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Posts Tagged ‘comic’

Teaching Baby Paranoia: Payola Dentata

(Click here to see the larger version!)

Footnotes: Payola Dentata

1: It was an October just like any other October. Minus the 180 pounds of Soviet metal leering down upon the United States like the unlidded eye of some supernatural villain.

2: Sputnik was launched on October 4, 1957 into an elliptical orbit some 139 miles (at its closest; 900 miles at its furthest) above earth. For three short months, it mesmerized us with its beeping and… uh… slight sky-traversing dottedness. On January 4th, 1958, it returned to earth, retiring to a government farm in Kazakhstan.

3: The American Dental Association was created in the 19th century to provide an institutional repository of dental knowledge. And also to house one of the strategic reserves of inexpensive lollipops.

4: The launch of Sputnik created the space-race, a wholly owned subsidiary of the arms-race (itself a wholly owned subsidiary of the Cold War). The Department of Defense oversaw all matters related to said Cold War, up to and including mysterious transmissions emanating from America’s dental appliances. Careful analysis of nearly 300 broadcasts determined that the dental transmissions coinciding with the launch of Sputnik were not a matter of National Security.

5: The Federal Communications Commission (herein referred to as the FCC) is mandated with shepherding the public radio, television, wireless and broadband spectra. In the 1950s, they prosecuted a number of radio disk-jockeys (so-called for their diminutive statures and colorful haberdashery) for what came to be known as the Payola Scandal. It turns out, where there’s the capacity to screw-over one’s fellow man to make a buck, there’s always the will: Disc-jockeys were accepting money to play particular records on their radiola programs in violation of radio spectrum licensing agreements. When caught they shifted to slightly less overt methods (radio stations owned by record companies; radio programs that are actually hour-long advertizements; third-party record-promoters…) that continue today.

6: The Department of Defense noted that the 300 recorded dental transmissions contained a certain pattern, unusual in clandestine Soviet radio chatter: 4/4 time.

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A couple of weeks ago, I did a guest strip for Jeph Jacques’ webcomic Questionable Content. Here’s the first row of panels.

Click here to see the full comic!

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Click upon the image to see the much bigger version.

Footnotes: Dropped Frames #7: Gatekeepers1: Activision was founded in 1979 by four Atari programmers, a venture capitalist and a music industry executive. The four Atari programmers felt that their contributions to the 2600’s best selling titles were being overlooked. They [understandably] wanted a larger share of the then considerable profits. Depicted above is Larry Kaplan—for no reason other than the fact that he had a sweet (and thus eminently cartoonable) beard. Kaplan had a falling out with his Activision partners and returned to Atari a few years later.

2: Atari never supposed that anyone else would develop games for their system and took no measures to prevent it. When Nintendo developed their Famicom system (called the NES in the United States) in the early 1980s, they included both legal and hardware measures to prevent unauthorized development for Nintendo consoles. This has become the industry default in the years since.

3: Atari earned very little on the sales of individual console systems. The bulk of their revenue came from the sales of games. When Activision opened the floodgates to third-party developers, that revenue started to dwindle. The crash of the 2600 was caused by several factors (ageing technology, growth in the home computer market, rival console systems), but the flash-point seems to have been a wave of new developers, and their subsequent collapses (which forced retailers to liquidate that inventory [and Atari to drop prices to match new market expectations]). (Tristan Donovan, Replay: The History of Video Games, pp 98-99)

4: Wizards of the Coast purchased TSR (the original publishers of Dungeons and Dragons) in the late 1990s, rescuing the game from financial collapse. When they decided to publish a 3rd edition of the game, they also created the Open Gaming License. It allows for groups to publish works derivative of the system that powers Dungeons and Dragons 3rd (and 3.5) edition. They also created a subset of the OGL called the D20 license. The D20 license was more restrictive, fluctuating (and needed the approval of Wizards of the Coast) but had greater name cachet. (R. Dancey, “Open Gaming Interview with Ryan Dancey,” http://www.wizards.com/dnd/article.asp?x=dnd/md/md20020228e )

5: The motivation behind the OGL was two-fold: one it was designed to promote sales of Dungeons and Dragons products (M. Cook, “The Open Game License as I See It, Part I”, http://www.montecook.com/cgi-bin/page.cgi?mc_los_154 ); and two: it was designed to prevent Dungeons and Dragons from ever disappearing down a rabbit hole of legal entanglements in the event that Wizards of the Coast (or some future copyright holder) should go out of business. (R. Dancey, http://paizo.com/paizo/messageboards/community/gaming/4thEdition/mikeMearlsHasOpenGamingBeenASuccess&page=4#156 )

6: There are no clear numbers for the titles and quantities sold of OGL and D20 products. There were a lot of them. (Just searching for D20 on Amazon gives you 176,000 hits. Even accounting for duplicate results, that’s a lot of them! And of the OGL/D20 split, D20 was the far more restrictive!)

