I refer to this
thoughtful blog post from neojaponisme.com, which compares the appeal of
the fashion magazines JJ and CanCam. I would like
to discuss in relation to otome games:
CanCam’s concept is being “super attractive.” Not just “attractive,” but “super attractive.” The originality is all in the adverb “super.” In contrast to JJ’s fashion strategy of “having the man of your dreams fall in love with you,” CanCam’s goal is “to be loved by everybody.” Ms. M-mura writes, “The target for female ‘attractiveness’ is not just limited to possible marriage partners. For example, female TV announcers all wear CanCam-style ’super attractive’ fashion because they want to be broadly embraced by everyone from kids to the elderly.”
Globalization over-allocates social resources to the “winners” of competition, and that means that “strong individuals” will be the only ones to enjoy a self-sustainable urban life.
There are not very many ways for the weak to survive. Logic leads us to only two possible strategies.
The first strategy is to live under the protection of the strong. This is the so-called Aiming for a Wealthy Husband Strategy. But women are beginning to notice the surprisingly low reliability of those wealthy men they hope to marry. As soon as they realized the high risk of the “Marrying Up” strategy, women rejected JJ and embraced CanCam.
The second strategy is to be loved by all those around you, one person at a time. Thus they have chosen the “super attractive” CanCam strategy: to be a “lovely” girl, loved by everyone. Young people have chosen this direction as the most advantageous option in the world they face.
Of course, there are still a lot of young people who behave egotistically or arrogantly and think only of “I do what I want because I want to.” But when it comes to resource allocation and risk hedging through a mutual support network, they are already way too late. Before too long, they will be pulled to the lowest strata of society.
My knee-jerk reaction in hearing the strategy of being loved by everyone,
one person at a time is -
Why, isn't this The Strategy for otome games all along?
Granted, I have only played HaruToki 1
once before out of curiosity. (I got bored of it very quickly and gave up, though I hear that HaruToki 3 is more interesting.) The idea
in the game is that you are a messiah called Miko who must fight against evil,
but as Miko you don't really fight in the actual physical combats - you make
your warriors called Hachiyo to fight on your behalf. To succeed, you must -
- Raise the morale of Hachiyo
The premise is that the more they like you, the better they will fight for
you. In actual battles, this means you have to select the rights words to cheer
them up, because depending on their individual personalities, words that are
nectar to one may be poison to another.
- Make sure that each Hachiyo does not get jealous of another because of you
The premise is that you may have one Hachiyo who is your honmei
or your Special One. But if you get too friendly with another Hachiyo, they
will fight each other. That results in unproductive loss when they should both be battling evil.
In other words, it's HR management. Your job is to manage the
emotional lives of your warriors. The ideal is that you are loved by
each of them, one person at a time.
When I was first introduced to this game, I was puzzled by
the values it seems to instill into the minds of young women. Now I think I
can see the logic behind it. HaruToki is a videogame about pleasing other people.
Miko derives her power through the use of words – in other words
her ability to choose the right words to please each Hachiyo, who in
turn will become stronger because of her pleasing words.
So the player is essentially doing the same thing she must
do if she is to survive in this dog-eat-dog world. In that sense, HaruToki s probably less escapist than you think. It is a training ground for “people
skills”.
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