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The Moé Manifesto

Page 15

by Patrick W. Galbraith


  ARGOGO

  critic and professor at Tokyo

  TOOT

  PH

  Polytechnic University. He is best

  known for his book Tezuka izu deddo:

  hirakareta manga hyogenron e (Tezuka

  is dead: toward an expanded dis-

  course of manga expression), pub-

  lished in 2005, in which he argues

  that manga is not just about the

  story: readers have often met the

  characters in the form of anime and

  games before they come to the man-

  ga, which changes their approach

  to the reading. Simply put, because

  of their previous relationship with a

  particular character, fans can relate

  to a manga story in ways that go far

  beyond the author’s original inten-

  tion. Ito also separates “character,”

  which is fully contained within a

  particular story, and kyara, which has

  its own existence outside the story.

  Think Mickey Mouse and you’ve got

  a pretty good idea what Ito is getting

  at. For his sensitivity to fan relations

  with characters and kyara, Ito has

  been praised as a leading voice in

  the study of moé. In this interview,

  Ito talks about “the pleasure of lines,”

  which allows him to make surprising

  connections between moé artists and

  manga greats Tezuka Osamu and

  Otomo Katsuhiro.

  ITO GO

  MOE_18_162-169.indd 162

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  163

  The Pleasure of Lines

  Riding the New Wave

  Patrick W. Galbraith (PG): Can you

  speak a little about manga in the

  1970s?

  Ito Go (IG): From the mid 1970s to

  the early 1980s, many new creators

  s

  TD.

  O., L

  appeared, for example Morohoshi

  CG

  Daijiro, Otomo Katsuhiro, and

  ISHIN

  Hoshino Yukinobu. Though their

  PUBL

  TT

  styles are very different, their

  N©

  works are considered part of the

  movement known as “New Wave”

  comics. Manga artists associated

  with New Wave comics pushed

  Tezuka izu deddo

  the limits of existing genres,

  and were characterized by their

  sensitivity to the lines they drew. At the same time that the Germans and Brits were using synthesizers to make New Wave

  music, the Japanese used pens and paintbrushes to make independent manga and anime. That was the start of moé.

  PG: What is your defi nition of moé?

  IG: To me, it is a psychological effect that is triggered by a character image. Sometimes it triggers a physical reaction. I fi nd it somewhat dubious to simply defi ne moé as desire. I feel it is closer to the feeling triggered by listening to techno or minimal music. When listening to rave, techno, and trance, there is a bodily sensation. At some point, what you hear is no longer the THE PLEASURE OF LINES

  MOE_18_162-169.indd 163

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  164

  boring repetition of sound, but pleasurable music. Moé is similar to this. There is a moment when suddenly you understand and ET

  feel the pleasure of images and lines. At that point, what you RO.N

  IAP.P

  are looking at is no longer the boring repetition of image, but pleasurable characters. There is a bodily sensation of looking at C. WWWN

  them. It might seem strange to compare techno and moé, but for IA, IDE

  me there is a lot of r

  me there is a lot of esonance. The high-

  MER

  pitc

  pi hed,

  tc

  squeak

  hed, squea y v

  ky oices of the singers

  UTU

  associated with

  associated with moé [see Momoi Halko,

  ON F

  YPT

  pag

  pa e 72, and

  e 72,

  T

  and or

  T omi, page 80] are like

  R

  I © C

  the sounds g

  the sounds generated by machines.

  KEY B

  There w

  Ther

  as something called Ner

  e was

  d

  TION

  Core or J-Cor

  Core or J-

  e, where people

  A

  STR

  remixed the sounds of

  remixe

  moé

  LUIL

  music and v

  music

  oices into plea-

  sura

  sur b

  a le patterns,

  b

  and this

  contin

  con

  ues today on the

  video-sharing site Nico

  vid

  Nico Doug

  N

  a. Vocaloids,

  which are virtual idol

  characters that sing

  songs in a synthetic

  voice, fi t naturally

  into this kind of con-

  text. Techno music

  is based on the plea-

  sure of repetition, and

  is what is left after

  the lyrics and message

  ar

  a e gone. To me, moé is

  the pleasur

  the

  e of repeti-

  tious ima

  tiou

  ges of cute girl

  char

  c

  acters without stor

  haract

  y or

  meaning.

  meaning

  .

  Vocaloid Hatsune Miku

  ITO GO

  MOE_18_162-169.indd 164

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  165

  PG: Earlier you mentioned that manga artists associated with the New Wave comics movement were sensitive to the lines they drew. Is this related to moé?