Interestingly, Dungeons and Dragons’ current biggest rival in the role-playing game market is the title Pathfinder (created by former Wizards of the Coast partner Paizo), which uses the OGL to carry on the now discarded 3.5 edition of Dungeons and Dragons.

When Wizards of the Coast released their 4th edition of Dungeons and Dragons in 2008, they created a new license, called the Game System License. It is much more restrictive than either the OGL or the D20 licenses. I do not know the rationale behind the changes, though certainly, on the surface, it looks to be intentionally more protectionist.

7: Retailers purchase role-playing games from distributors up front; in doing so they place their financial well being on the line with every product they stock. They must gauge quality against local demand with every game they purchase. While they invariably purchase games of lesser quality when an audience (or trend) demands it, on the whole, they must act as industry arbiters.

Thanks to Jay Adan of Greenfield Games and Jim Crocker of Modern Myths for their input on games retailing.

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I’ve been working on my graphic novel “The Lower Kingdom” quite a bit, lately. Here’s a cover image I worked up for it… I’m finding that I don’t really draw like I did when I first started the book. It’s somewhat troubling because my internal editor keeps marking visual tics from older pages as “wrong.”

I think I’m going to have to get that internal editor drunk to shut it up…

Click to see the full sized image!

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Click image to view the full version!

Notes:

1: TSR, or Tactical Studies Rules was a company founded to publish Dungeons and Dragons, the first role-playing game on the market. On the verge of bankruptcy, it was purchased by Wizards of the Coast in 1997.

2: Dungeons and Dragons was the creation of Gary Gygax and Dave Arneson. It grew out of a medieval themed wargame called Chainmail. It was first published in 1974 by TSR.

3: In 1975, Flying Buffalo published Ken St. Andre’s game Tunnels & Trolls. It is widely considered to have been the second published role-playing game. Though thematically similar to Dungeons and Dragons, it diverged significantly in mechanics. There have been seven major editions of Tunnels & Trolls to date.

4: By contrast, Dungeons and Dragons originally retailed for $10.00.

5: It was only a flop for TSR. Empire of the Petal Throne (or Tekumel, as it is called today) has been in print, more or less continuously for 35 years.

6: Here, I am referring to mainstream, box titles–those you might expect to find on the shelves at your local GameStop. (Sometimes called AAA games–I am loath to call them that, as it seems to imply a certain degree of quality not always demonstrated in the products.) The last decade has seen the significant rise in a casual, and indie-games movement. These movements seem the result of the above, rather than part of the above.

7: http://www.develop-online.net/news/33625/Study-Average-dev-cost-as-high-as-28m It’s difficult to assign a simple metric in the changes in development costs. In 2000, the market looked different. Many productions focused on a single platform. Today, multi-platform development seems to be the norm.

8: http://www.msnbc.msn.com/id/3078404/ns/technology_and_science-games/ This article, at least several years out of date, show a bit of how the retail price has changed over the past decade. A quick look at new releases indicates that $60.00 is the norm.

9: Again, I am referring to mainstream, box titles. Massively Multiplayer, Casual and indie-games have their own pricing structures, with many eschewing a retail price entirely (most notably, social networking-centric casual games).

10: The latest edition of Warhammer Fantasy Role Play retails for $99.00. In Q3 of 2010 it was the third best selling role-playing game, behind only Dungeons and Dragons and Paizo’s Pathfinder (itself a version of Dungeons and Dragons).

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More of them were mysteriously discovered.

Yes, these are surprisingly fun to do.

(See previously…)

Again, click to view the full image.

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This was a talk I gave to a webcomics summer camp program at Smith Vocational High School a few days ago. I decided to flesh it out beyond my notes in the hopes that I’ll A: use it again and B: help others interested in making their own comics. Many thanks to Kevin Hodgson for inviting me to talk! The students were absolutely phenomenal: they were interested, engaged and despite the heat, eager to spend their summer day making comics!

