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Comics as Storytelling [PAPER]















Comics: A Storytelling Format























Steven M. Scotten
Junior Independent Research Paper
February 28, 1985











Introduction: Creation and Expression (or: Why I Decided to

Write This)


"I love making."

Here lies the motivation for any creator, be he or she

an artist, a poet, a musician, a sculptor or a writer. Else,

why would they? None of these occupations are easy by any

stretch of the imagination. None of these occupations offer

steady employment and the few that offer fame or fortune are

so lucrative as to restrict those that look to them for

employment to either great riches or starvation, with the

wide majority ending up the latter.

With all the risks involved in taking on one of these

professions as a profession, it is indeed a wonder that, in

this society, there are so many poets, so many artists, so

many writers. For what parent would steer his or her child

toward such a career? What responsible counselor would

condemn an impressionable child to a future of hardship as a

"starving artist" by pushing him or her to make a career of a

creative art? Of course few or none would, choosing instead

to encourage their young to become doctors or lawyers or

accountants or other such foolishness.

So why is it that there are so many of them? Western

society in particular is rife with artists and writers and

other creators. Chalk it up to the fact that ours is an









extremely idealistic society. America, specifically, is the

land where opportunities abound and even the paperboy with a

hole in one of his shoes can become a millionaire if he's

ambitious enough and has "vision". This particular myth may

not apply to the creative arts in the same way it applies to

business, but the myth remains the same. Our idealistic

American minds tell us that if we apply ourselves, we will be

the ones on top, just by the virtue of the fact that we are

Americans.

Thus it stands to reason that when our children discover

creating, which almost all of them eventually do, and realize

that there are people making a comfortable living at their

particular beloved form of creativity, if they have not

already found their niche in the career world, and if they

are idealistic enough, they will look to taking up a

profession in creativity, bowing to the fact that they, like

Arn Saba from his above quote, love making.


A good writer or artist will pour his or her own blood

onto the page or canvas, figuratively of course, along with

the sweat that is involved in the creation. "It's against

the rules of the writer's union to admit anything is easy,"

mostly because in writing, nothing is easy. The process of

creation in any field can be an incredibly grueling one. It

is thus abhorrent to find a medium that utilizes both writers

and artists, from an industry where good writers and artists

abound, but whose work is being ignored and even disdained









because of an almost arbitrary reputation of not those that

create, but those that appreciate the medium. It is

disgusting that an excellent storytelling medium and the work

of someone who "loves making" within that medium can be

shunned for no good reason.

I am of course referring to the comic book industry.





































Comics are truly a medium. The dictionary, or at least

my dictionary, defines medium as that through which anything

is accomplished. As this pertains to art or writing, a

medium is the means for art or writing to become widely

distributed and reach those who wish to appreciate it. Thus

by definition comics is a storytelling medium. The real

question is: are comics a medium for writing and art that

offers equal or greater opportunities for expression than

either straight writing or art?

The answer must be that it is. Although not accepted by

the general public, comics are an acceptable medium for

literary writing, as well as a valuable medium for art.

After what may have seemed like the dark ages for comics, it

looks like a renaissance is on its way. New, incredibly

talented creators are coming into the field at an astounding

rate. In the past, a creator would use the comics industry

as a stepping stone to "real" writing or art. Today, that's

happening less and less. Instead, creators are learning that

writing or drawing comics is a talent in itself, and that

comics are a format where their stories can be presented in a

more powerful format, in a way that is visually dynamic in a

way that typeset fiction cannot be.


Comics are an incredible storytelling format, even if

their boundaries are only beginning to be explored in the

mainstream of American comics. European and Japanese comics,

as well as some new, avant-garde American comics show this to


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be a truth. Japanese comics, sometimes thousands of pages

long, use powerful storytelling techniques, such as using

space, like written fiction does, to set up a scene. In

Japanese comics, the story that is being told is, ultimately,

more important than the characters in them, as well as

placing more emphasis on the environment that the story takes

place in, as opposed to the majority of comics in America,

where backgrounds in a panel are often considered a chore,

and are occasionally left out altogether.

