2423: 15 Reasons Moe is Awesome

With love to The Mary Sue

Apropos of nothing, here are 15 reasons moe — the art of character design intended to instill empathy, sympathy and feelings of affection in the audience — is awesome.

1. Colours!

It’s become increasingly fashionable to use what is often mockingly referred to as a “grimdark” aesthetic these days — all dark blues, browns and greys. Moe anime and video games are a stark contrast to this by remembering what primary colours are and how nice they can make you feel.

2. Characters!

Moe anime and games tend to have deliberately exaggerated rather than realistic characters, but these exaggerated characteristics can make for highly impactful, emotional moments when they reveal their deeper secrets. And it’s pretty rare to find a character in any anime who is exactly what they seem — even in the most fanservicey, perverted, filthy ecchi thing you can possibly think of.

3. Girls!

You want awesome female characters? Look no further. Many moe anime and games feature all-female casts running the gamut from confident, loud types to introverted, intellectual types. The whole point of many of these shows is to demonstrate that these all-girl groups are capable of doing absolutely anything from winning a local talent show to saving the universe — and they certainly don’t need no man to do their thing.

4. Story!

Related to the characterisation issue, it’s hard not to get drawn in to a moe anime or game due to the emotionally engaging stories they typically include. A core part of the “empathy” part of moe is making the audience root for the characters, and there’s no better way to do this than seeing them overcoming all manner of adversity to come out on top.

5. Mood!

Miserable? Watch an episode of Love Live! and I defy you to still be miserable afterwards. (NB: do not apply this challenge to Clannad or Ano Hana.)

6. Easily parsable visual language!

(I knew I’d regret doing the “one-word heading” thing as soon as I started it.) Moe anime is easy to understand, even for beginners to Japanese media, because it makes use of such clear visual language alongside its writing. Everything from hair colour to eye shape is designed to give us an immediate understanding of a character — and perhaps subvert our expectations at a later time.

7. Blurring gender lines!

Here’s a contentious one for you: looking at moe anime through less enlightened eyes, it would be easy to consider it somehow “girly” — compare and contrast toys “for boys” and “for girls” in the ’80s and ’90s for a good example of what I mean. “Boys'” toys would use muted, dark or aggressive colours whereas “girls'” toys would use bright, vivid colours. Moe is something that, according to this stereotype, should be “girly”, but there’s enough to appeal there to men as well as (not instead of!) women.

8. Always something new!

You’ll never run out of moe stuff to enjoy. In fact, you’ll almost certainly never be able to catch up on all the moe stuff that already exists, even if Japan in its entirety stopped producing it altogether.

9. Music!

Moe anime has some of the most catchy, memorable music in existence, even if you don’t speak Japanese. Doubly so if it’s a music-themed anime such as Love Live!

10. Talking about stuff that doesn’t normally get talked about!

Moe anime isn’t all ditzy girls blathering on about bullshit in an airheaded manner — though, of course, such examples do exist and can be enormously entertaining in their own right (hello, Yuru Yuri). Nope, sometimes moe works can deliver an emotional gutpunch by combining cute, cheerful visuals with surprisingly dark, even harrowing storylines. See The Fruit of Grisaia for a masterclass in how this is done.

11. Community!

The community of moe fans on the Internet is one of the most passionate, enthusiastic communities around; become a part of it and you’ll always have something to talk about and someone to talk about it with.

12. Waifus and husubandos!

For those who like to pin their allegiance to a particular person or thing, moe as a cultural phenomenon has you thoroughly covered. Declare a waifu and/or husubando and you’re making a clear but light-hearted statement about yourself. (Declaring everyone else’s waifus as “shit” optional.)

13. Cultural osmosis!

While exaggerated media such as anime and video games can give you a somewhat distorted view, they can be a catalyst for the audience to learn more about a culture other than their own, in turn leading to greater mutual understanding.

14. Relatability!

Tied in with the waifu/husubando equation is the fact that most moe anime will feature at least one character that at least one member of the audience will relate to in some way or another. By extension, this can help some people feel more comfortable talking about certain issues by being able to put them in some sort of context rather than feeling like they’re dealing with them alone.