The Delicate Balance between Words and Pictures and Time in Making Comics

by Bryant Paul Johnson

If you’re reading this, chances are you’re at least marginally familiar with comics. You know, those pamphlets densely packed with boxes of tiny illustrations and colorful onomatopoeia; Or maybe they’re the black and white paperbacks you read from right to left at your local Barnes and Noble; Or the curiously immutable adventures of cats that talk, printed on that stuff you use to pack your dishes with when you move; Or the ribald, crudely drawn comics you troll on the internet, with your morning cup of coffee, as you will the brain into action.

What are the defining characteristics of a comic? A melange of the graphic and the prosaic interspersed in a sequential pattern. A narrative told through words, pictures and time.

Must a comic have all three? Well, yes and no. A comic can be missing components, though those missing parts are usually implicit; supplied by the reader through a prior understanding of the mechanics, iconography, body language and symbolism of the remaining aspects. So that I don’t need to keep typing “comics missing one or more of the mechanical constituent parts,” we’ll call them “demi-comics” (though not to imply that any of them are necessarily inferior!).

Pictures and Time; Comics without Words: There are many superlative examples of silent comics. (The Arrival, by Shaun Tan or La Mouche by Lewis Trondheim as recent examples.) The prosaic element of comics is conveyed through the clever use of the body language, framing and pacing; the reader interprets these visual signals and creates the words. In his book Understanding Comics, Scott McCloud extends the early history of comics to cave paintings, the narrative bas relief sculptures of the Classical Antiquity and the stained glass windows of Medieval Europe. In each instance, the reader (viewer) was familiar enough with the iconography to assign words to the sequence of pictures [and time]. Silent comics can be culturally specific: they rely upon a shared understanding of physiognomy, gesture and history. As such, the specific nuances of silent comics can be lost to readers alien to the culture of the creator.

Word and Pictures; Comics without Time: This combination (most often referred to as a cartoon) is the most common of these demi-comic examples. It’s the combination that we see in magazines (the New Yorker), on t-shirts and greeting cards, or in political cartoons.

So, is it a comic? Yes. The reader is left to infer the sequence of events that led us to that moment captured in time (and/or the sequence of events that lead us from it).

Why is the figure in the cartoon talking like that to his dog? Why is that public figure depicted wearing a hat and coated in oil? Because much of the narrative of a cartoon is left to the imagination of the reader, this is the category most often “misinterpreted.” In the case of certain comics (particularly those published in the New Yorker), puzzling out their meaning is part of the appeal.

Words and Time; Comics without Pictures: Perhaps the rarest combination of the three, and mostly experimental. Since words are the graphic representation of ideas, one can argue that words can be fulfill both the graphic and prosaic requirements of a comic. We see this in the expressive lettering of Walt Kelly, who used typography to add visual and textual information to his comic Pogo. A reader supplies the missing data (the pictures) from their understanding of the iconography of the type. Looking at the history of language, most evolved from simple pictographic representations of objects to metaphorical representations of objects and ideas. Over time, while we may have shed the literal meaning of the symbols we combine into written ideas, they still contain a certain primal resonance.

So, hey,  why isn’t this book considered a comic? We’ve talked about the three key elements that make a comic, so why isn’t an illustrated book [always] a comic? The three elements of a comic work in harmony to create something that is more than the sum of its parts (not to say that a comic is better than illustration, or prose; just different). Each part informs the entire narrative adding to the reader’s experience. In the case of an illustrated book, the pictures often exist as superfluous information: they’re there as decoration more than information. Consider this litmus test: if the illustration wasn’t present, would the story suffer? Could you still follow it? If the answer is yes, it’s probably an illustrated book. If the answer is no, chances are you’re holding a comic.

In many cases, what we might call a comic is referred to as an illustrated book (or a children’s book) for purely marketing reasons. Comics–for better or worse–have had a pejorative stigma attached to their name. They aren’t called comics because comics weren’t considered serious material.

That Harmony Between Words and Pictures Thing We Just Talked About:
Comics are a remarkably powerful medium. A single panel can contain multiple levels of narrative information; as much, if not more than a similar acreage of prose. But, the trick is in the clever mix of the various components to elevate it above mere illustrated text (or captioned illustration).

A successful comic blends words and pictures into something greater than any of its individual parts. The words inform the reader’s understanding of the pictures. The pictures color the reader’s understanding of the words. Time gives structure to the whole thing.

The simplest way of thinking about this is: don’t draw what you’ve written, don’t write what you’ve drawn.

But Why? Two reasons, really. Both equally valid.

The Artistic Reason: You’ve read poetry before, right? If you’ve studied it at all, you’ll realize that poetry operates on multiple layers of meaning. A stanza of poetry has a literal meaning (what the words in front of you actually say) and a symbolic meaning (what the words in front of you actually mean).

