TMC
09-17-2005, 12:12 AM
How To Ruin TV Animation In Seven Easy Lessons (http://news.toonzone.net/article.php?ID=4875)
By Jeff Harris
07-30-2005, 1:06 PM
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I've been watching cartoons for over twenty years now. The period that began fifteen years ago is universally referred to as a "renaissance" in the American animation industry. In the United States alone, there are six all-animation outlets (Cartoon Network, Toon Disney, Nicktoons, Boomerang, Anime Network, and Locomotion [a channel I can guarantee you've never watched]) and more in the works. And I've watched it decline from a period of promising rebirth and experimentation to an era of committee-run hack work.
How did this happen?
In the early 1990s, none of us knew for sure what cartoons would work or how they should be sold to audiences, so they basically turned the asylum over to the lunatics (no pun intended). Now, fortunately, we've got a pretty good idea of what should go into a cartoon series, how it should be produced, and how it should be controlled and exploited. There's no excuse for tolerating freedom and creativity.
Today, the rules have been written.
Those rules have emerged from an evolutionary crucible. How those rules were discovered and refined is not part of my topic. It's not even clear that the networks and studios themselves consciously know what the rules are and how they work. But, based on long-time viewing of animated television, I am now able to state and describe them. If you're a network programmer depressed by the fact that your schedule is not as dull, hackneyed, and unadventurous as those of your competitors, take heart. I'm here to teach you, in seven easy lessons, how to ruin your animation lineup.
Why am I doing this? Because there are people trying to warn would-be readers and creative types that these rules are, in some conceivable way, bad for business and the remains of the North American industry. As long as the almighty dollar rules, and kids remain suckers--I mean "future consumers oblivious to what occurred prior to the current era"--these rules are essential. So, now, here are seven easy lessons on how to ruin your animation lineup.
By Jeff Harris
07-30-2005, 1:06 PM
--------------------------------------------------------------------------------
I've been watching cartoons for over twenty years now. The period that began fifteen years ago is universally referred to as a "renaissance" in the American animation industry. In the United States alone, there are six all-animation outlets (Cartoon Network, Toon Disney, Nicktoons, Boomerang, Anime Network, and Locomotion [a channel I can guarantee you've never watched]) and more in the works. And I've watched it decline from a period of promising rebirth and experimentation to an era of committee-run hack work.
How did this happen?
In the early 1990s, none of us knew for sure what cartoons would work or how they should be sold to audiences, so they basically turned the asylum over to the lunatics (no pun intended). Now, fortunately, we've got a pretty good idea of what should go into a cartoon series, how it should be produced, and how it should be controlled and exploited. There's no excuse for tolerating freedom and creativity.
Today, the rules have been written.
Those rules have emerged from an evolutionary crucible. How those rules were discovered and refined is not part of my topic. It's not even clear that the networks and studios themselves consciously know what the rules are and how they work. But, based on long-time viewing of animated television, I am now able to state and describe them. If you're a network programmer depressed by the fact that your schedule is not as dull, hackneyed, and unadventurous as those of your competitors, take heart. I'm here to teach you, in seven easy lessons, how to ruin your animation lineup.
Why am I doing this? Because there are people trying to warn would-be readers and creative types that these rules are, in some conceivable way, bad for business and the remains of the North American industry. As long as the almighty dollar rules, and kids remain suckers--I mean "future consumers oblivious to what occurred prior to the current era"--these rules are essential. So, now, here are seven easy lessons on how to ruin your animation lineup.