Japanese Anime Studios Feel Pressure From Unhappy Artists and Outsourcing
online.wsj.com
online.wsj.com
However, my casual judge-by-the-contents-of-the-rental-rack guess is that the newest megahits are over ten years old at this point. (Before Bleach and Naruto got big in America they were big in Japan. Big like "qualify as industries unto themselves" big.) Both of them are actually animated in Korea, incidentally. (And, oddly enough, both are quite "high tech" in terms of animation techniques. It is sort of the series' aesthetic.)
Incidentally, Youtube isn't the enemy of Japanese DVD sales. Rentals are. Japan does distribution really freaking well: there are about three or four companies with reach as good as Netflixes, plus plenty rental chains stocked with up-to-the-minute DVD releases. Here's the math: $200 for a 4 DVD boxed set or $8 to rent them all. Not hard to figure which one wins out. (Or you could go rent a big screen TV and a comfy chair at an Internet cafe for $2 to $4 an hour and get the DVDs loaned to you for free.)
That said, getting a hit series is not really an easy thing for authors (mangakas). They work about 14 hours everyday and have to produce 19 pages of content every week. The gruelling workload takes a toll on a lot of mangaka's health, forcing the series into a hiatus, which further reduces their chance of becoming hits.
Youtube might not be much of a problem within Japan, but it certainly hurts the overseas profits. Also Japanese studios are incredibly lax when it comes to enforcing copyrights. They usually let fansubbers and scanlation groups get away with pirating weekly chapter releases in the hopes that this would encourage people into buying the volume releases when they are available.
To say nothing of Gundam...
That said, getting a hit series is not really an easy thing for authors (mangakas). They work about 14 hours everyday and have to produce 19 pages of content every week. The gruelling workload takes a toll on a lot of mangaka's health, forcing the series into a hiatus, which further reduces their chance of becoming hits.
And often even when something does become a hit, it creates its own problems: for example, from what I heard, the author of Death Note planned to end the story at what eventually became the halfway point. Instead his publishers told him that it had become so popular that they wanted him to make more of it, and so he dragged it on for a whole bunch more chapters.
There's also the fact that a huge number--probably the majority--of authors don't seem to care too much about making huge hits. Just look at the sheer volume of doujin productions: nobody there ever intends to even make enough money to pay for their own time, yet there's probably more doujin manga than professionally published stuff.
It's funny... There was a minor controversy a few years ago when someone discovered that several Naruto fight sequences were actually traced off of other sources, including the Cowboy Bebop movie. I wonder whose idea that was -- the main studio or the outsourced one?
Meanwhile, most other anime producers are like PC manufacturers—they compete to produce a commodity as cheaply as possible. First, they're adapting manga that has already been written, illustrated, published, marketed, and merchandised, so the customer development half of their business doesn't need doing. They simply churn out adaptations of the books they receive, and people tune in; it's a pre-made market.
Second, people don't care about the visual quality of anime. It's great when it's exceptional (I can only think of Ghibli work and FLCL at the moment), but no one expects it to be. Mostly, anime-watchers tune in to experience a visual dramatization of a story that couldn't be executed in live-action without a ridiculous budget. Things in space, giant robots, fantasy creatures that aren't just actors with bumpy foreheads, etc. They don't expect great visuals, just the bare minimum needed to understand what's going on, so they can enjoy the story without having to imagine the narrative themselves (and though they do still end up having to read the dialogue, this doesn't require any form of visual imagination.)
Given these two factors—that the studio's only job is to adapt a manga to the screen, and that they may do this as badly as possible and still not lose any of their following—it's no surprise that it's a process that has been outsourced and reduced to manufacturing "more work with longer hours = better" conditions.
The future for Japanese animation will probably have to come from the American playbook - lower scale, more technology, and more diverse revenue streams.
Just because any individual otaku is probably willing to spend untold amount of money on miscellaneous merchandise doesn't mean it was a good idea to ignore the overwhelmingly larger demographic of Everybody Else...
Do you mean outside Japan? In Japan I'd say the target age range is pretty wide
There's other areas to innovate as well. Studio Ghibli, the acclaimed studio behind Spirited Away, is collaborating with critically acclaimed video game studio Level 5 on a video game.
Nowadays, especially on lower budget stuff, you can spot blatant motion-tweening.
Gainax is one of the past masters/worst offenders in this regard, including: a sequence near the end of Evangelion where they just shot the back of a bunch of old cels; a off-screen sex scene near the end of Evangelion where a shot of only the background plate is held for at least a minute; back-to-back clip shows in Kare Kano, where they show cel counts for each prior show to pad for time -- one episode had 2300 cels (that's total cels, not just keys).