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— by Chad Kime

Have you noticed that this TV anime season has brought us a slew of
sequels: THOSE WHO HUNT ELVES II, VAMPIRE PRINCESS MIYU, DR. SLUMP,
and WATARU? Gee, and didn't Simba look a lot like
Kimba/Leo? Or did you ever get tired of all of those ads for GHOST IN THE SHELL? Did you see how MEMORIES was "presented" by Otomo Katsuhiro, and yet he
only directed one third of the project (and not even the most entertaining
third...)?
Why, why, why, and why?

The answer to all four questions is the same. Someone producing the
project decided to load the dice, so to speak, in order to reduce the
overall risk for the success of the project. Why would you need to load
the dice? The fact is that resources (money, talent, time, etc.) are
limited, and this fact affects every industry, whether it is banking, dog
washing, animation, or cough syrup manufacturing (While I have placed this
column generally into the Animation reference frame, I assure you that
these concepts can apply to just about every industry). Since the future
of any company depends upon the success and viability of its products, and
there are limited resources available to make each product, each company
must stake its future on a guess. The company must gamble on what product
will prove to be successful and will provide the sustaining income
necessary to remain in business. The future remains unknown in each and
every case, and as any gambler, businessman, or producer can tell you, the
secret to success is knowing how to play the odds. Sometimes, the odds
can be adjusted, and just as in gambling, the odds often are accompanied
by comparable rewards.
Each
time a production company is in a position to produce a property, it will
(or at least should) analyze every aspect of a project (story, art,
music, etc.) and try to minimize the overall risk of the project. As I
have discussed in another column, no one ever sets out to make crap - it
just happens, and accounting for this possibility is part of the
procedure. If you think that I may be emphasizing the business decision
too much, consider this: 100% of the animation studios are commercial
enterprises, with paid employees and bills. I think you will find that
those animation studios that do not make their initial decisions based
upon dollars and cents will not remain in business for very long. Not
that I am an advocate for the MBA approach either; too much attention to
the money part will weaken the ability of the company to produce a good
product, and that is what animation is really about. In order to
stay in business, a studio will need to find a balance between the
financial risks and the artistic risks to produce projects that will be
good products with the resources that studio has at its disposal.
So
let us now explore the risks and rewards of different types of projects so
that we can see how the balance beam works. For the purpose of this
column, I will generalize all productions into four categories: 100%
Original, Adaptation, Sequel, and Derivative. A 100% Original title is
any animated project that has no relation to any other project in any
other media such as comics, radio, role playing, or video games. An
adaptation is the animated version of a comic book, video game, etc., where
a product from some other industry is adapted into an animated project. A
sequel is simply any animated project based upon a previously animated
project. Finally, a Derivative project is a sequel or an adaptation that
is changed just enough to be able to claim legally, if not morally or
artistically, that the project is 100% Original.
Risk
can be evaluated in several ways, but for the purpose of this column I will
use four common risk categories for animated productions : production
risk, sales risk, legal risk, and audience risk. Each category, explained
in more detail below, has component risks (odds) and techniques for
countering these risks (ways to load the dice). In a perfect world, each
risk is analyzed, evaluated, and adjusted. In a practical world, however,
the production company identifies the risks that they can modify, changes
the risks they have the resources to change, and then crosses its
collective fingers.
Production
risks involve producing a quality product, on time, and under budget.
Employees are a big part of this risk. Do they have the talent? Will they
have the professionalism to use their talent efficiently and effectively?
One can easily picture that low quality talent will produce low quality
product, but even high quality talent can make mistakes, or be too rushed
to effectively produce quality work. In order to counter employee
production risks, producers will hire employees not only for their talent,
but for their reputation and their marketability. For example, while
Sonoda Kenichi is unquestionably talented, he does not get as much work as
others because some producers supposedly question his professionalism.
Meanwhile, Otomo's mere association with a project will ensure that his
portion will be technically sound, that the bank will be more willing to
finance the project, and that the audience will be more willing to sample
the product (see audience risk below).
Sometimes
delays alone can cost a fortune and create a production risk. This is most
obviously seen in the live action Hollywood pictures such as WATERWORLD or TITANIC, where the
interest payments on the loans used to bankroll the feature became a
significant percentage of the overall budget. Fortunately, there are not
usually any rain delays in filming animated products, but there are plenty
of places for the production to have problems. GIANT
ROBOT and GUNDAM: 08th MS TEAM were both delayed in
the middle of the series by deaths either in, or close to, the production
crew, which delayed the projects for more than six months. This not only
causes production delays, but also creates risks for the quality of the
product, the enthusiasm of the audience, and the ability of the sales
force to move the product effectively.
Production
companies address these risks by hiring strong, professional talent, and
by budgeting their resources as best as they can. They also try to reduce
costs where ever possible (reduced budget = increased profit potential),
and/or make the quality of the product excel.
The
sales risks involve all of the various aspects necessary to place this
product in front of the consumer. Will the retailer be convinced that
their customer desires the product? Will the advertising be prominent
enough to attract anyone's attention? Is there enough space on the
shelves, or in the theaters, for the project to even make it to the
public? To address these risks, the production studio usually throws a
lot of money at consumers in the form of advertising, and at retailers in
the form of sales sheets and screeners. They then go in and tell the
retailers and distributors how their product is going to generate so much
revenue that the retailer should clear an entire shelf just for their
product. (If they are convincing, they might actually get a slot or
two...)
In
many ways, the sales risk can be addressed by focusing on the audience
risk (see below) and making sure people want to see the film, or through
the production risk and making sure the product is of superior quality.
While these efforts will reduce the sales risk, it will by no means
eliminate the sales risk, which should still be considered separately to
ensure that the product will actually be available to consumers.
The
magnitude of the legal risk depends heavily upon the nature of the
product. Adult product, naturally, has high associated risks, especially
in specific geographical regions, or with products addressing especially
sensitive topics. Adaptations and derivative products also have legal
risks, since they are based upon other works, although the ramifications
are greater for the derivative products. Even 100% original products
often face legal battles as can be seen from the lawsuits regarding the
true origination of the movie TWISTER (which was
dismissed, but still was in court for nearly a year). These risks can be
addressed by making potentially risky aspects of a project low key, by
signing contracts, or by having an army of lawyers.
The
last risk category pertains to whether or not the product will find an
audience. In order to make money, any project must be purchased (videos,
tickets, TV time, etc.), and in order to be purchased, the project must
interest people enough for them to fork over their hard earned cash.
While part of this issue is addressed through consumer advertising (see
sales risks), no amount of advertising can force a person to become a
patron (mob thugs do not usually count as advertising). In this sense,
the gamble to find an audience is the ultimate risk, since this is where
the money comes from to keep the company alive.
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