Return of the Otaking

Toshio Okada at Anime America ’96

Author: Carl Horn?
Source: J-pop.com
Dated: Circa July 28, 1996

Anime America 1996 was a voice actor's convention, illustrating that such a phenomenon is growing in the United States. Toby Proctor ('Tuxedo Mask,' Sailor Moon) drew crowds, as did Viz's own Matt Hill ('Laocorn,' Fatal Fury), Jason Gray-Stanford ('Godai,' Maison Ikkoku), Paul Dobson ('Happosai,' Ranma 1/2), Janyse Jaud ('Akemi,' Maison Ikkoku),and Cathy Weseluck ('Shampoo,' Ranma 1/2). Of Japanese guests, there was but one--a man not famous as an actor, animator, character designer, or director. Yet the significance of Toshio Okada, the founder and ex-president of Studio Gainax, was well-known to many attendees.

The story of how Okada and a group of fans with 8mm cameras founded Gainax, the 'super-otaku' anime studio, has passed into legend through Otaku no Video, the self-parody and study of fandom. Okada himself (who appears loosely disguised in the film) is known as the super-otaku, the Otaking, alternately out of ridicule and respect. During Okada's time, Gainax's features ranged from the girls-and-mecha OAVs Top o Nerae! (Gunbuster), to the Miyazaki-esque adventure Nadia, to the visionary alternate civilization depicted in Wings of Honneamise. In 1992 Okada left the company, which has since produced Neon Genesis Evangelion and an increasing number of CD-ROM games such as the Princess Maker series. He is now a university lecturer--even though he himself entered college only to join a science fiction club, dropping out after he did.

In two separate sessions Okada, whose frankness and humor stand out among people associated with the industry, spoke to fans and press. In English, and occasionally in Japanese with translation, he answered questions from anime fans who remembered the days of the late '80s when Gainax was the studio every garage animator aspired to be -- and from fans for whom A.D. Vision's Evangelion release will be their first look at the studio Okada began. Fandom has changed a lot since he, dressed in a Char Aznable suit, first sold fanzines at Daicon...but, conversational with strange questions and accessible with unexpected answers, Okada still knows just what it's changed to.


Friday

The Toshio Okada panel took place as a large public forum in the main upstairs ballroom of Anime America. About 80 people were present to hear and talk to Okada.


PANEL: So, uh, sir, um, what--what's going on now? As a producer, as a president--former president, excuse me--what progress have you made as a creative force?

OKADA: Well, basically, I started off as an otaku, and I jumped from being an amateur to a pro--I'm really not sure when that happened; it was sort of in the early '80s, or perhaps 1984 or 1985. In 1981 I made the "Daicon III Opening Animation"--that was only an 8mm, five-minute film. In 1983 I made the "Daicon IV Opening Animation;" that was also an 8mm, five-minute film. And after that, my staff wanted to become professionals, because all of that had cost me, they were all volunteers, and we had already spent much money and much time...So, and then, we had already quit our universities and colleges, or most of us had lost our jobs, so we must make money doing something, so we went to Tokyo and became professional film-makers.

PANEL: My personal favorite of all your work is OTAKU NO VIDEO, just because it's a very universal story, with situations I think many people can relate to if they're fans of something, the culture is very universal--Did you see yourself investing a lot of emotion into making OTAKU NO VIDEO as a fun thing, as your experience, as the experiences of your friends?

OKADA: I had a lot of fun making making GUNBUSTER, but I didn't have that burning sensation when I made OTAKU NO VIDEO. It was something that I lightly made. I made it that way because I thought the people who watched it were like the people in the live-action portion--not the people who made it. 1983 was the turning point for myself and my friends. Basically what I wanted to do was set the stage for 1983 because that was when everything was changing; I wanted to show people what it was like during that period back in 1983, how we lived, basically, what our life was as otaku. [TO AUDIENCE MEMBER] You're hiding your finger with the flash, so you probably didn't get a picture.

AUDIENCE: Arigato.

PANEL: I'd like one more question, and then I'm going to open it up to everybody: There are many themes...I go back to OTAKU NO VIDEO--you talk a lot about, and it seems like you predicted in that film, a lot of the commercialization and product management that is now very, very common in the animation industry. Do you feel more strongly now about the way things have to be processed, and managed, and shoved out the door--you see all around you the selling of creativity?

