II. A libidinal genre
Isekai appears as an experiment in how to pack as much libidinal drive as possible into works that also require at least a bare minimum of plot and characterization. Formally, the genre is defined around a character or characters being transported to and living in another world: isekai translates as "different world" or "otherworld". But a core part of any isekai work is Freudian eros – sexuality, power, popularity, creativity. The main characters of isekai therefore sometimes resemble Mary Sues / Gary Stus, but without an authorial self-insertion element: instead the reader or viewer is encouraged to identify with the character.
In terms of medium, isekai can be a novel, a manga, an anime, a video game, or other specialized variants such as light novels. This multi-media nature is a core part of how isekai transforms from fanfic into mass entertainment, a process that I'll describe later on. Isekai are almost always serial in form.
What are the core moves of isekai, in a libidinal sense?
* Sexuality: the main character must attract the attention of sexually attractive people who want to sleep with them, often for no immediately apparent reason. In the majority of isekai, these are women or girls attracted to a man or boy, but they can be of any gender, as can the main character. Because isekai is in theory made for adolescents, this continual sexual appeal often occurs without any actual sex going on – one of the most unbelievable aspects of the genre, given that the main characters are most often older teenagers.
* Power: the main character has some potentially world-changing ability and becomes one of the important people in their new world. This can be magical combat strength, contemporary knowledge or technology in a pseudo-medieval setting, unusual capacity for development, fated heroism, super-competence at some activity that is not magical or technological per se, or a wide range of other devices. Crucially, the character almost always starts out as weak in perception or reality, because an always super-powerful character would be perceived as a bully and not invite reader / viewer identification. (1) This weakness is referred to throughout the isekai but is quickly subverted, often right at the beginning of the series.
* Popularity: everyone comes to admire the character, or if they hate the character this is an initial weakness as above. They are not merely individually powerful but are seen to be powerful in society and within forms understandable by that society. Similarly, even if they were previously an isolated, alienated individual they quickly make fast friends and enjoy close companionship.
* Creativity: killing is part of most isekai, but it is rarely the main expression of enjoyment of power for the main character. The main focus is usually creative: figuring out how to improve a society, discovering magic and researching spells, starting businesses, setting up trade, constructing buildings, cooking.
Within these requirements there are multitude of formal variations. The transition of a character to another world is either done through direct transfer of some kind (commonly, the character is somehow transported into the world of an RPG video game through a malfunction in the game's virtual reality system) or through reincarnation. Any case one can think of within these limits has been attempted: reverse isekai where fantasy characters are transported to our world, the main character as putative villain in the new setting, the main character as super-skilled before reincarnation instead of ordinary, the reincarnation fulfilling some unmet goal in the character's past life or as a manipulation for some sinister purpose. There are often comic elements, including those that play off of the tropes of the genre.
But within this formal variation there is a strange consistency of setting. Most often, the other world is a pseudo-medieval fantasy world that is immediately recognizable as the generic form of a Dungeons & Dragons descended RPG, complete with attack magic, monsters, character classes, and levels. The themes of reincarnation and demiurgy (2) are quite visible: reincarnation is the most common way of transferring a character to another world in isekai, while the most common method used in older stories or other genres (the Urashima TarÅ Japanese folk tale, Narnia, some Lovecraft stories) is a door between worlds. Demiurgy is present in that the gods involved in this reincarnation or the creation of the other world almost never have a sense of the numinous: they are played for laughs, for erotic appeal, are fairy-tale guardian spirits, or are relatively friendly antagonists.
This initial recognition of the influence of RPGs is followed by a sense (for someone whose main experience is with TTRPGs) that something is off, that something else has intervened. What has intervened is the role-playing video game form.
Character abilities are not just numericized, they are viewable (via a "status scan" or similar) to the character or others within a world, as they are within most computer games of this type, and as they are not within almost all TTRPGs. Almost all isekai with this setting have an "adventurer's guild" that the characters join which provides posted jobs that the characters can do and offers measured ranks. This is not a common element of TTRPGs, but early video game RPGs had a building like this as a typical form of design because it was a convenient hub for players to progress through the game with some element of choice about which part they did next.
Why would isekai have descended from computer game RPGs instead of TTRPGs directly? I don't know enough to answer this question: I imagine that it has something to do with how by the time RPGs reached mass popularity in Japan they had mostly migrated to computer form. But they evidently have, and the difference is important because it is a difference between an open and a closed form. (I mean these mostly in a sense derived from Umberto Eco, which I'll get into later.) In a TTRPG, in theory you can do anything, because the entity creating the game world is a person. In a computer game one, you can't: your options are limited by the programming of the game. Even in an MMORPG (massively multiplayer online RPG) like World of Warcraft with 20+ million players, players can talk to each other and even act as communities, but their options are fundamentally set and can not be quickly changed.
A multitude of minor variations within a formally closed and libidinal system: this is the basic design of many popular genres that isekai takes to a limit. In the next part I'll write briefly about Umberto Eco, open vs closed works, and why people enjoy closed works.
Endnotes
1) The process of giving a character with amazing abilities or drive a weakness so they don't appear to be a superhuman might be called "Vorkosiganation" after a character of Lois McMaster Bujold's. That popular SF series neatly pairs its main character's birth to wealth and power with his birth defects that make people regard him as a despised mutant: each book pairs his successful efforts with another serious medical injury.
2) Of course reincarnation is a belief of Buddhist and Shinto religion, and what I refer to as demiurgy might be better expressed through the Shinto idea of kami: spirits that do not have omnipresence, omniscience, or omnipotence. These ideas are not necessarily transmitted to this genre along with the overt RPG baggage: they are part of Japanese culture. There is also a classical line of descent of the idea that is European: for instance in Plato's Republic Book X, Chapter III there is the question of what kind of life you would best choose if reincarnated and the story of how Odysseus wisely chooses to be reborn as a common person. But the element of conscious choice and the retention of knowledge from a previous life also occur in Tibetan Buddhism.
3) Images above: a statue of Eros from Freud's collection, a scene from the isekai _My Life As a Villainess_, an unknown scene that I downloaded and promptly lost the reference to, a scene from the isekai _Restaurant To Another World_, a scene depicting a typical RPG Adventurer's Guild complete with job posting board.
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