“Toys represent money, and money represents toys” (Ackerman 908). True Andy does play with Woody again, but this occurs only after Woody’s arm has been fixed.Īs material possessions, the toys have a place in the market economy. True this is Woody’s dream, but it is disturbingly close to the truth. I don’t wanna play with you anymore” Andy observes in Woody’s nightmare ( Toy Story 2).
Andy also leaves Woody behind after ripping his arm, apparently disappointed not in himself but in Woody. In Toy Story 2, Andy is “upset” when Wheezy’s squeaker is broken but does not seem too upset when the toy never reappears ( Toy Story 2). He loves the toys because of what they represent (childhood, imagination, and fun) but is able to lay them aside when he no longer needs or wants to play with them. Andy’s emotions toward his toys are based on the how useful the toys are to him. This makes the films interesting viewing for adults, but limits their value for children beyond entertainment.Īs material possessions, the “lives” of the toys are defined by their utility. The films track the lives of adults working at their jobs, seeking retirement, and finally facing death. Rather, the Toy Story “Trilogy” is a veiled commentary on life in the capitalistic and corporate world of a Pixar employee. They may be made for children, but they are most certainly not about children, or their parents for that matter. However, this is not the case with the Toy Story films. With A Bug’s Life or Finding Nemo, these commonplaces might be “always tell the truth” or “talk things over with your family." Even though both films are about lower life forms, the values and mores reinforced by the films are consistent with those of the typical family viewers. Typically, these commonplaces are directly applicable to the lives of the viewers. If we accept the messages and core values of most Pixar films, we will usually come up with a moral commonplace. Wikipedia "Sad Strange Little Men": Toy Story and Pixar Animators Released in 1995, this film quickly garnered critical and popular acclaim, going on to inspire two sequels and a television series.