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A fundamental difference between Japanese and Western animation is their approach to motion. Western animation emphasized fluid motion, attempting to stick to t
by fgsfdsfgsfds 11y ago
A fundamental difference between Japanese and Western animation is their approach to motion. Western animation emphasized fluid motion, attempting to stick to the maximum framerate (24 FPS) allowed by the film medium as much as possible. This could produce striking results, but tended to limit artists to more simpler, slower, more deliberate stretch and squash movements that would make sense when interpolated across key frames. It was also very expensive to produce, which is part of why western studios have mostly abandoned traditional animation, and why the ones that still do 2D often use Flash to cheaply "tween" between keyframes to get fluid motion for the minimum amount of effort.
Japanese animation, on the other hand, plays fast and loose with the rules. Very little is animated at the full 24 FPS, drifting around 12 to 8 to 6 FPS (called animating on twos, threes, or fours) for typical scenes. This allows for the user's attention to be captured by backgrounds and stills in expository scenes, and encourages a different style of exaggerated movement that emphasizes the ''feeling'' of the movement over brute force motion quality. It also allows the budget to be conserved for the most important scenes, sakuga ("moments in a show or movie when the quality of the animation improves drastically, typically for the sake of making a dramatic point or enlivening the action.") So called "key animators" work exclusively on these parts of an animation, and here, their skills in creating expressive motions shine when given the time and resources to completely bring a dramatic scene to life.
As the game, comic, and animation artforms grew alongside one another, early games took direct influence from styles of animation native to their creators. The concept of sakuga fit Japanese games well, which would often sparingly animate unimportant "cannon fodder" enemies for the sake of saving budget and development time for elaborate boss monsters. In contrast, I was always struck by the fluidity of motion in Western games produced by groups like The Bitmap Brothers for the platforms like the Amiga, yet unimpressed by the gameplay underneath. It seemed almost as if these groups would spend so much time lavishly animating their characters, that they would forget they were making a game.
Another important consideration is that more frames can work against an action game. Every frame of a sword swing, for instance, is another 16th of a second delay between the player's button press and the intended action occurring. A 1 or 2 frame anime-style sword swish fits perfectly into this mold, allowing for responsive control and an expression of energy. Whereas many Western games I played would lavishly animate the beginning of a jump, or thrust or swing of a sword, compromising the feel of responsiveness for the sake of the artist's ego.
So if you notice the lack of frames in a modern "pixel art" game, then while the artists might have been lazy (the typical "pixelated platformer" drawn at a lower resolution than an Atari, with more colors than a SNES game), perhaps they instead were copying older Japanese artists without understanding the reasoning behind their animation choices. Or perhaps you just don't appreciate this style of animation.
- pradn 11y agoThank you for your detailed explanation.
- teraflop 11y agoNo source for this, but I remember hearing an interesting anecdote some time ago, and I'd love to know whether there's any truth to it: Back in the 50's or so, when the major American animation studios had a couple decades of experience under their belt but anime was just getting off the ground, some Japanese animators took a trip to Hollywood to learn how the industry worked in the US. They were given a tour of a major animation studio, but through some kind of miscommunication, they came away with the impression that the studio was spending an order of magnitude fewer resources (time, money, manpower) than they actually were. When they returned to Japan, they budgeted their productions using those lowered expectations, forcing their animators to cut corners and squeeze as much expressiveness into as few frames as possible. Which in turn led to audiences getting used to that style of animation, and created the recognizable Japanese aesthetic that has persisted to this day.
- fgsfdsfgsfds 11y agoI have no idea, sorry. It would be very interesting if it were true, but it sounds like a bit of an urban legend. Working within the constraints of limited resources seemed to be a constant in all of Japan's pre-bubble successes, from comics, to calculators, so I wouldn't assume there would be any extraordinary reason for early Japanese animators to follow the same principles. My interpretation was that anime's more limited, stylized animation was due to its direct influence from the prolific manga artist and animator Osamu Tezuka (sometimes called "the Walt Disney of Japan.") All comics, Western or Eastern, must heavily stylize motion in order to have any hope of expressing it in still frames. So having an accomplished dramatic comic artist lead most of the earliest, most influential Japanese animations, most of which were direct adaptations of his comics, working with the low framerate stylized motions that extended naturally from comic book stills, seems to have had a profound effect on the Japanese school. In contrast, Disney's early animations were inspired by conventional cartooning in subject, and early film and Vaudeville in motion, so given Disney's influence, it should similarly not be surprising that the Western animation school tended towards comedy and fluid motion that attempted to emulate the impression of film.