A "graphics magazine" by the name of Raw (Real Art Ways

Inc.) has been publishing the avant-garde works of artists

since 1982. Occasionally political, more often sociological

or personal, The stories and art have extremely surrealistic

tones to them, and inspire a gut-level reaction in the

reading. Particularly the art, by virtue of its stylism, has

been dismissed as "strange" by many readers, but many are

able to appreciate the abstract quality of the comics.

Raw often contains inserts, usually of digest-sized

comics that are unique in content. These are of particular

interest as the creator has used a smaller format and thus

must make up for the visual dynamacy that is intrinsic to the

larger paged format. Maus, one of these inserts, is a

continuing work in progress about Art Spiegleman, the

writer/artist, in his attempt to write the story of his

parents' Auschwitz trauma. It is notable as one of the few

American comics with as much substance. At a projected 200

to 250 pages in length, it rivals even some of the Japanese


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comic novels in length. The story is inspired, and the art

matches it, telling the story in a gritty graphic format.

Spiegleman's masterful use of symbolism is truly intense. He

casts the Germans in the story as cats, and the Jews as mice.

This blunt imagery is reminiscent of Orwell, especially in

Animal Farm, where he cast farm animals and humans into the

Bolshevik Revolution and the following years in Russia.

Another of the inserts in Raw was Red Flowers by

Yoshiharu Tsuge. Red Flowers was the story of a fourteen

year old girl reaching puberty. The story was told with

"subtlety more often associated with haiku than comic

strips." The contents of the word balloons were translated

from Japanese, but the sound effects outside the word

balloons were not, as the translation of anything upon the

backgrounds would destroy the integrity of the art. The

effect of the untranslated sound effects was monumental. To

have a symbol denoting sound allowed the art to mesh with the

wording, as all comics should be if they are to be pleasing

to read.


Arn Saba, creator of Neil the Horse, a musical comic

book that stretches the imagination through whimsy, fantasy,

and a healthy dose of anthropormorphism calls comics "a great

medium for expressing a part of yourself, a part of your soul

that you don't get at often." This really is the main

function of any creation, be it writing or art or music:

expression. Above creating for an audience, creation for


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one's self is important. As well, creating for yourself is

crucial to maintaining the quality necessary for presentation

to an audience. Alan Moore, a British comics writer, has

repeatedly stated that when he writes, he must have an impact

on himself. He says that "if it doesn't seem scary to me, or

funny to me, I can't expect it to seem scary or funny to my

readers." Any creation really must begin with the creator.

Writing starts within the creator, not with the creator's pen

or typewriter.

Although not a majority yet, there are many writers in

comics that do not write because of a company that employs

them, but because there is a story which they wish to tell.

Dave Sim, a Canadian writer, artist and publisher, says that

"First there's the person. Then the person's vision... Then

comes the means to disseminate." As in "standard" writing, a

comic writer will tell an original story, as opposed to being

given a set of guidelines and being told to write a story

along those guidelines. To do that would not be creation at

the writer's level, but an execution of a creation that

occurred at the level of the person that set up the

guidelines. Real writing, the creative occupation, is

creation. Most popular fiction is written by writers that

had a story or an idea that they took to a publisher, not by

writers that came upon a writing job without any ideas by

presenting their skills as a writer to a publisher.

This concept is working it's way, slowly but surely,

into the comics medium, although the majority of the writers


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in comics still write uninteresting repetitive plots.

The reasons for this obscene misuse of writing skills

are simple. The major comic companies will not allow the

literary level of their products to be raised. The majority

of comic buyers today are eight to fourteen years of age. It

is feared that if the youngsters cannot understand the mature

concepts brought up by a comic, they will stop purchasing the

book on a regular basis, whereas if the story is simple and

pedestrian, a child will continue to read it and buy it until

he or she outgrows it. In addition, there is the issue of

facility of writing. It is easier to write a simpler story.