  IG: The year 1983 is a watershed in Japanese manga history.

  Around this time, line drawing becomes much sharper. An awareness of what is referred to as “the pleasure of lines” ( byosen ni yoru kairaku) appears with Otomo Katsuhiro. One of the characteristics of the creation of moé characters is the sophistication of certain lines. Designers of moé characters tell me they are very sensitive to the lines they use to draw character forms. They even tell me that they have a “line fetish” ( byosen fechi). Otomo is known for his realism and gritty sci-fi , which might seem to be very different from the cute girls associated with moé, but in fact S

  they are connected. I found out that one of my friends, who was

  @

  IMT

  really into the bishojo game To Heart and draws moé characters, is CJEO

  actually obsessed with Otomo.

  BI/PRG

  N©

  PG: What does “the pleasure of

  lines” mean?

  IG: With moé, slight movements of

  of

  the body are expressed, and body

  y

  parts are emphasized, with fewer

  r

  lines. One line enables the viewer

  r

  to imagine a three-dimensional

  body. The trend is away from the

  real human body toward some-

  thing cute. This is abstraction, but

  t

  it is not unreal. The use of just a

  few lines enable us to imagine a

  certain
three-dimensional entity,

  just like a mathematical model.

  Games like The Idolm@ster (2005),

  which use polygon character

  design, are a good example of

  the characteristics of typical

  The Idolm@ster

  THE PLEASURE OF LINES

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  166

  S

  Tezuka’s circular lines

  TION

  RODUC

  moé lines. When discussing the topic of moé, P

  we cannot overlook the visual pleasure of the

  EZUKA T©

  image itself. As I see it, foundational fi gures in manga such as Tezuka Osamu were aware of

  the pleasure of a certain type of circular line

  that has come to be associated with moé. You can also see this aesthetic when you look at

  the work of Azuma Hideo, Takahashi Rumiko,

  and Fukuyama Keiko in the 1970s and 1980s.

  In the 1990s, the circular line became widely

  used again.

  PG: Some people argue that Azuma Hideo

  was drawing on shojo manga (manga for girls) when he was experimenting with bishojo

  characters. Do you think that shojo manga has played a role in the emergence of moé culture?

  ITO GO

  MOE_18_162-169.indd 166

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  167

  167

  IG: The infl uence of certain as-

  as-

  pects of shojo manga is strong.

  ng

  .

  There are, however, slight dif-

  if-

  ferences between shojo mang

  nga

  a

  pictures and moé pictures,

  ANKU

  AK

  most especially in the eyes.

  GOH

  Moé eyes are not sparkly,

  I / SH

  though shojo manga artists

  AHAS

  K

  such as Yabu’uchi Yu and

  A TO

  Tanikawa Fumiko are close

  RUMIK

  to moé. The connection be-

  982 1

  tween shojo manga and moé

  ©

  culture is the appreciation

  SURA

  TA Y

  of cuteness and feminine

  aesthetics. There were a

  URUSEI

  lot of men reading shojo

  manga in the 1970s, includ-

  ing author Otsuka Eiji. [See

  Otsuka Eiji, page 38.] Otsuka’s

  generation had strong gender

  norms, which he refused in

  reading shojo manga. His ar-

  gument was that an apprecia-

  EVI

  tion of cuteness was one way

  to resist the masculine capi-

  YAMA / J UK

  talistic system of the postwar

  U

  O FK

  era. I think he’s right. Male

  IE

  © K

  otaku like cute things. Many

  moé artists say that they want

  to be a cute girl. Otaku are the

  weak boys, but their weakness

  is also fl exibility. All these sto-

  ries in manga and anime about

  switching gender and trans-

  forming are a testament to

  Takahashi Rumiko (top) and Fukuyama

  Keiko (bottom) used circular lines

  THE PLEASURE OF LINES

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  168

  68

  that fl exibility. There

  should be a new form

  of maturity deri

  o

  ved

  AN

  fr

  f om this new mas-

  KU

  AK

  culinity

  c

  , but we are

  GOH

  still go

  s

  verned by rigid

  I / SH

  social e

  so

  xpectations

  CUU

  about ho

  ab

  w men should

  beha

  be

  ve.

  2005 YU YAB

  ©

  MI

  PG: I would like to ask

  SUBO

  you to r

  you

  efl ect on the im-

  TO

  NO

  portance of c

  por

  haracters

  ISHA

  in J

  in apan.