OKADA: That world we made in OTAKU NO VIDEO, it was not a prediction: it was an otaku's dream. Maybe we can be more major, or a bigger group, or maybe we can make our own theme parks! But in these days, I can't believe all of the things that are happening--our otaku's dreams are beginning to become a reality in the United States. I am very surprised, and very glad.

AUDIENCE: I understand that you teach at Todai (Tokyo University) now?

OKADA: Yes.

AUDIENCE: People often say that there's an interesting story behind your interesting employment. I was wondering if there is an interesting story behind how you got to teach at Todai?

OKADA: Are you asking what I'm teaching at Tokyo University, or how do I teach there...? Of course, most of you do not know about Tokyo University--it is the top university in Japan. It's like Harvard or M.I.T. in the United States. Most of the of the executive people are from Tokyo University--the most powerful Japanese business executives, or political and government people--all of them are educated at Tokyo University. And I thought, "Maybe, I can teach at Tokyo University, so I can control the top Japanese people" [LAUGHS]. So, it is very good for us otaku. Not *them* [LAUGHS]. So, I had a very dirty plan in my head. Sorry, I can't talk about it [LAUGHS]. It's not so illegal--but, it's almost legal, so--

AUDIENCE: Stop the camera, stop the camera.

OKADA: --I've also been telling the teachers at Tokyo University a little lie: [AUTHORITATIVE VOICE] "There are many otaku in the United States. Right now, most U.S. executive people are otaku, watching animated films." And Tokyo University teachers believe it [LAUGHS]. So I go at Tokyo University. But it's a secret (puts finger to lips) [LAUGHS].

AUDIENCE: Do you have any other plans in the future to create an anime?

OKADA: Not in this century.

AUDIENCE: I have one question about GUNBUSTER. A lot of people in America don't know whether to consider it a serious story, or just a frivilous story, or a serious parody of space anime. How was GUNBUSTER treated in your mind when you made it?

OKADA: The confusion is not only in the United States. Most of the Japanese otaku who saw it are confused about whether it's a parody, or whether it's meant as serious--whether the staff is serious, or just saying some bad jokes, but--basically what it was, when I made it, I found that every other science fiction plot was taken [LAUGHS]. The only thing I could find to make a real space science-fiction was to make a parody film. So basically, what I'm saying, is that if someone goes into space, you could take it two ways: you can make it, one, the story of a hero--or you can make a parody of it. To travel into space, that's a moment of history, and you could make it in a truthful style, a hero's story--or a parody, and it just basically depends on the viewer's side--of how to take the truth of that historical event--as a parody, or a hero's story. There are two components to GUNBUSTER: one, it's a robot animation where a girl goes out into space and destroys monsters; the other story is that it holds the concept that it's *impossible* for a girl to pilot a robot of that size, and then destroy all these monsters with kicks and punches. There are two impules that arise when you make animation: one, "This is a real, true story--it's got a plot, it's just not animation." But then that calms down, and that idealism turns cold, and it turns just into, "Oh, it's just anime, it's just animation--it's not something with a real plot." So, what I wanted to do in GUNBUSTER was combine those two elements: while you're watching a parody, and relaxing, you're thinking, "Oh, well, this is a parody," and then at the same time, with the plot, you see, you get the feeling, "It's great that I'm watching animation."

AUDIENCE: I'd like to ask the *sensei* if he's going to be using the medium of computer animation more often.

