DigiTrends Your source for Chinese digital insights

6Dec/100

Digitally in Love: From Animation to Simulation
Part 3 – The future and Love Plus

The concept of dating simulations has quite recently been taken to a completely new level. The introduction of ‘Love Plus’, which is solely based in Japan, has completely ‘blown away’ the gaming world and with the influence Japan has with its Chinese and anime followers, it is likely to see a new revolution in the Chinese market.

The Love Plus series, grew exponentially in a time where the market was seeing a global and financial decline; the product and company have continued to expand. Love Plus comprises two aspects; the first is known as the standard fare: Users court three girls, attempting to win their hearts; ultimately this is where most dating simulations end —Love Plus is just getting started…

8Nov/100

Digitally in Love: From Animation to Simulation
Part 2- The East wants more

A common derivative of the ever increasing idolization for anime and the social/love interaction surrounding the genre is the “bishōjo”- quite literally, a girl-game, or as we commonly know it, a dating simulation. An example of this is a sci-fi/comedy anime, manga and dating simulation series called Galaxy Angel, created in July 2000. Galaxy Angel (ギャラクシーエンジェル), the anime, comprises a comedy story in an alternate universe, while the games and the regular manga have a serious and involved romance/action plot. The dating games were an instant success and a sequel to the game trilogy was released in June 2006; the major success of these manga-turned game characters stems from allowing the user an opportunity to socially interact with a digital character: having a relationship with a Galaxy Angel girl in the context of a sci-fi based storyline.

Government censorship

With the CCTV and Chinese governments’ stern view of influence on the nation, it can be easily understood how they may further react to the global (and particularly Eastern) involvement with anime and relationships.

A number of issues could be deemed as ‘negative outcomes’ from games such as this. Many high retail games have been banned due to impacts including antisocial behaviour and the promotion or endorsements that such games may bring (consider the morale panic created in China by violent games such as Grand Theft Auto or Manhunt); Furthermore, the Chinese society, at large, would not necessarily embrace the subjects of these “relationship” games, as many aspects of dating sims are still approached coyly in today’s Chinese society; topics such as sex and relationships are generally not spoken of amongst the general public, and PDAs (public displays of affection) are still somewhat frowned upon or rarely seen. Therefore it is possible that the wider introduction of games with these risqué concepts could be rejected by the government; possibly occurring before the nation (that do not partake in digital/anime/gaming) even scrutinized this genre of gaming; and it is, indeed, a prolific genre of work…

The world of (dating) simulations:

“Kanon (カノン?) is a Japanese visual novel released as an adult game on June 4, 1999, and later ported to the Dreamcast, PlayStation 2, and PlayStation Portable; the Kanon Standard Edition was released for the PC as an adult version in November 2004. Kanon follows a linear plot line, which offers pre-determined scenarios and courses of interaction, and focuses on the appeal of five main female characters. Kanon has sold over 300,000 units across several platforms, not counting the PSP release. One of the goals of the original version's gameplay is for the player to enable the viewing of adult scenes depicting Yuichi (the male protagonist) and one of the five heroines having sexual intercourse; the versions that include the adult content include one explicit sex scene in each of the five main story routes, 50-75% of the way through, excluding one fantasy scene.[1] Outside of these, there are two scenes with nudity, which use the same CGs.[1] Yūichi Suzumoto, a scenario writer who worked on later Key titles, commented that the sex scenes in Kanon are very self-contained, and can be easily removed without altering the story.”

Alternatively, ‘Singles: Flirt Up Your Life’ is a different type of dating video game developed in 2004. Bearing many similarities to The Sims, the player is responsible for characters, controlling their behaviour and ordering the simulations to eat, sleep, go to work, as well as engage in a highly sexualized lifestyle; naturally the game has met with much scrutiny. In Australia, it was banned by the OFLC as it had exceeded the highest allowable rating for video games, which was MA15+. It has been debated as to whether or not an R18+ rating (which currently applies only to films and DVDs) should be introduced for video games in Australia. Note, the CD-ROM version sold in the USA censors any nudity throughout the game. Singles was largely panned by critics for being a rip-off of The Sims and the way it offered little challenge, with the player required to simply follow a routine of making the characters progress from making small talk through to professing love then running off to bed together via the simple interaction menus. The 'needs' are also considered fairly inconsequential, with the characters never starving to death even when their 'hunger' need has dropped to zero.

Another popular dating sim I will describe from the perspective of it’s tantalizing plot: “Jun'ichi Nagase attends a prestigious high school. He has the nickname ‘Killer’ since he was rebellious in middle school. This is used, inadvertently, to help a girl named Yuuhi Katagiri from trouble. She later transfers to his school, and in order to protect Yuuhi from danger, Jun'ichi is forced to kiss her. Not understanding what happened, she screams at him. Subsequently, it turns out that Yuuhi is his fiancé as arranged by their parents. Their parents discuss the matter and order them to go out together for a month to restore their relationship. If their relationship does not get better, the engagement will then be cancelled”. This is the plot for the simulation Akaneiro ni Somaru Saka (The Hill Dyed Rose Madder), also known in short as Akasaka; released for the PC as a DVD on July 27, 2007. A version without adult content was released under the title ‘Akaneiro Somaru Saka: Parallel‘on July 31, 2008 by GN Software for the PlayStation 2.