Any sort of conflict is of interest to a reader, because

conflict is what makes a story. A man wrestling with his

conscience or struggling against his "human nature" to

achieve enlightenment still falls under the subject of

conflict. The easiest form of conflict to write is physical

conflict. Thus it is far easier to script Captain America

bashing the stuffing out of the Red Skull, than it is to

script the story of a legal proceeding to retrieve original

art from an unscrupulous publisher, even if the latter story

would be more gratifying to write.

One problem intrinsic to this syndrome is the escalation

of hyperbole. The basic concept of the mainstream comic is

that of the ultimate hero. In order to match the ultimate

hero and not have a completely one sided fight, your ultimate

hero must be pitted against the ultimate villain. They will

be fighting, of course, for the ultimate stake. That makes


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for a somewhat interesting story, but the problem of

discovering what it is that can be done for the next issue to

keep the readers interested. More often than not, the

solution is to increase the threat; either bring in a villain

that makes the ultimate villain look weak, or collect a score

or so of the ultimate villains to unscrupulously gang up on

our hero. The effect is much the same. Eventually our

ultimate hero that started out by beating up on hubcap

thieves will be saving the world, the galaxy, or the universe

daily. Not only does this decrease the readability of the

comic, it generally leaves the writer with a massive case of

cosmic myopia, where he loses sight of reality except in

cases where the universe is at stake.

There is a resurgence in the thought that comic writing,

can be for the story, not for the company. More and more

comic writers will take a leave of absence from their jobs

rather than take over a book of someone else's creation,

where a character and a series of events has been formulized

to a system.

However, in an effort to make comics more literate, some

writers have taken over the scripting chores of books that

were not well written or mature, and breathed new life into

them, instead of creating new characters of their own. Alan

Moore's tenure on The Saga of the Swamp Thing exemplifies

this concept. Alan and a pair of superb artists, Steve

Bissette and John Totleben, have produced a book which has

been hailed as the the best comic being produced today. In


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fact, it rated first in the Amazing Heroes 1985 top ten comic

review, and reviewer R. A. Jones said that "the bulk of

the credit for this extraordinary title must go to to Alan

Moore, and went on to call Moore "possibly the most gifted

writer in the industry." Moore points out, however, that he

alone is not responsible for the title's success. "The strip

you see on the page is the meeting between me and the artist.

That's where the creation is... I don't consider my stories

more important than the art. It's got to be equal."

Although the meeting of talent on The Saga of the Swamp

Thing is superb, Alan Moore's innovation on an old character

is where the success lies. Specifically, in Alan's writing,

he tries to "put some of the mystique back into superheroes,"

and make them more believable. He likes "building up

situations and characters so that when something does happen,

even if it's only a little thing, it has weight and power,"

Thus avoiding the cosmic myopia syndrome. He makes the

superheroes "less commonplace," and believable in part

because of the added mystique that the superheroes would have

in the real world.

This plan of attacking mediocrity by taking over

established characters has its pros and cons. Obviously the

creation aspect cannot be explored to the same extent as in

fully original creations, although even Moore says he feels

he cannot work with a character until he recreates it. Many

writers recreate their characters without realizing it, which

is at least dangerous. At least in theory, and a certain


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amount of this is evident in comics today, a richer attention

can be paid to the creation of a chain of events, and a story

greater than any of it's predecessors can come into being

when the writer is not the original conceptualizer.

The potential for artistic excellence in comics is

virtually unlimited. In comics, most of the artistic

boundaries are imposed by the artist's conditioning or the

short-sightedness of an editor. To use a simplified example

of this, Jim Shooter, the editor-in-chief at Marvel Comics,

has rejected many pages of art because he prefers square

panels to other geometric shapes. As a result, many of the

most brilliant page layout schemes in the industry have been

rejected because of a lack of artistic latitude. If the

editorial staffs that determine what sees print throw away

the most innovative of the artwork and the newest styles, the

industry would be forever in the state of stagnation that it

has been in for the last thirty years.