15. An international cultural phenomenon!

Moe anime has given broader culture a lot of things to chew on — mostly with regard to character and narrative tropes. It can be particularly interesting to see people from outside Japan attempt to make use of these tropes and put their own spin on things — the wonderful visual novel VA-11 HALL-A from Venezuelan developers Sukeban Games is an excellent example of this.

2041: A Little Respect Goes a Long Way

0041_001Whew, that got pretty heated, huh? I make absolutely no apologies for yesterday’s post: it needed to be said, and I stand by every word of it. To reiterate: if you don’t like ecchi content in your games, that’s absolutely A-OK. The second you start branding people who do like ecchi content in their games as paedophiles, though, that’s when you cross a line from “opinionated person” into “total cunt”.

I’m really disappointed to hear of the number of NeoGAF bans that have resulted from the article I mentioned yesterday. (Still not going to link to it.) Quite a few friends — and quite a few new acquaintances — all found themselves banned simply for expressing dissent or dissatisfaction with the article, often in a polite manner. And no, that’s not just excuse-making — they really were polite about it. More polite than I was yesterday, anyway.

I’ve never been a member of NeoGAF. Not through lack of trying, though every time I have tried, my email address hasn’t been “good enough” for them to allow me in, whatever the hell that means. In one particular instance, it took nearly two years for my “application” to be rejected; I didn’t try again after that.

If it hadn't been Omega Labyrinth, some other game would have been the victim (and, likely, beneficiary of a ton of new publicity) of the latest round of outrage.
If it hadn’t been Omega Labyrinth, some other game would have been the victim of the latest round of outrage — and, it has to be said, likely a beneficiary of a ton of awareness it wouldn’t have had otherwise, so it’s not all bad.

NeoGAF is regarded by many as the de facto gaming community online. It’s where all the game journalists from the mainstream publications hang out, it’s where game developers and publishers hang out — in short, it’s a huge, centralised place to talk about games. Or at least, it should be: in the last few years, however, there’s been an increasingly tight leash put on exactly what is and is not acceptable to talk about there — and, relevant to what we’ve been talking about, a lot of the stuff that is outright banned from discussion falls under the Japanese gaming umbrella.

Trouble is, from what I can tell as an outsider to the overall community, there is pretty much no rhyme or reason to what is and is not acceptable. Senran Kagura is acceptable, it seems — or, at least, it was; a significant number of participants in the long, active Senran Kagura thread got banned as part of this latest nonsense — but something like Criminal Girls is not. Japanese games are the only games that appear to be subject to this much scrutiny; big Western games are discussed without any issues whatsoever, regardless of if they have any sexual or violent content in them.

I don’t want to dwell too much on NeoGAF because, as I’ve already said, I’m not a member there and so cannot comment with authority from the perspective of an actual community member. What I do want to talk about, however, is the broader problem that NeoGAF’s situation and yesterday’s debacle really highlights: the fact that it’s deliberately (and, I’d argue, maliciously) creating a divide between different “strata” of people who enjoy video games. In other words, if you like one of the “approved” games, you’re absolutely fine; you can continue discussing games and gaming culture as much as you like. But if you like one of the “forbidden” games — regardless of the fact that these games are not illegal, are not banned and are sold at retail — then your opinion is, it seems, automatically invalid; you’re not welcome to discuss it in the Internet’s equivalent of “polite society” and are instead forced underground to find cliques and subcultures who will accept you for your tastes, rather than everyone being in a happy melting pot respectfully exchanging opinions and learning from one another.

Dungeon Travelers 2 was the last game to come under the microscope for being responsible for all society's ills. Unfortunately for the outrage brigade, it turned out to actually be a really good game, too.
Dungeon Travelers 2 was the last game to come under the microscope for being responsible for all society’s ills. Unfortunately for the outrage brigade, it turned out to actually be a really good game, too.

As I’ve argued before both here and over on MoeGamer, this situation does a lot of creative works an enormous disservice. In my last ever JPgamer column at USgamer, I commented on the fact that a lot of the games that are habitually branded as “creepy” (or worse) by mainstream critics actually tick a considerable number of the boxes that these people tend to want to see as evidence that gaming is “growing up”.

Female protagonists? Or at least women in important positions with regard to the narrative? Sure; check out the Neptunia series, Omega QuintetCriminal Girls, the Agarest series, Akiba’s Trip, Monster Monpiece, Moe Chronicle, Demon Gaze, Dungeon Travelers 2.

