Thursday, July 24, 2014

Adventure Time: A New Standard in Animation

            Until very recently, made-for-TV animated cartoons have been regarded as a somewhat low-brow form of entertainment for children, with little cinematic value. At best, it was seen as an industry that could easily target the fragile minds of youth as suggestible consumers. Things are changing, however. Although television cartoons have had a longer adolescent period than any of its targeted viewers, recent shows such as The Ren and Stimpy Show, Samurai Jack, and Doug have pushed this medium into adulthood, ironic given the traditional concept of cartoons. Yet, the true irony is that adults have recently taken up watching television cartoons much in the way they would take up any adult-targeted show. This phenomenon is a result of the increasing sophistication of television cartoons, due to known cartoon auteur's concerted efforts at creating content that has intergenerational appeal across the market. One show in particular is particularly representative of this phenomenon. Adventure Time with Finn and Jake (Adventure Time) has raised the standard for animated television cartoons by allowing the visionary auteur, Pendleton Ward, to present his style of animation which in turn has motivated a an intergenerational fan-base, unlike any animated series has done before.
            To fully understand how Adventure Time has created such cult fan-base, it is necessary to understand Pendleton Ward's style and success as an auteur. Ward's vision as an auteur can be said to encompass three aspects of his work: a uniquely dynamic animation style, a 'branded' humor, and sophisticated narrative structure. To begin, Ward's animation style is quite notably unique and dynamic; this being obvious the moment one tunes in. Although this may not be too surprising considering the show’s narrative takes place in a magical world of talking dogs, magical cosmic beings, and living candy people, but there is a certain playfulness to the animation that does not follow traditional techniques. Adventure Time does not strictly adhere to conventions that it sets for itself either. In one shot, a character may appear as the viewer always sees him, but in a reverse-shot back to the character, his body proportion may have dramatically and purposefully shifted. There is a playful manipulation of the animation style that always keeps the frame 'fresh' and interesting. To illustrate, look to season 2's “Blood under the Skin.” In the opening scene, Finn and Jake, the heroic protagonists of the series, are seen fighting what the audience quickly learns is a small and harmless ladybug in their home. While Finn is moving the pest outside, he menacingly warns, “Don't let me every catch you here again!” At this point, Finn's face suddenly morphs into a angry version of itself with anger lines and dimples that are suddenly brought into relief. Numerous times throughout the episode, Finn's arms appear to change length from scene to scene (although he does not have the power to shape shift like his companion, Jake). However, this low credence to continuous animation is not disorienting in the slightest.
            The playful dynamism does not stop at the standard 2D animation that Ward typically applies. He has chosen in two thematic episodes to switch from his signature 2D-style to 3D computer generated imagery (CGI). In season 2's “Guardians of Sunshine,” Ward blends 2D and 3D worlds by setting the narrative in the familiar 2D universe and a new 3D universe within a video game the two protagonists become trapped in. In season 5's “A Glitch is a Glitch,” the entire Adventure Time universe is computer generated, even the opening sequence. This continuing dynamic style seems to be quite nearly an authorial guarantee of a fresh and spontaneous spectacle with every viewing experience.
            To continue, Ward also cultivates a signature humor and silliness that has branded Adventure Time as a show directed at those who are “just a bit different,” much in the same way Wes Anderson does with his films. Although it is hardly the place of scholastic work to inform anyone about how funny a particular joke is, I will provide an example on what I believe best illustrates Ward's signature witty humor. In season 2's “To Cut a Woman's Hair,” Jake is captured by a tree witch and trapped underneath her “bottomless bottom.” Only by bringing the witch a lock of a princess's hair can Finn save his dear friend, so he ventures out until he finds the sassy Lumpy Space Princess asleep near a graveyard, in what appears to a homeless person's 'quarters.' He proceeds to try to cut her nearly microscopic purple hair, only to have her awaken thinking that Finn was hitting on her in her sleep. She explains, “I knew you liked me! Just admit it, lover-boy. You can't resist me. Well if you want these lumps, then you got to put ring on it. Where's my ring?!” Here, Ward cleverly and quite ridiculously harkens to Beyonce's popular “Single Ladies (Put a Ring on It)” song in an appeal to the audience's pop cultural sensibilities. This is likely a far cry from Beyonce's intended interpretation of her song, but this makes it all the more enjoyable for the audience.
