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fact in one’s dorm room would be<br />
unthinkably, unforgivably otaku. And if<br />
this sort of sentiment is not <strong>com</strong>pletely<br />
alien to you, dear Reader, then maybe it<br />
makes a little more sense that an arcade<br />
peripheral, unlike a stack of DVDs, would<br />
inspire an attractive, interested young<br />
lady to briefly consider if she really<br />
wants a long-term relationship.<br />
Allow me to draw upon a contemporary<br />
example; one of my fellow dormdwellers<br />
came into the possession of a<br />
no-questions-asked copy of Square’s<br />
straight-to-DVD movie release, Final<br />
Fantasy VII: Advent Children, and held<br />
an informal screening in our living room.<br />
While I was unable to attend, I returned<br />
to find a living room packed; about half<br />
were Americans (all of whom had either<br />
played through the original Final Fantasy<br />
VII or had been forcibly dragged along<br />
by a friend) and the other half were<br />
Japanese (of which a handful had<br />
actually played).<br />
As Advent Children appeals almost<br />
exclusively to people who at least know<br />
of Final Fantasy VII, this instance speaks<br />
very clearly to differences in Japanese<br />
and American attitudes toward gaming.<br />
While some of the international students<br />
had played Final Fantasy VII, the<br />
experience of those who hadn’t played<br />
FFVII seemed largely akin to, say,<br />
someone going in and seeing Star Wars:<br />
Revenge of the Sith without having ever<br />
seen any of the original Star Wars<br />
trilogy; though they won’t have<br />
experienced the fully continuous Star<br />
Wars experience, they still have some<br />
concept of Star Wars as culturally<br />
relevant. Conversely, the Americans in<br />
the room who had never played FFVII<br />
were horribly lost in a haze of beautiful<br />
fight scenes and choppy editing.<br />
Let us consider gaming as equivalent to<br />
a mild narcotic habit, whereby it’s<br />
perfectly acceptable for Yoshiko from<br />
Waseda University to wander into my<br />
room during a party and ask if I have<br />
marika (Super Mario Kart), or to pick up<br />
the MAS stick and explain to me during a<br />
game of Street Fighter III: Third Strike<br />
that she used to play all the time with<br />
her older brother, back in the day (“no,<br />
I’m not a gamer, I just do it socially at<br />
parties”). And perhaps that, in turn,<br />
explains the puzzlement and surprise<br />
with which Yoshiko later confides in me,<br />
“It seems everyone here likes Sen to<br />
Chihiro ,” upon encountering more than<br />
a few rooms with movie posters for the<br />
American release Spirited Away – oh,<br />
how otaku. It conjures up that moment<br />
of utter solemnity when beginning potsmokers<br />
and beer-drinkers will pass on<br />
to each other the sacred Addiction Rule<br />
of Thumb – do it as much as you<br />
want, dude, just never by yourself.<br />
That’s when you know you’re an<br />
addict.<br />
So, we are wel<strong>com</strong>e to bemoan the fact<br />
that the vast majority of the industry is<br />
dedicated to pumping out games<br />
devoted to asinine movie licenses,<br />
football and life-simulators that consist<br />
of stealing cars, buying clothes and hot<br />
coffee (which should now be the officially<br />
recognized street slang for having sex<br />
without taking off your clothes). We can<br />
wring our hands at the appalling lack of