Reposting here from deleted thread since this doesn't really constitute a good means of discussion and I spent too much time on it not to save it:
>Anime is Reactionary
Anime by-and-large is also very idealistic, especially in the most popular examples of battle-shounen type series (Naruto, Dragon Ball, HunterxHunter, etc.) and romantic shoujo.
If anything the most popular anime is most common in outlook to bourgeois liberal literature of the 1800's and prior with it's constant idealizing of idealist concepts such as honor, friendship, chivalry and working hard ('bootstrapism').
It's only since the mid-1990's, when the first-generation otaku (anime fans that had grown up watching and developing anime culture in the 1960's) came into prominent creative positions in the anime industry that the crass, often sexist creative elements of popular anime up until then came to be accepted as part of the identity of the medium.
I would remind you that before this internal shift almost all anime continued in the trend established by Disney and targeted children with the rampant commodification of every given series airing (since anime is still largely a TV medium) at a time.
It's also important to remember that after 1989, when Japan's property speculation bubble popped (ending it's post-war boom period and plunging it into slow degradation), capitalists scrambled to shift their focus from appealing to families and young children to the previously established 'otaku' fan base as their main demographic of consumers.
Their reasoning was that these 'loyal fans' exhibit an intense, focused purchasing habit in consuming anime.
This same reasoning is nowadays seen in the strategy for large game publishers (especially for mobile games) to target 'whales' (they rank consumers based on their tendency to purchase things in-game, with 'whale' being the highest) in their rampant commodification of basic elements of said games, such as the opportunity to continue playing after defeat and extra cosmetic options for in-game visuals. This practice now extends to purposefully balancing a game's difficulty to encourage extra spending just to play the game, as was common in the arcade era, the difference being that one could theoretically 'finish' a game on the minimum required amount of coins needed to play ($2 at the most) whilst most modern console games cost $60 on average.
This all links back to modern anime in that said industry sustains itself through excessive merchandise and 'external' purchases such as figurines, cross-promotion with food and drink companies, body-pillows, etc. on top of the expected cable TV networks and streaming services where applicable and the purchasing of physical releases of said show on DVD or Blu-ray (both of which still using the '3 episodes per release' model adopted in the VHS era due to the physical limitations of videotapes) required to first watch a series.
Of course, modern materialist conditions of Japanese society have affected the ideas presented in current anime; The modern focus on otaku/NEET main characters in popular anime such as 'Sword Art Online', 'Watamote' and 'Welcome to The NHK' is no-doubt influenced by the cultural attitude of modern Japanese young adults (anime's largest age demographic) which, since the crash, has been heavily influenced by the systemic, soul-crushing alienation and instability of the Japanese job market and school system along with all the other symptoms of post-industrial society, none of which are acknowledged by the mainstream culture of Japan.
Said culture still uses shame and ostracizing towards said issues and those affected most by them, which lead to the emergence and later embrace of the NEET/shut-in lifestyle now common in Japan and slowly most of the first-world nations.
This is also why suicide and mundane, accidental death of the main character is now a common set-up for many anime via reincarnation such as 'Youjo Senki' and 'That Time I Got Reincarnated as a Slime', where said death is seen as a means for the main character to have 'another go' at life and be able to contribute to society meaningfully.
This also applies to the use of MMO's as a setting since the emotional need they fulfill is the same and there is a lot of overlap with otaku and greater nerd culture.
Said alienation I believe is also the initial reason for the 'waifu' culture and excessive focus on the titillating imagery seen in most-all modern anime regardless of their classification (Hentai (porn) or no); most viewers see their own desire for physical contact and lack of emotional and sexual gratification reflected in the flawless, voluptuous anime girls and handsome, androgynous young men seen in mainstream anime across all genres.
All of this is the reason for the hyper-idealist and reactionary nature of anime as it now exists; It sustains itself in an insular, crushingly aliened fan base which embraces the often outdated, idealist and reactionary concepts which defined the medium in it's infancy in lock-step with the alienating effects of capitalist, post-industrial society and as such has lead to an 'inbred' effect where said qualities are amplified to parody-like levels in the majority of works.
Thank you for my TED talk please come to my weekly Commie Anime Club at 123 Fake St., I got my mom to make her own tendies this week.
t. Fatigued NEET Drawfag