OKADA: Mr. Miyazaki's new movie, MONONOKE-HIME, is going to be using 80 cuts of computer graphics in it. If there were more opportunity, time, or availability, he would have wanted to use 120 cuts in it. So Mr. Miyazaki is also one of the people starting to use computer graphics, too. And, also, Mr. Miyazaki says, "If we'd had a computer system when we made LAPUTA, there's half of it I'd like to remake." So there's great possibilities with computer graphics. And Mr. Anno has said, in remaking the last two episodes of EVANGELION, he's going to Studio Ghibli to study Mr. Miyazaki's system. And that studio has a big system for computer-graphics images. I've heard they've got five, or seven, Silicon Graphics workstations. What Anno wants to make is a "snow world"-- the Eva units fighting the enemy amidst a world of snow, on a snow- covered mountain. But it's very difficult to portray snow falling and piling, and the robots walking through the snow--it's very difficult to draw by the human hand. Mr. Anno wants to make a masterful scene of a battle amongst the snow. Computer graphics are very expensive, and very difficult to use, but they have great possibilities. I've heard that James Cameron went to Production I.G., the studio that made GHOST IN THE SHELL, and asked the president of Production I.G. for five of his animators, because he wants to make a full computer- graphics film. But Production I.G. said no, because Cameron's offer was very bad. Bad, because Mr. Cameron was thinking, "Oh, Japanese animation, it is very low price! So, I think, maybe--ten thousand dollars-- for a thousand dollars for each man, I can get the best animators in Japan!" And he said so; and Mr. Ishikawa, who is the president of Production I.G., said [STERNLY] "No! It is very expensive!" So Mr. Cameron quit.

AUDIENCE: Many Americans believe the line Kubo [OTAKU NO VIDEO] has concerning wanting to become the tyrannical king to be a reference to Nostradamus. We were wondering if it really is, and if Gainax was into other forms of Western occultism, like Masonry, or the Knights of Malta.

OKADA: No, no! (waves dismissively at audience).

PANEL: [TO AUDIENCE MEMBER] You're a bad boy!

OKADA: The setting of 1983 is still the primary focus of OTAKU NO VIDEO, and the characters in that video during the time had seen the movie, NOSTRADAMUS: THE MAN WHO SAW THE FUTURE [narrated by Orson Welles-*ed.*]. Anyway, what it was, is that, their idea--that vision was so strong in their minds that they presented that story. And what I wanted to do was for people to see it, and make that, and say, "Oh, there are still people like this!" or, "Yes, that was the way it was back then."

AUDIENCE: A lot of your films and TV series are very innovative, creative--they bend [sic] the envelope--leaders...NADIA showed a person of color as a main character, a lot of--WINGS OF HONNEAMISE is a very meticulously-crafted film, a very complex film...Is there anything out there now that you see which can be measured as a--pushing the envelope, an intelligent creation, something different?

OKADA: There was a normal standard back then, during those times, and there was one set for normal animation, and Gainax was the one who would make these "weird" animations. But then GHOST IN THE SHELL and MEMORIES came out, so--those are the "weird" ones. So--there's really no purpose, or place to make--there is no "weird" animation any more, as I see it.

AUDIENCE: How well were MEMORIES and GHOST IN THE SHELL received in Japan?

OKADA: Everybody thought it was a big hit in the States, so it was a big hit in Japan [LAUGHS]. Kodansha says, "It's the number one hit in the United States!" and most Japanese believe it. [LAUGHS] So: "Oh, we must see it!" [LAUGHS]

AUDIENCE: Does that mean, sort of, you see a lot of Western-style animation now taking over a lot of the studios--now they're looking towards the West when they create something?

OKADA: Basically, they can't do it, even if they consciously thought about it-- because, if a Japanese company tried to make a T.V. anime show for the U.S., the code of the U.S. T.V. networks is so strict--like, you can't punch or kick somebody, so...what they're thinking is, "We'll make this, so, we'll put it on video in the U.S., so please buy it." Basically what it is, for the producers and presidents of animation companies, all that they can see is that, to make it in American animation, or make it appealing to the American population, is to make the eyes smaller and the chin larger, and so they can do that. And then, to make it a happy ending, with the good guys always winning [LAUGHS].

AUDIENCE: I was wondering as to what your recommendation would be for mid-'70s *sentai* shows. [LAUGHS]

OKADA: SUN VULCAN. Basically, before SUN VULCAN, it was all just--five people go after the evil guy. After than, SUN VULCAN just basically set the standards for movement, and action--and--robots came after that, but it basically that set the standard for things you see today. If you watch SUN VULCAN, and then BATTLE FEVER J, one episode during the middle of the season, and DAI RANGER, then basically you're a veteran [LAUGHS].

AUDIENCE: On American television right now, German car manufacturing company Volkswagen is using what we call SPEED RACER, what we call MACH [MAHA] GO GO GO, in selling German automobiles in the United States. Would you feel happy to see something of your work being used in American T.V. to sell a product?