  J

  N

  IG

  IG: In J

  :

  apan today, we

  relate to c

  rela

  haracters in so

  man

  ma y differ

  n

  ent forms. In

  a w

  a ay

  wa , all characters are

  Yabu’uc

  becoming unbounded,

  beco

  hi Yu: close to moé

  : close to

  because w

  beca

  e see them

  moving from manga to

  anime to games to toys and so on. My word for characters that exist beyond a single narrative context is kyara. As the character moves between these different narrative contexts and media forms, fans share the sense that this character exists. What’s more, fans are contributing to the development of characters through their interactions with them.

  PG: Can you give us an example?

  IG: The mascot character of Shimotsuma City in Ibaraki Prefecture, Shimon-chan, is a beautiful example of how this works.

  The people at the local government who created the character simply intended her to be a cute mascot—she has round, soft lines and butterfl y wings. So far, this really isn’t that interesting, but Shimon-chan has a great number of fans among otaku. Why?

  ITO GO

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  169

  Well, it turns out that the pattern on the wings of this particular type of butterfl y differs according to sex. Shimon-chan is sup-posed to be a cute girl character, but her wings have the gaudy pattern of the male butterfl y. So, in the otaku community, Shimon-chan is imagined to be a male cross-dressing as a cute girl, and so now she’s considered by

  many to be moé.

  The creators did not

  write that story for

  her. In fact, want-

  ing to be politi-

  cally correct, the

  local government

  has offi cially stated

  that Shimon-chan

  has no gender. But the

  fans continue to draw her

  and write stories about her.

  Someone in the Shimotsuma

  government updates Shimon-

  chan’s Twitter account, which fans

  follow and use to interact with

  TY

  her. We are clearly talking about

  CIA

  kyara, or moé kyara, when talking SUMTO

  about Shimon-chan. Fans interact

  SHIM

  with manga, anime, and game

  SY ETR

  characters in a similarly

  UO

  unbounded way today. To

  HAN, C

  understand moé we ought

  -CNO

  to be paying less atten-

  IMHS

  tion to specifi c works

  and more attention

  to the relationships

  that fans have with

  characters.

  Shimon-chan, mascot of

  Shimotsuma City
>
  THE PLEASURE OF LINES

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  170

  Interview with

  I

  Az

  A u

  z ma Hiroki

  Azuma Hiroki, born in 1971,

  is a cultural critic and writer,

  who came to public atten-

  tion in 2000 with his book Fukashina

  mono no sekai (The overvisualized

  world) and an essay he wrote for

  pop artist Murakami Takashi’s Su-

  perfl at exhibition catalog. He then

  became involved in a series of key

  debates about otaku that brought

  together well-known experts in the

  fi eld of manga and anime, includ-

  ing Kotani Mari, Ito Go, and Saito

  Tamaki. These debates were pub-

  lished in 2003 as the collection Mojo

  genron f-kai: posutomodan, otaku,

  sekushuariti (Net discourse fi nal ver-

  sion: Postmodern, otaku, sexuality).

  His 2001 book Dobutsuka suru posuto

  modan: otaku kara mita nihon shakai,

  translated and published in English

  as Otaku: Japan’s Database Animals in 2009, puts forward his theory that

  otaku are less interested in narra-

  tive in manga, anime, and games,

  and more interested in characters

  NNA

  that they can break down into moé

  CHUM S

  elements such as cat ears, maid

  ZT

  FRI

  costumes, and so on. In this inter-

  Y B

  PH

  view Azuma lays out his argument

  RAG

  and talks about the politics of writ-

  OTO

  PH

  ing about otaku.

  AZUMA HIROKI

  MOE_19_170-177.indd 170

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  171

  Applying Pressure

  to the Moé Points

  The Death of Narrative

  Patrick W. Galbraith (PG): Can you talk a

  a

  little about otaku and postmodernity?

  Azuma Hiroki (AH): One of the things

  often said about otaku activity is that it

  A

  represents a retreat from public space.

  Otaku show no interest in social issues,

  SHIMBUNSH

  and shut themselves into the domain

  I

  of hobbies. This mental state only oc-

  © ASAH

  curs when consumer society reaches a

  certain level of maturation, and there

  are no larger political or social goals.

  Japan reached that level of matura-

  tion in the 1970s. My assertion is

  that this state is similar to what is

  called postmodernity in sociology

  and philosophy. Of course, post-

  modernity is a complicated concept,

  C.

  and it doesn’t simply mean a retreat

 

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