            Lastly, Ward formulates a very intricate and sophisticated style of narrative that parallels Jeffrey Sconce's definition of  'quality television' in his essay “What If?: Charting Television's New Textual Boundaries” and pushes the boundaries of age-appropriateness. Very much like 'quality television,' Ward has constructed a serial narrative with absolutely no narrative redundancy whatsoever. Many of Adventure Time's animated peers, such as Spongbob Squarepants, Johnny Test, or Phineas and Ferb could not boast the same. For example, season 4's “BMO Noire” and season 5's “Princess Potluck” are two episodes with events that occur simultaneously in the overall narrative of the show, but these episodes were 'aired out of order.' That is to say, in “BMO Noire,” BMO (Finn and Jake's living video game console) is left home alone by Finn and Jake to solve the case of the missing sock. “Princess Potluck” recounts Finn and Jake's adventure leaving BMO to solve that case and going to a potluck. There is no redundancy in the narrative to overtly push the fact that these episodes are clearly “occurring” at the same time within the narrative, only subtle clues that would inform a consistent viewer that indeed these episodes are connected, despite airing a season apart. This is merely one example in a vast number of highly developed narratives. Another element to this is Ward's extensive character development of not only main characters, but also secondary characters. Extensive character histories and character relationships are hashed out over seasons. The stand out example (at least for a consistent viewer) is the relationship development of Marceline, a mischievous but good-natured rock-and-roll vampire, and the Ice King, a senile, princess-obsessed ice wizard. At the series onset, these characters were difficult to conceive as having any sort of tie, at least from the viewer's perspective, but Ward has developed their relationship by presenting Marceline and Ice King character-driven episodes that reveal their past as survivors of a nuclear war. There is clearly a level of sophistication in the story narrative that is not typical of a children's animated television show. Although arguably, this is setting a new standard that is actively competing against this old model of animated cartoons, but more on that later.
            These three elements of Ward's work with Adventure Time certainly do not stop there; Ward has worked previously as a writer for Cartoon Network's The Marvelous Misadventures of Flapjack, a show that expresses some of his signature humor in small ways. His auteurship is most recognizable in the projects that he has created beyond the Adventure Time universe, which includes a web series on Frederator Studies!'s Cartoon Hangover YouTube channel entitled The Bravest Warriors. This series is classic 'Ward-style' humor, animation, and narrative construction, which interestingly makes use of the Internet medium without the burden of Cartoon Network's TV-PG rating.
            Because of this vision as a true auteur, Ward has been able to foster an intergenerational fan culture that rivals many popular cult series of yesteryear. This has been made possible in part by the wide-breath of “decoding” that can be applied to a series simply because of its nature as television show targeted at children. Adult themes and relationships are suggested throughout Adventure Time, but Ward has left it largely up to more sophisticated consumers (i.e. teenagers and adults savvy enough to pick up on such themes) to “poach” the meaning they desire. For instance, Adventure Time has its own dedicated wiki page (what does not these days?) equipped with an impressive forum that people frequent throughout the week. One of the most discussed topics is the “Mushroom War.” Many fans have tried to make sense of Land of Ooo, the magical realm in which Finn and Jake's adventure takes place, through perceived clues throughout the show. Mentioned only in passing in the show itself, fans have run away with the idea of the “Mushroom War” as a nuclear war that was large enough to devastate the planet Earth – Land of Ooo may be Earth in an alternate time line – and transformed its inhabitants and brought magic to the land. It seems far-fetched to the casual viewer, but the show is riddled with 'clues' that fans have used to support this theory. For instance, in season 2's “Memory of a Memory,” Finn and Jake encounter Marceline as a child in one of her memories. In the memory, she is alone, playing with a stuffed animal while an entire city is burning in the background with wreckage laying all about. No explicit acknowledgement of this decimated city is made in the series until very recently with more explicit references to nuclear radiation-born zombies, but fans have used this to support not only their argument that a nuclear holocaust has occurred, but also that there are survivors from it, namely Marceline and Ice King.