Unconventional storyline that isn’t simply “solve all your problems by punching/shooting/swording them to death”? Sure! Check out the Atelier series, Recettear, the Ar Tonelico series and plenty more.

Ambitious narrative themes? Sure! Take a look at The Witch and the Hundred Knight (coming soon to PS4!), Time and Eternity, Senran Kagura, Criminal Girls, Ar Tonelico…

You get the idea: these games don’t get anywhere near enough credit and are, more often than not, either ignored or derided by people purely on the grounds that they’re open and up-front about — in most, not all cases — wanting to indulge in a bit of light-hearted, cheeky teasing as part of their overall aesthetic. In some cases, the ecchi content is even used genuinely effectively to depict the growing relationship between characters; Time and Eternity and Demon Gaze were both particularly good in this regard, reflecting the protagonist’s sexual frustration and the growing relationship of trust and love between the player character and their main quest-giving “contact” Fran respectively.

Now, as Brad Gallaway wrote in his absolutely exemplary review of Dungeon Travelers 2, “people who are allergic to skin-heavy content might have a hard time getting past it to enjoy the game underneath. And honestly, that’s all right. I’ve always said that not every game is right for every person, so bouncing off of Dungeon Travelers 2 for that reason alone would be totally understandable.” This is the point that appears to be most frequently missed: games are not always for everyone. Sure, there are plenty of box-ticking focus-grouped triple-A games out there that are designed to appeal to the broadest possible demographic: they have to, because they cost an absolute fortune to make, so they’d better sell through multiple millions of copies to prove all the developers’ hard work wasn’t for naught.

I was specifically forbidden from even mentioning Monster Monpiece during my time at USgamer because of its provocative artwork -- despite the fact that it's a really interesting collectible card game.
I was specifically forbidden from even mentioning Monster Monpiece during my time at USgamer because of its provocative artwork — despite the fact that it’s a really interesting collectible card game.

But here’s the important thing: not every game is like that, nor should it be. Games with ecchi content are designed for a specific audience — and that audience cannot simply be defined or written off as “horny teenage boys”, as it usually is, though they are certainly part of it. In reality, the market for otaku games is male and female; young and old; straight and gay; trans and cis; and made up of pretty much each and every race, nationality and religion. The one thing they have in common? They like what they like. Simple as that. And these games are designed to push their buttons without caring what people outside that existing niche think of them. And that’s absolutely fine.

Tastes in art are complex, fluid, ever-changing, and one person can be into lots of things. You can enjoy high-class art and the most lowbrow of entertainment, and I know plenty of people who do. Likewise, you can also choose to enjoy just high-class art or just the most lowbrow of entertainment, or something middle-of-the-road. In the world of games, you can be someone who plays every “walking simulator” out there and believes they’re the future of interactive entertainment. You can be like my Dad, and only ever play Microsoft Flight Simulator. You can play nothing but hidden object adventure games. You can be someone who just plays Call of Duty with their friends on weeknights. You can be someone who has invested a thousand or more hours into Dota 2. Or you can be someone who enjoys games where anime girls have breasts and flash their panties.

Or — and here’s how you get the richest possible experience from one of the most exciting and complex forms of creative media in the world in 2015 — you can be into multiple things, and you can be open to new experiences. You don’t have to like everything, and you almost certainly won’t. That’s all absolutely, completely and utterly fine; the diversity in tastes is one of the best things about modern gaming, and the fact that month after month, all manner of different tastes are specifically catered to by developers and publishers is absolutely brilliant.

I maintain that anyone who hates Neptunia needs far more joy in their life.
I maintain that anyone who hates Neptunia needs far more joy in their life.

What’s emphatically Not Okay by any stretch of the imagination is, as we’ve already said, shaming people for what they are into, regardless of what it is. Don’t like anime panties? Fine. Don’t throw horrible names at people who do. Don’t like Gone Home? Also fine; likewise, don’t throw horrible names at people who do. Don’t like Call of Duty? Also fine… you get the idea, no? To sum up: don’t be a total cunt.

A little respect goes a very long way. And gaming culture as a whole is not remembering that fact right now, and it saddens me greatly. Let’s all try and do our bit to make our wonderful medium a little bit better for everyone, shall we?