OKADA: I don't care, as long as the studio gets the money for it so everyone could go on a hot-springs trip. It's fine with me [LAUGHS].

AUDIENCE: Many Japanese intellectuals are Christians. Similarly, the characters in OTAKU NO VIDEO were clearly outcasts. Do you believe that liminality is necessary for creativity? [SOTTO VOCE] Try and translate that one, pal.

PANEL: Are you a psychology major? This is getting too deep for me.

OKADA: Eh?!

PANEL: [TO AUDIENCE MEMBER] See, you're a bad boy!

OKADA: Maybe you have some secret knowledge of Japan. Maybe you're a Stonecutter [LAUGHS]. One more time, please.

AUDIENCE: O.K....Do you feel it is easier for social outcasts to be creative, to invent original ideas?

OKADA: That's right. Basically, creativity will not come out of happy lives, but from people who become outcasts. There is no reason for you to become *purposely* unhappy. 'Cause everybody who watches anime is happy--the people who watch it who are *not* happy, are the people who make it [LAUGHS]. It's not too good of a thing to make anime. I think a peaceful life is to take anime merchandise cheap from Japan, and then sell it expensively over here and/or work at Viz and make some weird American anime magazine. Very happy! [LAUGHS]

AUDIENCE: Lots of your programs are very contemporary or futuristic. Why have you never made a period film like THE HAKKENDEN, or something else? Are you just forward-thinking, not looking at the past?

OKADA: Because I'm a science-fiction fan. So, I can make just a future, or near-future, or robot, or girl-fights-against-space-monster-and-saves- Galaxy story, that's O.K., but--ninja, or samurai, or sword--Ha? [LAUGHS].

AUDIENCE: They have robot ninja in some films...

OKADA: That's nice [LAUGHS]. Have you ever heard of AKAKAGE? It was a live-action series in Japan, about 30 years ago. The Akakage ninja, red-masked ninja T.V. series. In that T.V. series, there were many monsters, large *kaiju* monsters or mecha, just like Area 45 [?], or these kind of very strange stories. I loved it. So--if you can make some ninja story or ancient Japanese story, maybe I can make some monsters, or some strange mecha, but, normal, fantasy samurai stories, or ninja stories--sorry, I can't make it. There is no motivation in my heart.

AUDIENCE: If you had the chance to do it again, would you do an epilogue to THE WINGS OF HONNEAMISE?

PANEL: I'm guessing, it's because you don't get the ending?

AUDIENCE: No, I get the ending, but--sometimes it leaves you with a feeling of wanting more. Just a little bit more, to see what happens with the characters.

OKADA: In THE WINGS OF HONNEAMISE's story, that planet is six light years from our Earth. So, I told Mr. Yamaga, we should make a continuation story where their spaceship, not interplanetary, but interstellar, arrives here 100 years after the time of HONNEAMISE. So, they come to our Earth, and make contact with Earth. So, it is a continuity of that story. But it is very difficult to make. The plot I want to have, if I am to make a continuation of THE WINGS OF HONNEAMISE, is to have the story of them making their own interstellar ship, And that ship will arrive in our solar system right about the time Earth is able to colonize Mars. Not a warp drive, but an acceleration ship.

AUDIENCE: A long trip.

OKADA: Yes. It would take 30 or 40 years. And then I'd try to show the conflict between the two cultures, the two planets. I would be really enthusiastic were I able to make a war between the two planets.

AUDIENCE: Apparently one of the more difficult aspects of translation is to carry over trivialities of the other culture. Some American anime companies include a pamphlet to explain references to Japanese culture in the films they release. Last year we learned that an American show, THE SIMPSONS, which is based almost completely on American errata, was distributed in Japan. I was wondering how it was received there?

OKADA: It was not popular at all. It was only the hard-core otaku who really watched it. My favorite episode was the one where the Simpsons went to Itchy-and-Scratchy-Land, but no other Japanese understood it. Ha? [LAUGHS] "Very strange animation."

AUDIENCE: You were an ordinary otaku, and then you became the president of one of the most influential anime studios. And then you changed from being president, to some, like, professor. So how would you describe these three different phases of your life, and which phase did you most enjoy?