            Fans have gone even further by re-imaging numerous relationships within the show. Most notably, the slash culture for Adventure Time is particularly prolific. There is a popular tumblr Adventure Time blog that features thousands of homemade fan-made costumes, stories, and drawings of imagined homosexual relationships between characters. Although there is certainly slash fiction created about Marceline and Princess Bubblegum, Finn's older love interest, after the premier of season 3's “What Went Missing,” fans positively ran away with romanticized views of the two characters relationship. Prior to the episode, Marceline and Princess Bubblegum had never had any sort of interaction, and it was assumed they were hardly aware of one another. But as the episode progresses, it is clear that they share a tense relationship, Marceline even going as far as to mockingly call the princess by her real name, Bonnibel (it was not known prior to this episode if Princess Bubblegum had a real name or not). That show has continued to flesh out there relationship further in episodes like season 5’s 29th episode, “Sky Witch.” Art work and fan fiction exploded, imagining the two female characters' past relationship, and imagined it going in a different, more intimate direction as the show goes on. Of course, this is just one of numerous examples of a re-imaged Adventure Time universe.
            Although I have presented a bottom-up development of the show, it is extremely important to point out the responding top-down contribution from the creator himself. Ward is quite conscious of his intergenerational fan culture and the various bottom-up fan projects inspired by the show, so he has chosen to engage with fans in their own process. This is most clearly seen in the two gender-swapped episodes, starting with season 3's “Fionna and Cake.” The premise of the episode is that the Ice King, also Finn and Jake's arch-nemesis, has written fan fiction about Finn and Jake that he 'imagines' as the canonical Land of Ooo, only with all its characters being of the opposite sex. This episode was seen largely in response to Adventure Time's surprisingly large female audience and the fan fiction re-imaginings of universe crossover (e.g. Adventure Time and Dragonball Z). In addition, Ward has launched a successful comic series of Adventure Time to allow fans to engage even further with the series outside of the television show.
            Ward has not stopped there, either. He has been personally involved with Adventure Time comic creation and oversaw the making of Adventure Time: Hey Ice King! Why’d You Steal Our Garbage?!!, Adventure Time's first full-length game for a gaming console (“GeekDad”, n. pg.). Ward has appeared with the cast and writers on a dedicated panel at San Diego's comic-con in 2012, before Ward's comic book series of Adventure Time gained real prominence. Of course, fans of all ages responded accordingly by 'cos-playing' as their favorite characters for the panel. (Graham, n. pg.)
            Adventure Time, much like Spongebob Squarepants and The Ren and Stimpy Show, has been able to foster an intergenerational fan culture that has evolved into a cult series in-the-making; however, Adventure Time differs from these two due to the Internet as an integral platform for its consumption and 'poaching.' Just as Heather Hendershot argues in her essay, “Nickelodeon's Nautical Nonsense” in regards to the Spongbob Squarepants series, Adventure Time has been able to foster an intergenerational fan culture by writing not only for children but for adults as well(204-5). Unlike children's shows of the past, Ward has not written a show that he thinks children will enjoy, but he has written a show that his childish-side would enjoy. This has promoted both content that is wildly interesting and dynamic that children can certainly appreciate, but it also contains references that may be more adult in content that may be “over kids' heads.” Obviously, adults as cartoon consumers is not something new, but for a children's show to inspire an adult fan base without relying on nostalgic elements is quite rare.