Tyger Tyger, burning bright,
In the forests of the night;
What immortal hand or eye,
Could frame thy fearful symmetry?

In what distant deeps or skies.
Burnt the fire of thine eyes?
On what wings dare he aspire?
What the hand, dare seize the fire?

And what shoulder, & what art,
Could twist the sinews of thy heart?
And when thy heart began to beat,
What dread hand? & what dread feet?

What the hammer? what the chain,
In what furnace was thy brain?
What the anvil? what dread grasp,
Dare its deadly terrors clasp!

When the stars threw down their spears
And water’d heaven with their tears:
Did he smile his work to see?
Did he who made the Lamb make thee?

Tyger Tyger burning bright,
In the forests of the night:
What immortal hand or eye,
Dare frame thy fearful symmetry?

In William Blake’s 1794 poem The Tyger, the text describes the author confronting the frightening image of a rare and deadly beast. It is a series of questions posed as to the origins of the creature.

On the metaphoric level, William Blake is pondering the whole of creation. Was this terrible beast created by a benevolent god; the very same that created mankind? And to what end?

Comics operate similarly. You can have multiple levels of meaning conveyed in a single panel by juxtaposing words and pictures. When you draw what you’ve written, or write what you’ve drawn, you’re depriving yourself of the ability to add additional meaning and nuance to your panels.

For example:

In the first example, the words describe what the image depicts. There is no information presented (save the name of the clown) above what the image presents.

In the second example, the words don’t describe what the image depicts. The reader is left to ponder the discrepancies between the two, adding meaning beyond that depicted in either the words or the picture.

The Economic Reason A: Comics take a long time to make. What may take the reader a couple of hours to enjoy probably took months (if not years) to create. Finding the proper balance between words and pictures ensures that you are using your time and energy most efficiently.

The Economic Reason B: If you’re drawing a comic strip (of four panels, for example), you have a very finite amount of space to make your point. Using words and pictures poorly saps your finite space of their potential, and dulls the message conveyed.

How Can You Tell if You Are Using Words and Pictures in Harmony? Do you remember earlier when we talked about the litmus test for a comic vs. an illustrated book? The same applies here.

Look at your comic.

Now hide the words. Is the story the same without the words?

If the answer is yes, then you need to find a better balance. Try re-writing your comic and repeating the above steps.

Now hide the words again.

Was that any better?

It’s a simple step, and may seem obvious, but it can help identify weaknesses in your own storytelling. Eventually, you’ll develop an innate sense for these sorts of things!

Are We to Assume This is One of Those Unbreakable Commandments, Like Don’t Stare Directly at the Sun, or Don’t Stare an Angry Dog in the Eyes? Wait, you’re not supposed to stare an angry dog in the eyes?

Anyway, no, of course not. Creating comics is an artistic process. You need to figure out the techniques, tricks and methods that best serve the story you are going to tell. I’d only suggest that you ask yourself if breaking these rules is the best way to get your point across. If the answer is yes, then go for it!

N.B.: A careful examination of my own comics will undoubtedly reveal a number of instances where I didn’t heed my own advice. In some instances that might have been deliberate; in others, poor execution or a simple mistake. I certainly won’t claim to understand everything about the craft of comics; even after fifteen years of making comics, I try to learn something new with every comic I make!

Further Reading:

Comics and Sequential Art, 2008 W.W. Norton, Will Eisner
Making Comics, 2006 Harper Paperbacks, Scott McCloud
Understanding Comics, 1994 Harper Paperbacks, Scott McCloud

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I have a hard time reading my own comics. It takes me months and months to be able to see them objectively and look past the glaring flaws in their execution. Plus I often find spelling or grammatical mistakes. This is one of my favorite comics from the last year of the strip.

I think I saw a The Who performance or something online and had this urge to draw Keith Moon. As an Etruscan.

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This comic was written during the frenzy surrounding the Amy Bishop shooting at the University of Alabama. The intrepid reporters at the Boston Herald dug up the valuable and pertinent insight that Ms. Bishop played Dungeons and Dragons in college. This comic was my attempt to better understand the relationship between media (particularly interactive media) and anti-social behavior.

Violence!

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The Lower Kingdom

For the past couple of years (sadly, with no consistent schedule), I’ve been working on a graphic novel called “The Lower Kingdom.” Below is an page from the book (it’s the 80-somethingth page of the 110 pages completed to date). With luck, I’ll complete it this year.

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