OKADA: I've had fun in all parts of my life. What it was, is I became an otaku and tried to have as much fun as I could, and when I came to the limit of having fun as an ordinary otaku, I jumped to Gainax. And then when I was in Gainax, I came to the limit of making animation and games, I then jumped to becoming a professor.

PANEL: Our time is almost up. Are there possibly one or two other people who would like to ask Mr. Okada a question?

AUDIENCE: Do you think that there is any difference in being an otaku today, than an otaku in 1983 or 1985? I mean, is it easier, is it harder--do you feel there's any difference the way the otaku are perceived in the eyes of society?

OKADA: The difference I see is that it's becoming merchandise-based. And if they see something wrong with it, they don't have this burning sensation inside of them to basically say, "Well, if I made it like this--" For example, if you watch RANMA 1/2, and say, "Well, there's something wrong here, but if I made it like *this*, it's going to be like this..." But I don't see that burning sensation as much in the United States or Japan as I did back in 1983 or 1985. What I first started learning in my high school years, when I saw STAR BLAZERS, UCHU SENKAN YAMATO, it was like, "If I had made it like this, it would have been like this." So there's not too much of that anymore, so I guess it's like, "Oh, well, then, I guess everybody's happy--that's fine, then."

PANEL: We're going to have two more people--I have them here...and we'll get to them, shortly.

AUDIENCE: Konnichiwa, Okada-sensei. What I would like to know is your relationship to Shigeru Watanabe when you planned out THE WINGS OF HONNEAMISE.

OKADA: Ha! O.K., O.K. Interesting question. You know Shigeru Watanabe?

AUDIENCE: I'm not familiar with him...

OKADA: Right now, he's an executive at Bandai Visual. And he still has a religion: he believes in Mamoru Oshii, just like Jesus Christ [PRAYS TO HEAVEN]. In those days, in 1983 or 1984, he asked of everything to Mr. Oshii: "Is it good, or is it bad?" And if Mr. Oshii said, "Oh, it's good!," so Mr. Watanabe would think, "Oh, it's good, it's good, I must make it, I must make it!" And then I told Mr. Watanabe, "I want to make this film, THE WINGS OF HONNEAMISE," and he thinks, "I think it's a good idea, but I can't decide if it's *really* good. So--just a moment, I must go to Mr. Oshii's house" [RUNS IN PLACE; LAUGHS]. And Mr. Oshii says, "Oh-- it's interesting!" So, he thought, "It's good, it's good, it's good!" [LAUGHS] And it's a very powerful motivation for him, inside. So, he works very hard, and gets a very large budget for our film from the president of Bandai. So Mr. Oshii, he is a very good person for me, or for Studio Gainax, but...but...it is very strange to say, "Maybe it is good, but maybe it is not so good." It was a religion. But just now, Mr. Watanabe, he's come out of his brainwashing. So, he sometimes says: "Maybe...maybe, *maybe*, Mr. Oshii is sometimes wrong." [LAUGHS]

PANEL: We have a last question.

AUDIENCE: Some people say that the late '70s and early 1980s were sort of a golden age of Japanese animation. And some people say that that golden age is over. What do you think?

OKADA: That period, that golden age you're talking about, is when there were variations--a golden age of variations. And then, for expression of other elements, it's the 1980s. For U.S. science-fiction, the 1950s were the golden age of expression, and setting the stage for that were the 1930s. In the same terms, in anime, the time for time for setting up the variations were the 1970s, and the golden age of expressions and new ideas were the 1980s.

PANEL: That's about all the time we have for today, or in this room--I want to thank you very much, Mr. Okada, for coming, and speaking to us. I know you have an autograph session [DOUBLE TAKE]--tomorrow. [LAUGHS]

OKADA: [RELIEVED] I know, I know!


Sunday

After two days of showings and signings, Okada returned to an early-morning press session. It was 8 a.m., and out of a convention-wearied audience, only a handful of people showed up. (Including transcriber Carl Gustav Horn and several Japanese industry personnel). In an out-of-the-way meeting room, the question-and-answer session began.


AUDIENCE: I wanted to ask: at Otakon, you said that you thought that Gainax was now almost a regular company, that they had control over their work, better control than in the old days--

OKADA: Yeah.

AUDIENCE: --But, I've heard many stories about how on EVANGELION--

OKADA: [SMILES] Yes!

AUDIENCE: --there were many problems with budget, and time, so do you think things have changed, really?