            Furthermore, Adventure Time has evolved into something of a cult series in-the-making as a result of auteurial vision, much in the same way that Mark Langer argues in his essay, “Ren and Stimpy: Fan Culture and Corporate Strategy.” The Ren and Stimpy Show owes its success in large part to its creator and directive genius, John Kricfalusi. Kricfalsui was able to create a show driven by an auteur that pushed for a unique style that transferred into much critical acclaim. (155, 172-4) Unlike Adventure Time however, Kricfalsui and his staff could not strike a balance with their corporate parents over content suitable for children. This often led to the alienation of some audiences over others. Some episodes were enjoyed fervently by adults, but seen as much to raunchy for children, while other episodes appealed only to childish sensibilities. In many ways, The Ren and Stimpy Show was the wild older sibling of Adventure Time that could not strike a balance between fans and its corporate managers. Adventure Time has not only struck that balance but also thrived because of it.
            Yet, Adventure Time transcends Spongbob Squarepants and The Ren and Stimpy Show, because it has effectively utilized the Internet as a platform for fan consumption and 'poaching' which ensures its enduring success. In fact, Adventure Time's pilot episode was leaked on the Internet a year before debuting on Nickelodeon's Random! Cartoons, a cartoon showcase block, dedicated to airing various unrelated cartoon shorts over a half-hour time slot. This leak garnered viral success, which pushed Ward into pitching the short to Nickelodeon, and then Cartoon Network after Nickelodeon refused to pick up the series. It has remained close to its roots by maintaining an official YouTube channel and dedicated Tumblr for fans to be close to the creative action. Ward was smart to encourage fans to 'poach' his work, which has facilitated a dedicated and enduring intergenerational fan base that will surely keep the series running for years to come. In fact, Adventure Time has already been renewed for a seventh season and mini-series set between seasons 6 and 7, likely airing in 2016.
            Adventure Time has proven to be a dynamic, visionary effort by auteur Pendleton Ward and his team, which has fostered an intergenerational fan base that finds its strength in the dynamic platform of the Internet. Adventure Time's success with its fan base certainly parallels that of popular network series of the past, such as Buffy the Vampire Slayer. However, Pendleton Ward has been able to transfer that kind of success to a children's animated television show, which is quite significant. This will inevitably prove to be the forerunning model of future television cartoons, which will push the creator as an auteur in order to promote a wide fan base, mediated by the Internet platform. This certainly can be seen as boon for future television cartoons, since this could bring about a revolution in 'quality' cartoon programing unlike anything seen before. Even now, the shift in animated cartoon quality is evident, with more and more cartoons adopting a serialized narrative structure. There have even been strong debuts of animated content created particularly for adult audiences on YouTube by production companies like Frederator Studios. This is a time of transition for the animated cartoon medium with advances that I can only wait to see.

Works Cited
"GeekDad Talks Adventure Time with WayForward Technologies." Wired.com. Conde Nast
            Digital, 06 Nov. 0012. Web. 01 May 2013.
Graham, Bill. "Comic-Con: ADVENTURE TIME Panel Features Live Radio Play With Audio; A
            Brief Look At New Flame Princess Episode." Collider. N.p., 13 July 2012. Web. 01 May
            2013.
Hendershot, Heather. "Nicelodeon's Nautical Nonsense." Nickelodeon Nation: The History,
            Politics, and Economics of America's Only TV Channel for Kids. Ed. Heather
            Hendershot. New York: New York UP, 2004. 182-208. Print.
Langer, Mark. "Ren & Stimpy: Fan Culture and Corporate Strategy." Ed. Heather
            Hendershot. Nickelodeon Nation: The History, Politics, and Economics of America's
            Only TV Channel for Kids. New York: New York UP, 2004. 155-81. Print.
Sconce, Jeffrey. "What If?: Charting Television's New Textual Boundaries." Television after TV:
            Essays on a Medium in Transition. By Lynn Spigel and Jan Olsson. Durham: Duke UP,
            2004. 93-112. Print.

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