Why I HATE Anime Culture Now

ZeRo
28 Jan 202305:58

Summary

TLDRThe speaker reflects on their evolving views of anime, tracing their journey from a bullied fan in childhood to a more mature, disillusioned perspective as anime becomes mainstream. While acknowledging the shift in anime culture, they express frustration with the growing commercialization, especially the sexualization of characters ('waifus') for profit. This trend, evident in games like *Fire Emblem Heroes*, overshadows meaningful storytelling, with companies prioritizing sales over creative narratives. Though nostalgic for older, more substantive anime, the speaker continues to engage with the medium for its still-valuable content despite its formulaic, commercialized nature.

Takeaways

  • 😀 The speaker expresses a growing dislike for anime culture, especially in how it has evolved over time.
  • 😀 As a child in Chile, admitting to liking anime would lead to bullying and social ostracism, especially in the school environment.
  • 😀 In the past, shows like Dragon Ball were more socially accepted, whereas anime, in general, was not.
  • 😀 Anime has become much more mainstream and socially acceptable, with people openly discussing it, wearing shirts, and expressing fandom.
  • 😀 The speaker does not have an issue with anime becoming more mainstream, but feels that anime creators have realized how to profit by focusing on sexualized characters (waifus).
  • 😀 There is frustration with the commercialization of anime, with studios focusing more on selling products like figurines and pillow merchandise instead of creating meaningful stories.
  • 😀 The practice of sexualizing waifus is seen as a dominant money-making strategy in anime, which results in more marketing and product sales, even if it comes at the expense of story quality.
  • 😀 The speaker acknowledges that 'sex sells,' and in anime, the sexualization of characters is not seen as crossing an ethical line since the characters are not real people.
  • 😀 The inclusion of waifus and fan service in anime has become formulaic, and it is predictable which shows and games will do well based on the type of characters and tropes they feature.
  • 😀 Fire Emblem Heroes is used as an example of how the waifu formula has been commercialized, with characters in suggestive outfits being sold as part of the game's microtransactions.
  • 😀 The speaker misses the days when anime was focused on storytelling and meaningful messages rather than constantly pushing fan service and waifu culture, although they still participate in the community.

Q & A

  • What is the speaker's main concern about modern anime?

    -The speaker's main concern is that anime has become overly commercialized, with a strong focus on sexualizing characters (specifically waifus) for profit, which detracts from meaningful storytelling and character development.

  • How does the speaker feel about the change in anime culture over time?

    -The speaker feels nostalgic for the older days of anime, where the medium focused more on meaningful stories and character development rather than fanservice and commercialization. They feel that this shift has impacted the quality and depth of anime.

  • What example does the speaker use to illustrate their point about the commercialization of anime?

    -The speaker uses Fire Emblem, particularly its mobile game Fire Emblem Heroes, as an example. They highlight how the game focuses heavily on selling waifus in sexualized forms, which has contributed to its financial success but detracts from the game's original narrative and purpose.

  • Why does the speaker believe that 'sex sells' in anime?

    -The speaker believes that the sexualization of characters, such as waifus, is a highly profitable strategy in anime because it generates sales of related products like figurines, art, and video games. This commercial approach has become a key driver in the anime industry's success.

  • What is the impact of the 'waifu' phenomenon on the anime industry, according to the speaker?

    -According to the speaker, the 'waifu' phenomenon has become so pervasive that it overshadows the creative aspects of anime, turning it into a formulaic process where shows and games are designed primarily to sell merchandise rather than tell compelling stories.

  • How does the speaker view the role of companies in shaping the direction of anime?

    -The speaker acknowledges that companies are focused on making money, and as such, they push what is most profitable. In the case of anime, this means focusing on sexualized content, as it consistently generates high sales and engages fans through merchandise, fan art, and social media.

  • What does the speaker mean by the 'waifu pandemic' in anime?

    -The speaker refers to the 'waifu pandemic' as the overwhelming presence of sexualized female characters in anime, which has become so ubiquitous that fans can't escape it, even when they prefer anime that doesn't focus on this type of content.

  • How does the speaker feel about the general perception of anime fans in modern times?

    -The speaker feels that due to the increasing focus on sexualized content in anime, fans of the medium are often perceived negatively, sometimes being labeled as 'degenerates.' This perception has made it harder for them to openly enjoy anime without being judged.

  • What is the speaker's stance on continuing to engage with the anime community?

    -Despite their frustrations, the speaker states that they will continue to engage with the anime community because they still find value in certain games and shows, even though they wish for a return to more meaningful content.

  • What does the speaker mean by 'you can run away from it' in reference to waifu content?

    -The speaker is expressing frustration that no matter how much one tries to avoid the commercialization of anime, particularly the overemphasis on waifus, it inevitably becomes part of every anime or game, making it impossible to escape.

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Related Tags
anime culturewaifu phenomenonFire Emblemsexualizationanime fandommonetizationgaming cultureanime evolutionanime industryfan servicenarrative changes