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On June 27, 2008, Pixar Animation Studios released its newest computer-animated feature film, Wall-E. Months prior to Wall-E’s release, the entertainment industry discussed Pixar’s brave decision to take a robotic character, make audiences fall in love with him, and do so through a film with little or no dialogue. Critics and analysts wondered whether audiences would accept a movie where the first half featured only sound effects and music (Carliss 2008). But the naysayers met disappointment when the film garnered more than $63 million its first weekend and within 17 days became the 22nd most profitable animated film ever. What is remarkable about Wall-E, however, is not its technical wizardry (which it showcases amply) but the fact that it is the ninth of nine Pixar movies to open to rave reviews and box office success. Four of Pixar’s films rank in the ten highest-grossing animated films, and seven of them rank in the top 100 all-time highest-grossing films (Box Office Mojo 2008, All-time domestic box-office results and Box Office Mojo 2008, Animation movies). How, one asks, does Pixar do it? How do Pixar’s films consistently appeal to such wide-ranging audiences?1 What rhetorical strategies does Pixar use to remain king of the animation hill?
Before discussing how Pixar resonates with audiences, it must be noted that Pixar does not like to be told its films are built for a particular audience. Andrew Stanton, writer and director of Finding Nemo and Wall-E, says that targeting specific audiences “is never part of the equation. I think about kids in as much as I go, ‘What do I want to see?’ And I know that what I want to see are movies that I can take my whole family to on the weekend” (qtd. in Caro 2008). That said, the filmmakers do much to make their films resonate equally with children and adults, even if they deny targeting anyone specifically. The films work precisely because they speak to both audiences. According to John Lasseter, Chief Creative Officer at Pixar and director of Cars, Pixar films function because of three things: their stories, their characters, and the believability of their worlds (Wolff 2006). Pixar’s goal is to captivate audiences through well-told, carefully constructed stories, strong, dimensional characters, and intricately designed, well-researched, and believable worlds. The realization of this goal gives Pixar success.
A Good Story
Nothing happens at Pixar without a good story. Cohesive, believable storytelling is the goal of the company (Pixar 2008). Although its filmmakers possess the most advanced animation software in the world, Pixar believes that “story is king” (Cotta Vaz 2004, 9). Says John Lasseter, “Always with us, technology is subservient to the story. . . . Story drives it all” (qtd. in Kurtti 1998, 15). Pixar’s story team takes great pains to explore every plot detail. If a story has problems – if there are too many characters, or if a character’s actions lack motivation, the story developers scrap their previous efforts and begin again. Michael Arndt, screenwriter for the film, Little Miss Sunshine, and now a Pixar employee, says that “writing a script at Pixar is like trying to build a house, and every six weeks somebody comes and throws a hand grenade into it. You’ve got to build it really strong to survive this continual assault. . . . [If] it’s weak, if it’s flimsy, it’s just going to get blown apart” (qtd. in Wolff 2006). This focus on strong storytelling often creates difficulties for the company. The release of Cars was postponed to tighten the story, and Ratatouille’s creator, Jan Pinkava, was removed from his directorial position on the film when it became apparent to Pixar that Pinkava could not take the film’s story where it needed to go (Wolff 2008 and Price 2008, 249-250).
In spite of the problems Pixar’s story mantra causes, the films work because of religious adherence to it. Pixar’s films are tightly written, their plots practically impervious. In fact, obsession with story has led some critics to wonder if Pixar will ever misstep (Ebert 2004). The stories’ cogency, however, is not the only reason audiences love the films. They contain specific rhetorical elements that appeal to children and adults in different ways.
