Ah, insipiration, that fickle inspiring inspirative that inspires inspiration. Yeah, whatever.
The fact is, most of us tend to get our inspiration from what we're exposed to the most. If you read books, books are your inspiration. If you watch TV, you get it there. If you're a cinephile, most of your works will have a cinematic quality. If you're an otaku, guess what?
Well, I'm here to give you yet another bit of information that will likely annoy the crap out of you and earn me yet more hatred and contempt (just performing a public service, folks!) from all my potential fans.
Stop. Stop what you're doing now and Get Your Own Damn Idea.
Several years ago I wrote an essay by that very title, as a warning to fanfiction writers to go farther and merely stop parroting their favorite anime of the past, because at best you might get a pastiche; at worst, you're going to do an unintentional plagiarism:
After all, this is original fiction. This is not a bunch of characters extrapolated and interpreted by you, this is a bunch of characters created and designed by you. This is your world. You are God here. And because this is The Gospel According to (Fill In The Blank Here), your world shouldn't look as though you're barely west of Rumiko Takahashi or Tachueki Naoko or what have you. Can you create something similar? Yes, that's homage. Should you create something that is so similar to their works that it merely appears that you've taken known anime characters and shoved them in the Witness Protection Program? No. Original works mean just that – original. So let's hop to getting at that original work, and to begin with, we're going to take the above idea and dissect it.
Now I'm standing here telling all of you the same thing. Don't tie your work to your inspirations. If you story is about a Boy Wizard, it's probably not best that he be a tousle-haired boy with a scar and thick round glasses on his face. If your space war involves a gritty band of rebels against an oppressive space empire, the emblem of that tyranny is not recommended to be an imposing cyborg in black. if your city is in desperate need of a hero, its humanlike alien protector should not likely be a man with a blue spandex outfit, red cape and an S-shield on his chest.
In short: go elsewhere for your inspiration.
For example, if you read the other day's article, we pointed out all of the other stories/media franchises/etc. that Claude & Monet bear a similarity to. But the thing is that we spent years – yes, years - researching and going over various sources so it wouldn't be compared to any particular series. Yes, we watched Cowboy Bebop, Ghost in the Shell, Leon: the Professional and all the related works, but we didn't just stop there. We took design cues from Bioshock (in our universe, one of the design/fashion phases was an art deco revival). Ayne studied Charles Mackintosh, Roman de Tirtoff (better known as Erte), Frank Lloyd Wright, and others. I took the time to study various crime, caper and military stories. Perhaps even more vitally, we looked at the related materials that we loved and decided we wouldn't go there; that moving in that direction might cause problems if not outright headaches.
We also took inspiration from music and lyrics – seriously. Our characters have distinct tastes in music (Monet, for example, has a preference for "classical soul", aka 1960s Motown). Led Zeppelin and its mythos is a running joke throughout the series (that is a spoiler – you have been warned). Thomas Dolby's first album, The Golden Age of Wireless, has a significant inspiration on the second story arc of the series (though not in the way you expect). And that's not all. Ayne, a major fan of Alan Parsons, tells me about all the visual jokes she plans to weave in. Also a fan of Fate/Stay Night, she'll probably play a game of "find the hidden Excaliburs!" with the audience. These are all things that inform and impact our work, and have nothing to do with stories similar to ours.
It has been said that ultimately, it's what you bring to the story that counts more than originality. While that is very true, it's also a matter of where you go beyond what your basic tropes are. Cowboys & Aliens did a very good job of this. So did A Knight's Tale, which merged medivael storytelling with a stadium sports feel. Dark City merged noir and sci-fi. Bioshock was more a study of objectivism than a pretty art deco shooter; its sequel did the same to collectivism more than another "me too" romp through the ruins of Rapture. You can pick any example of a media: television, films, music, and there are probably examples where the creator of a successful work took a look at his contemporaries' efforts and decided it was time to go beyond.
Case in point: the webcomic Adastrus. Giant robots are rare in webcomics, and whenever anyone does it, they lean more towards the mecha style (e.g. Robotech, Gundam) than the super robots (Mazinger Z) let alone gestalts such as Voltron. For her work, creator Liz Staley decided to go towards the super robots, skipping the modern influences of her peers (Sym-bionic Titan, Megas XLR) and went with the "skeleton in the family closet is an alien giant robot" that you don't see in much giant robot stories, regardless of what country it comes from. But she's not the only one that did something unique with it. The Big O went with a noir feel. Escaflowne and Magic Knight Rayearth started the fantasy real robot trend that has sadly become cliche. But the point is, Staley and her counterparts went farther. And that's the key to success.
TOMORROW: Day 15 – Con-Tro-Ver-Sy (Cue the Prince Music!)