OKADA: Not so. It's almost the same, from what I said to you at Otakon. You must remember that EVANGELION is produced at Tatsunoko, so the schedule is out of the control of Gainax--it's the responsibility of Tatsunoko. Tatsunoko almost rules, when it comes to control. So, I think, the responsibility was not with Gainax. People say, "It's the responsibility of Mr. Anno," but they're wrong. Control over schedule is the responsibility of the producer. But Tatsunoko and T.V. Tokyo couldn't handle it. It was out of Gainax's control.

AUDIENCE: I talked to a person from Tatsunoko. He said he does does not blame Mr. Anno, but he blames other people at Gainax, who might be telling Anno about his schedule, and--

OKADA: Oh! I think producers always say that. But I talked with Mr. Anno about this a month ago, and then he said, "I'm *almost* the producer of EVANGELION, but I must be so, because Tatsunoko did not do anything for EVANGELION." See, he is very disappointed with Tatsunoko, and some rumors have said that Tatsunoko lost the film, or cels before they were shot.

AUDIENCE: Wow!

OKADA: And I asked Mr. Anno, "Is it the truth?" And he says, in a dark voice, "Yes."

AUDIENCE: Oh, wow.

OKADA: But that was in the middle of the episodes. That wasn't the trouble with the last two episodes, the confusion. It was just Mr. Anno's teleplay. He said to me, "I can make a schedule on my own." At that time, I heard from Mr. Anno about his new plans, so maybe you want to--?

AUDIENCE: Of course.

OKADA: After EVANGELION, his next plan is to make a STAR TREK. Not *that* STAR TREK--a sort of anime like STAR TREK, a crew in a spaceship, who go to every planet, and each planet has its own culture. For example, one planet will have a very democratic culture, and everyone will approve, so they'll board, or they say, "no," and they talk with the crew about everything. And the spaceship crew will sometimes fall in love in some way on the planet, or something will happen--*maybe* some robots fight [LAUGHS]. He wants to make that film, because Mr. Anno thinks it will be a very good experience for the Japanese animation world. But the sponsor says, "It's not so good," because, in Japan these days...of course, you know, several years ago, it was the toy makers, like Bandai, who had a very strong control over the production of anime, and what they would want would be something like, "We need three new robots in this film," and so the anime was made with the three new robots. But right now, it's the record companies, like King, Polydor, or Sony Music Entertainment, who have very strong control over the production of anime. And what *they* want, is, "O.K., we've got two new idol singers, and we want to promote them." And so the anime is made with two new characters.

AUDIENCE: Yes.

OKADA: Yes. And these music company executives think Mr. Anno's new project is not so good for selling new idols, or new characters. Not so good. The success of EVANGELION is not so good for Mr. Anno's new project, because now every company's saying, "We want a new show...just like EVANGELION!" That's the same old story when it comes to anime companies.

AUDIENCE: Having a company as large as Gainax, there had to be moments when things went a little bit further than you wanted, or expected them to. Could you tell me about any of those times?

OKADA: Every time. Are you asking about things like budget, or schedule?

AUDIENCE: Mmm, no, more like...like, the marketing department will want to stress this aspect of a particular release, or the accounting department would say, "Don't do this..." Parts of the company would want to make one type of picture, whereas you or one of the other founders would want to make another type of picture. I'm just asking you to talk about some of the instances where things got a little out of control because the company got too big.

OKADA: Right now, I think there's more than fifty people who work at Gainax. Most of these people work on making computer games, and half of them work on making CD-ROMs, such as the CD-ROM featuring Yoshiyuki Sadamoto's artwork. And there's maybe only two or three people who work on anime. The anime part of Gainax, I think, is Mr. Anno and Mr. Suzuki, and one other person. So, the animation department is very, very small. Most of the people in Gainax just now work on artwork CD-ROMs. When they make anime, they must join forces with another studio. It's a bad case of a company that's grown larger and larger--they have to make a lot of money every year, every month, so they have to make and sell a lot of CD-ROMs, because animation *loses* money. The case of EVANGELION, where they're actually *making* money, is something of a miracle, in the opinion of Gainax executives such as Hiroyuki Yamaga and Mr. Sadamoto, and not something they can expect as normal. They want to keep on making anime, but since it's unprofitable, they must make more CD-ROMs and computer games to balance things out. And so the computer game department gets larger and larger, and the animation department gets smaller and smaller. It's not good.