Appeals to Children
Pixar movies are full of child characters whose actions are crucial to the plot. These characters face difficult problems with which children relate. For example, Toy Story’s plot revolves around a boy who has lost his favorite toys; A Bug’s Life features a child bug, Dot, who feels disrespected because of her youth; in Monster’s, Inc., Boo is a toddler who is scared of monsters; Finding Nemo and The Incredibles feature child characters facing kidnapping2 and an unchallenging school system full of difficult teachers, respectively. When Pixar films do not feature prominent child characters, their main characters are often diminutive. Ratatouille’s Remy, for example, and Wall-E are small characters facing tough tasks3. Pixar’s inclusion of child (or childlike) characters speaks to children, who often see themselves as co-participants in the plot. By featuring child characters whose challenges kids understand, the films connect emotionally with young audiences.
Child protagonists alone do not make the films work. Serious films that pair child characters with mature subject matter (films like the French Ponette, for example) would fall flat with children. Kids need to understand the plotline, too. Pixar films make this possible through exaggerative physical action. They purposely exaggerate the movements and actions of the characters in order to appeal to children. A comparison between Pixar’s A Bug’s Life (1998) and Dreamworks’ Antz 1998, illustrates this. The opening sequence of A Bug’s Life shows ants harvesting grain. A group of ants extracts individual grains from long shoots of grass and drops them to their coworkers, who then store the food. After tossing down a few choice grains, one worker drops a ripe raspberry on one of the ants below. Instead of catching a small grain, as the ant below expected, a raspberry many times his size plasters him and covers him up to his legs. The audience roars approvingly at this gag. Although young children might not understand all of the film’s dialogue, this sort of physical humor keeps them entertained throughout the film. The movie Antz, however, begins with a monologue by the main character, Z (voiced by Woody Allen), in which he relates to his ant therapist all of the psychological problems associated with ant life. The result? In A Bug’s Life, children understand the exaggerated action, while Antz’s humor often passes over younger audience’s heads (Price 2008, 174).
Appeals to Adults
Adults, too, find Pixar films engaging. The films feature adult characters who face “grown-up” challenges. These characters speak as adults would – their dialogue is never simplified in order to appeal to kids. Interestingly, the “real-life” challenges they face are always paired with a wholly imaginary situation. Mr. Incredible (The Incredibles, 2004) faces a stalled and unsatisfying career, bickering children and an arch-nemesis bent on his destruction. Linguini (Ratatouille, 2006) does not know where his life is headed, has fallen madly in love with an unattainable girl, and has a pet rat who is a better cook than he. The effect of this pairing of adult themes with imaginary settings is that the adult audience empathizes with the characters while reveling in the magic of it all.
Adults also appreciate the movies’ myriad cultural references and directorial nods. For example, Toy Story (1995), features a shot in which a for-sale sign reads, “Virtual Realty”, a play on the virtual reality computers create. Finding Nemo (2003) salutes Alfred Hitchcock with a scene reminiscent of The Birds. Wall-E (2008) mimics a scene from 2001: A Space Odyssey, even using the film’s Richard Strauss accompaniment.
Pixar films reference each other, as well. The famous “Pizza Planet” truck featured in the first Toy Story (1995) appears in almost every Pixar film.4 In Monster’s Inc. (2001), Boo’s room is full of toys, including toy characters from other Pixar films. These references make the stories more palatable for adults, who appreciate the subtle acknowledgement of their presence in the audience.
Endearing Characters
Pixar’s directors do at least two things to make their characters likeable. First, they give them human characteristics – quirks, attitudes, desires – that viewers understand. Second, they caricature the characters, making them appear humanlike without being too realistic. Animators at Pixar understand that in order for audiences to invest in the characters, something about those characters must resonate with them. To create that resonance, Pixar gives its characters, even its anthropomorphized ones, attributes that make the characters seem human. The character Wall-E is a perfect example. Wall-E presented a particular challenge for animators, because he could not speak and had few human features. (He has eyes but no mouth, ears, or nose. He has arms but only metal pincers for fingers. He has rotating, tank-like treads for feet.) Furthermore, humans program robots, so how can a robot have emotions? Andrew Stanton and his crew used pathos to solve the problems associated with Wall-E’s nonhuman attributes. They put the character alone on a planet and made him lonely. Stanton says that since loneliness “is obviously a very human trait, not one that you necessarily equate with a robot. . . . That becomes [the] way to get people into [the] story, to get them to relate to the poor little guy” (qtd. in Vice 2008). Wall-E is just one example of Pixar’s well-rounded characters with human idiosyncrasies. Mike Wazowski’s cocky, wise-guy attitude (Monster’s Inc. 2001), Hopper’s phobia of birds (A Bug’s Life, 1998), and Syndrome’s penchant for “monologuing” (The Incredibles 2004), all make the characters “people” with whom the audience relates.
