2004). Of par-

  /YC

  ticular importance to me was the

  ENG A

  anime Noir (2001). In high school,

  G

  ISINT

  I had severe asthma and was frail

  R

  VED

  and weak. I would wake up around

  AOIK TD.

  two o’clock every morning, feeling

  OM Y CO., L

  as if I was suffocating. I’d watch

  /

  D

  TION

  anime until I was calm enough to

  A

  ECOR

  OR

  R

  P

  sleep again. Noir was airing then,

  NG

  CORO

  and I honestly feel like it saved my

  Y

  C. / KIN

  OK T C I

  life. During my most intense moé

  V

  E

  T

  B

  ©

  XE

  period I was

  To

  T p: Gundam S

  G

  d

  Seed

  d; b

  bottom

  tt

  :

  head over

  Martian Successor Nadesico

  C.N

  heels in love

  K, I

  with the character Cagalli from the anime

  WORTE

  series Gundam Seed (2002–2003). I kept an

  ION NS

  online diary called “Cagalli and Me.” This

  LEVI

  is an embarrassing confession, but once,

  JI TEU

  while watching the show, I got so excited

  C / FN

  that I fell over and smacked my head

  SAQL I

  against the wall.

  OUL

  Gunslinger Girl: Henrietta

  © MARVE

  SODA MITSURU

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  147

  PG: But your fanzines have always been informational?

  SM: Yes. I was always more interested in informational fanzines rather than those that dealt in fan fi ction or art. I fi rst found out about the world of fanzines from small events that were held in my hometown in Tochigi Prefecture, but most of the participants were girls and the events tended to be dominated by fanzines about boys’ love. My brother and I went to the Comic Market for the fi rst time in 1996. I was in middle school then, and was inspired by all the informational fanzines about the Gundam franchise. From there I gradually started producing my own fanzines. I wanted to go to university in Tokyo so that I could par-

  .

  ticipate in the Comic Market.

  C

  , INT

  INMEN

  PG: How did you decide to write fanzines about moé?

  TA

  ER

  SM: Well, there were already so many informational fanzines on T

  ENR

  the Gundam franchise by that point that I didn’t see what I could OTIC V

  add. Moé was a buzzword at the time

  m ,

  e

  ,

  ©

  so I thought that I could write about

  out

  that instead. I had a friend who

  went to the University of Tokyo, and

  nd

  when I was visiting him I found out

  ut

  about there was an otaku group that

  hat

  was researching maids, so I joined

  d

  them. We were all university stu-

  dents learning philosophy and the-

  e-

  ory, and we decided to apply this

  to moé as a kind of parody. For ex-

  ample, we changed Descartes’ Dis--

  cours de la méthode into Discours de la moéthode, making his discourse

  on method into our discourse

  on moé. We called ourselves the

  Hogaku kyokai, or in English, The

  Philomoé Association. The roots

  of the word “philosophy” are the Noir : “It saved my life”

  Noir

  y

  THE PHILOMOE

  ÁSSOCIATION

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  Greek words philos, “to love,” and

  nd

  sophia, “wisdom,” so we switched

  ed

  sophia for moé, making us an

  association for the love of moé.

  NWOLGC

  PG: Were you serious about

  MNO

  studying moé?

  M

  RA

  SM: Yes, I was serious about it.

  Y B

  PH

  People were saying that moé

  RAG

  was just about cute girl char-

  TOO

  PH

  acters, which made me a little

  mad. I wanted to explain what

  anime meant to me, using the

  seriousness of academia to

  counter the trivialization of

  Maids: subject of researc

  moé by critics.

  h

  PG: What does the word moé mean to you?

  SM: First, moé is the expression of feeling for fi ctional characters.

  Second, moé can mean the production of such expression—the creation of those fi ctional characters by the production companies. Third, there is the more political use of moé when it’s used to describe the attention paid to anime outside of Japan. So you can talk about moé as a feeling, a market, or a political stance toward the spread of Japanese media in the world. All three of these ways of talking about moé were there in the articles I researched as a student in 2005. It is my position that we need to separate these three things and talk about each on its own terms if we are going to make any progress in the discussion about moé.

  PG: Do you think there is a certain character type that is moé?

  SM: The specifi c triggers of moé are all fads. In the 1990s, illustrations of bishojo became more and more detailed, vivid, and beautiful. This was especially pronounced in bishojo games, which SODA MITSURU

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  use fewer images than animation and have to make each one detailed and appealing. But whatever we might say about the things that these images of bishojo share, none of them are essentially moé. They are just specifi c instances of things that triggered moé at one particular time.

  What I think is important about bishojo games is that they emphasize characters, both in terms of illustrations and stories, and the players interact with these characters and develop feelings for them. If moé is a feeling for characters, then the more characters are emphasized the greater the chance of moé. So, I am less interested in the specifi cs of character design than in how we inter
act with characters. As I see it, the strategy of evoking emotional responses in readers was established in shojo manga. For example, in shojo manga, artists give the characters larger eyes, because this makes them cuter and more expressive. In shojo manga, readers spend more time getting to know characters in everyday situations, which increases empathy.

  Finally, artists will sometimes write out the character’s thoughts, allowing the reader to access them.

  .C

  In all these ways, shojo manga

  INA

  heightens the emotional response

  of the reader. This strategy was

  SHUEISH©

  transferred from shojo manga to

  bishojo manga, anime, and games.

  If you look at the eyes of bishojo

  characters, for example, they are

  huge. You don’t see this much in

  shonen media (media for boys); the

  large eyes are obviously inherited

  from shojo manga. In bishojo games, players spend long hours interacting with characters, usually simu-

  lating a romantic relationship, so

  producers put great emphasis on

  character design, and consumers

  Shojo

  Sh j manga: lar

  l

  ge eyes

  THE PHILOMOE

  ÁSSOCIATION

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  150

  YA

  THWAHN

  JOH©

  feel great empathy with the char-

  acter—so much so that they can

  be moved to tears. [See Maeda Jun,

  page 98.]

  PG: So you would not agree that

  specifi c elements of character

  design are more or less moé? [For

  more on this approach, see Azuma

  Hiroki, page 170.]

  SM: I don’t think that moé is a mat-

  ter of character design, though it is

  easy to get that impression because

  of the prevalence of bishojo media.

  In the late 1990s, bishojo manga,

  anime, and games were on the rise.

  In bishojo games, which feature

  Pigtails and glasses: moé?

  numerous cute girls that the player

  can interact with, you will often

  SODA MITSURU

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  fi nd that visual elements are used to differentiate characters.

  Certain designs—for example, blonde with pigtails or black hair with glasses—are popular and people will buy games featuring such characters. It is easy to get the impression that the character designs or even specifi c elements such as pigtails or glasses are moé in and of themselves, but that would be a mistake. If we return to the three ways to approach moé that I laid out before, you will see that character design focuses on production and market, not on inspiring moé as a feeling. There is no guarantee that a character in glasses will inspire moé in the player.

 

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