AUDIENCE: Did you ever foresee something like that happening? The animation being slowly phased out, while something you had never even thought of gets phased in? Back when you founded Gainax, you couldn't have forseen how CD-ROMs would take off. I don't suppose you ever imagined that the animation department would be slowly kicked to the side, while CD-ROMs became ascendant.

OKADA: None of us foresaw that it would happen, of course.

AUDIENCE: I wanted to ask, uh--

OKADA: --I was thinking, maybe I'm free, now! [LAUGHS]

AUDIENCE: EVANGELION, of course, is the first Gainax anime that you did not produce. Now that it's all over, and you look back at it, can you say how it would have been different, had you yourself produced it? Would it have been different in style, or mood?

OKADA: I think the style, or mood, of EVANGELION, is not so far, not so different, from the serious side of GUNBUSTER or NADIA. The biggest difference would have been in the style of planning the last episode. My style is to always plan the ending *first,* as I did with GUNBUSTER--everything then follows from that. In NADIA, Mr. Anno couldn't decide on the ending--it wasn't fixed until only three months before the final episode was shown. So subsequently, I was confused about NADIA, and there was a lack of control over the various episodes. EVANGELION is a very great series--I think it's one of the top anime ever made. But--the last scenes were never fixed. When I talked to Mr. Anno a month ago, he said he couldn't decide the ending until the time came. That's his style. So, if I had made EVANGELION with him, I couldn't do such a thing. I'd think I'd have to fix the ending, what would happen with every character. Then, everything would follow: the first episode, the second episode...If I wanted to show a boy's coming-of-age story, a *bildungsroman,* the last scene would show the grown-up man; the first scene, a boy who hates everything about the adult world. That would be the structure; I'm very careful about a regular construction. But Mr. Anno's style on EVANGELION was not so. He wants to put it together episode-by-episode. It's just like the style of a manga. In your typical manga, the artist doesn't have any picture of the last scene, or the last episode. They just think of building up on past episodes. And finally, the manga artist, and his assistants, and editor...[BURIES HEAD IN HANDS], they work out an idea about the last sequence. If it's a good idea, the whole episode is very good. If they can't make a good idea, the whole episode is not so good. It's an unhappy story. And I think that's what happened with the last two episodes of EVANGELION. Mr. Anno and his staff couldn't make a good idea for it. He told an anime magazine in Japan that he couldn't make what he wanted because of schedule or budget. But that's not correct. I talked with Mr. Yamaga and Mr. Anno. They said, "It's not only a problem of schedule or budget. It's a problem of what the ending is going to be." Mr. Anno couldn't decide. Mr. Anno's and my own style of production are very different.

AUDIENCE: At the Expo, many of the fans asked Mr. Anno about episodes #25 and #26. He said, "I don't have a problem about the way it ended. If there's a problem, it's with you guys." Then he grabbed the mic and said, in English, "Too bad."

OKADA: Eh? [LAUGHS] He thinks so. OK: I want to say to every animation fan: don't touch him this year [LAUGHS]. Because many anime and *seiyuu* magazines are asking Mr. Anno that question, and every time his answer changes. It's "confused, confuse-er, confuse-est." He's not happy right now. Maybe you know that back in January, or February, he shaved his head. It's a Japanese gesture of contrition. People said, "Oh, he's feeling a lot of responsibility towards the producer, or T.V. Tokyo, or the sponsor." Not so. He felt a very strong responsibility about *his* stuff. "Sorry, I can't do it!" So he shaved his head. This summer, he hates anime fans. I think he'll feel happier by autumn.

AUDIENCE: Some people I know said they thought the ending was very interesting-- the ending reminded them of OTAKU NO VIDEO, because in the ending episodes you see the set, the script--in other words, they say, "Yes, this is an anime show"--instead of pretending this is a story, they come out and remind you that this is a fantasy, an anime show. And no one's ever seen that before in an anime program.