Design plays a crucial role in the creation of Pixar’s characters. Instead of attempting to recreate reality in its character designs, Pixar caricatures it. Although the company’s process of developing an animated character seems counterintuitive, given the entertainment industry’s tendency to tout realism in computer graphics, John Lasseter extols his method’s virtues. He states, “At Pixar . . . reality is just a convenient measure of complexity – we take a step back and create something the audience knows is not real, then we make it look as believable as possible” (qtd. in Cotta Vaz 2004, 20). Instead of creating a realistic human being, for example, Pixar artists begin with abstract concepts of their characters. Teddy Newton, production designer for The Incredibles, created initial character designs with paper collage cutouts. His creations were angular and simple, with few facial features and only the most essential forms. This approach allowed the animators to simplify the human characters in the film. The caricaturing of reality gives the characters believability without venturing into what is known in animation and robotics circles as “uncanny valley” – that realm where human characters appear strangely accurate but are foreign enough to produce revulsion in audiences (Price 2008, 223).
Two other important examples of Pixar’s simplification of reality in design are Finding Nemo and A Bug’s Life. In the first, animators simplified the fish designs, moved the fish characters’ eyes from the side to the front of the face, and gave the characters teeth (Cotta Vaz 2003, 26-29, 68, 110-119). A Bug’s Life’s characters are similarly simplified. The main characters have only two eyes, most of them stand on two feet, have four appendages, and hair and mandibles are absent from all of them. The resulting cast of characters often appears more human than insect, and this is intentional. Audiences like Pixar’s characters because they are caricatures, not because of their realism.
A Believable World
Pixar creates strong stories and emotionally captivating characters while unfolding a world in which the audience believes. As it does with character design, Pixar exaggerates its worlds to make them credible and incredible at the same time. Again, the goal is not to replicate reality but to reduce reality to understandable elements. Pixar creates believable worlds first by studying the reality from which the worlds come. For Finding Nemo, animators became scuba certified and examined coral reefs. In Cars, Pixar artists traveled Route 66 to get a feel for the small-town life John Lasseter wanted to convey. For Wall-E, Andrew Stanton asked Johnny Ive, Apple’s famous designer, to offer advice on his film’s robotic character designs (Siklos 2008). Because Pixar painstakingly researches the real world, its animators know how to exaggerate contrived ones. The artists, knowing that accurate depictions of nature in computer animation can overwhelm audiences, reduce reality to include only necessary components. This simplification allows viewers to understand that the world they are experiencing has a basis in reality but is not reality itself. Finding Nemo is a perfect example of this reduction. The Great Barrier Reef is a complex environment that contains a dizzying amount of visual information. Pixar artists realized this and found that by reducing the reef to simple graphic elements, they could simultaneously make the world believable and easily comprehensible to viewers (Cotta Vaz 2003, 18-23). The combination of careful research and graphic simplification creates a filmic world that is complex enough for adults to appreciate but simple enough for children to understand.
To Infinity . . .
With so many successes and no end in site, one wonders how the team at Pixar continues coming up with new material. Although Pixar remains secretive about its projects, it appears that its future approach will combine innovative new film ideas while capitalizing on past successes. In 2009, Up!, an action adventure film about an 80-year-old man5 hits theaters, and in 2010 Toy Story 3 appears (Topel 2007). Regardless of the films’ subject matter, they will certainly have the strong storytelling, memorable characters, and stunningly detailed worlds audiences have come to expect. If it continues creating films using its past strategies, Pixar’s future will be bright, indeed.
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