All of these games have a large share in a range of markets spanning anime, online gaming, dating simulations, novels etc. They all have the potential to appeal to the masses with increasing exposure through digital technology and as a result, as we’ve already seen in the US, have a strong potential to seep into markets in other countries.

Next - Part 3: The Future and LovePlus

26Oct/101

Digitally in Love: From Animation to Simulation
Part 1 – Out of the Inkwell

Our guest writer, Joe Barber, explores the anime and gaming industry in China, following its US-inspired birth and continued growth, riding along the tailcoats of Japan’s interactive digital generation. This is the 1st of a 3 part series in which Joe ultimately asks:
Will China continue to mimic online Japan?



I remember my first girlfriend and it was with her that I had my first real kiss. It was back in October 1998, in between the girl’s boarding house and the canteen, of St Georges School in the UK; it was less than a month into my first year of secondary school. I never really found it hard to meet and talk to girls, in fact the challenge spurned me on to be the self-proclaimed ‘womaniser’ that I am today.

Nonetheless I had fellow boarding friends, who found the whole interaction with the opposite sex, a rather daunting challenge. A few of them (years later) came out as homosexuals, others were simply shy and took a few years to ‘come out of their shells’ and still others have arguably remained ‘there’, turning to interactive and gaming alternatives to fulfil their desires.

One commonly known game is the Sims; gamers are enabled to act out through an alter ego in a strategic life-simulation computer game. The Sims was first released on February 4, 2000 and by March 2002, had sold more than 6.3 million copies worldwide, making it the best-selling PC game in history shipping 16 million copies worldwide by 2005.

How did this begin? Much of the modern gaming we see today has its roots in modern cartoon and animation. Early videogames, such as Castlevania for example, have been identified as true milestones, bridging animation and interaction to unleash the true potential of this marriage of media. The next step for gaming worldwide has been an aspiration to create truly real simulation.

China has shown the same trend, following animation into interaction; however, its path is slightly different to the West, with the Cultural Revolution and Japan’s booming anime scene creating a different picture for both fans of animation and gaming in China…

Chinese animation is thought to have begun in 1918 when ‘Out of the Inkwell’ a US piece arrived in Shanghai. In 1929, the Wan Brothers launched the animation industry in China with the first film with sound ‘The Camel's Dance’ and the most notable length film ‘Princess Iron Fan’; at that point, China was seen to be on a global par concerning anime.

The ‘golden age of animation’ was brought to an end in the Cultural Revolution lead by Mao Zedong, head of the Chinese Communist Party. China has approximately 370 million children, which constitutes one of the world’s largest animation market groups. In today’s market 11% of Chinese anime users are under the age of 13; approximately 59% are between the ages of 14 to 17 and the remaining 30% are over the age of 18. This niche has catered to over 500 million people in China alone.

Quatech Market Research analyzed anime users in Shanghai and Guangzhou, aged between the ages of 14 and 30, finding that over 1.3 billion RMB is spent on cartoons per annum; more than 80% of the revenue flows straight out of the country. Further studies show that 60% rather Japanese anime and the remaining 29% prefer that of the US, leaving a mere 11% favouring home-grown animation. China’s anime heart clearly lies in the pursuits of one of Japan’s most famous exports.

Next: Part 2 exploring Government Censorship and Japan's vast catalogue of Manga-inspired digital simulation.

20Nov/090

Content Restrictions for Online Game Deaths and Marriages

PK

This month, the Ministry of Culture issued a notice, requesting that Chinese online game operators improve content management in order to make their games less violent and more healthy for minors.

Specifically, the notice requests that operators create new game rules which would drastically change the current gaming model for many MMORPG. The current style, which largely involves raising one's player level via the killing of other online game players, is considered by the MoC to be too violent and a risk to children who play these games. Instead, the MOC wants operators to impose stricter limits on player-player killing and marriage systems to better protect children who are playing those games.

The notice also encourages more hand-holding from provincial cultural administrative departments, which are told to reinforce their supervision over the local operators and their games. Supervision from the provincial departments encompasses most elements of game design: storylines, place names, mission designs, game economy system, trading, production systems, social systems, combat functions, role designs, sound effects, map tools, action renderings and team systems. If any content found violates the MOC's 'Interim Provisions' law it will be reported immediately, with swift consequences one can imagine.

The MOC have created the issue with a hope to improve the self-discipline of the online game industry. Their stated goal is to create a healthy and civilized internet cultural environment.

Actually, General Administration of Press and Publication of China launched a similar content restriction on online games in 2006, they also stated that minors should not be allowed to play online games that have PK content. But it seems that the situation didn't change too much after years.

Do you think they can make it better this time?

Source: China Tech News - http://www.chinatechnews.com/2009/11/20/11066-chinas-ministry-of-culture-strives-to-limit-online-game-deaths

http://www.bj7e73.com/2009/1118/521346.html