OKADA: Yeah, maybe that's right. Right now, many anime fans in Japan are fighting each other over whether that ending was good or bad. Some say, "Anno must feel no obligation towards the fans--he must make something true to himself." Many fans are fighting over this. Your question has come up in these debates. In my personal opinion, if he wanted to make such a statement, to say, "this is just fiction, and you should go back to the real world," he could do it a better way. If that's what he wanted to say, it's not necessary to make an anime to do it. But he's still an animator, and he wants to make another anime series. So his true mind does not say, "it's only animation, and I should go back to the real world." So I think Mr. Anno's confused just now.

AUDIENCE: I'd like to hear something about your books.

OKADA: OK...I've already written two books. The second one, the new one, is INTRODUCTION TO OTAKUOLOGY, which answers "what is an otaku, and what is otaku culture, in Japan and in the world?" My first book was OUR BRAINWASHING SOCIETY, was about business, society and the media, and what may happen over the next thirty years. And I think my third book will be about evolution and the human motivation to make culture, politics, and science. I'm very interested in the question of the interaction between society and the media over the next thirty or fifty years. I'd like to write two or three more books--one about otaku outside of Japan. Just like you, or Russian otaku, or Turkish otaku, or Chinese otaku...I want to ask these people what they feel about Japanese otaku culture, or what Japan means to them. I'll write perhaps two books more on otaku and animation culture.

AUDIENCE: If you had the chance to pick a story or manga that's already out there, and turn it into an anime film, which would you like to see done?

OKADA: I'm not interested in taking a manga that's already interesting and turning it into an anime. I'd rather take a manga that's *not* very interesting and make it better as an anime. A good manga is a good manga--if anyone makes an anime based on it, it's not better than the manga, or more than the manga originally was--merely that manga in a different medium. And I think that's a waste of time, opportunity, and money. I sometimes say that RANMA 1/2 is a case like this. Everyone must read Rumiko Takahashi's original manga. But in my opinion, the anime version is not greater than the manga. Some producers want to make good anime from good manga. When you have a good manga to work from, it's easy to attract a sponsor, a studio, and staff. Good manga have the kind of star power that will make animators and character designers say, "Oh, I want to work on that! I love that manga!" So, it's very easy to get your production together. But that's not my style. My style is to look for a good idea, or a good scene, in the midst of a not-so-good manga. If I make it into an anime, maybe it can be better than it was. I heard that Mr. Miyazaki thinks the same way. In FUTURE BOY CONAN, he took the basic novel THE INCREDIBLE TIDE, by Alexander Key--not a very good story, in Mr. Miyazaki's view. But he said, "I can take that story, and make a good anime out of it." He has the power to turn a not-so-good story into a good anime. I think he's a not-so-good person--just like me.

AUDIENCE: I was curious--in your youth, what were the non-anime, non-manga influences that turned you into a science-fiction fan?

OKADA: *Tokusatsu,* and science...In 1970, in Japan, the world Expo was held in Osaka. The theme was human progress. I was only an eleven year-old boy back then, and I thought, science can do everything, and make everything better. Man has gone to the Moon, and he'll go to Mars, and Pluto, and to other solar systems. Everything can happen, and everyone will be happy. And I thought the United States could do anything; everyone there is happy. We Japanese will follow them. So we believed then. Of course I can't say that now, in these confused times, but the 1970 Osaka Expo had a tremendous influence on me then, as a young man--that humanity shall progress towards everything, and progress is good. I don't think so, right now...but deep in my mind, there's still a little voice saying, "Human progress is very good! Trust the United States!" [LAUGHS]

AUDIENCE: I remember, in CYBER COMIX NADIA, there was a story set at Expo '70.

OKADA: Oh, yeah.

AUDIENCE: I was just wondering how come you left Gainax in the first place?

OKADA: At first, all the producers and people who helped me there were weak-- they needed me, my help. But now, they've developed their strengths, and they don't need me any more.Many people ask me this, and I always answer, "Everyone has to graduate." I had to graduate once to making films. But now I'm very interested in the the world of journalism, of writing non-fiction. If I were to go back, and be president of Gainax, I think I could make another good anime. But just *good.* Just good. Not something miraclulous, not something that would change everything. Those days have passed for me, so I left the world of anime and entered the world of writing books and teaching at university. Maybe five or ten years from now, computer graphics will have advanced to a point where maybe I could make one or two more films--but maybe I won't. Right now, I don't know.