For the most part, this is not the case. Most of the

editors at comic-publishing companies allow for more artistic

freedom, but even still a new concept may be declined because

it is too far out. Fortunately many editors can tell the

difference between art that is far out for the sake of being

far out, and art that uses the artistic medium to the limit.

There are several artists who use the comic format to

its farthest limits. Frank Miller, who draws his own

writings, is truly at the top of the list of artists who can

do this. His Ronin, a story in six parts, utilized some of


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his best drawing skills. He and colorist Lynn Varley worked

closely together to produce some of the most impressive

artwork ever seen in the comic format. Utilizing several

artistic styles, he changed his storytelling format as his

stories changed. Because of his artistic genius, Ronin was

given no end of compliments from other artists in the comics

field. Ronin was called "the new standard by which comics

will be judged" by Klaus Janson, who worked closely with

Miller in production of Daredevil, a comic published by

Marvel Comics. Ronin, and other works of Miller's, shows an

amazing aptitude to the comic format, especially in his

innovative use of panel arrangement.

Another such artist is Bill Sienkiewicz. Unlike Miller,

Sienkiewicz prefers to work with a separate writer. Like

Miller, he has chosen to take a bold new approach toward

comic art. An art student, he falls back upon the "accepted"

forms of art outside of comics, such as his own unique brand

of expressionism. R. A. Jones, a reviewer for Amazing

Heroes, calls his use of lighting and shadow exceptional, and

comments that "his pencil work is able to convey both realism

and abstract impressionism without the two styles negating

each other." A firm believer of derendering, or leaving

certain details out of the picture to be picked up by the

imagination, Sienkiewicz states that purely realistic art "is

more just drawing for kids, while adults can deal with

abstraction."



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When creative freedom is at it's fullest, i.e. when the

writers and artists can experiment freely, the result is

often astounding. The advent of graphic novels and limited

series in the comics industry is a great step towards full

literacy in comics. Whereas all comics previous to the

nineteen-eighties were of an unlimited run, an astounding

amount of comic material has been published as complete

stories of late. Formats such as graphic novels, where

complete stories are presented in large squarebound editions,

or limited series, where complete stories are presented in

regular installments, are becoming popular among writers,

because it gives a chance to write more in terms of the

overall plot structure instead of having to worry about the

serialization. Occasionally the formats have been misused,

but for the most part, the effects are pleasing. The reader

can end up satisfied that the story he or she just read has a

beginning, a middle, and an end, and thus it seems much

closer to "real" literary writing just because of the format.

The three graphic novels D C Comics has produced written

by noted science fiction writers and drawn by the some of the

most stylized artists in the industry have proved to be a

success based on response from readers even if not saleswise.

There are indeed marketing problems with the graphic

novel format. One of the major hindrances of the format is

the necessary price for the product. With as many as eighty

pages of the highest quality paper with expensive full

process printing for the art, the squarebound cover ends up


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having to sport an at least six dollar price tag. Obviously,

the average eight to fourteen year old cannot buy these, and

would probably not want to, as the level of the writing would

get a youngster soon lost. Moreover, the art tends to be at

least slightly avant-garde, while the average comic reader

prefers ultra-realism and disdains the distortion intrinsic

to expressionism.

This is not to say that it is impossible to market an

intelligent and mature comic and have it sell well. From an

Eclipse Comics advertisement:


This guy is totally bored with comics! We
don't blame him. CRASH. POW. THUD.
Reading the same old comics year after year
can be boring. After a while you begin to
worry-- are you losing your sense of wonder?
You think maybe you're about to "outgrow"
comics. You're wrong. Being bored with
comics doesn't mean you've grown up. It
just means you're reading the wrong comics.
You're ready to come over to Eclipse Comics.
New heroes. Modern stories. Award winning
writers and artists who do more than CRASH,
POW and THUD their way through stale,
recycled plots. Full process laser scanned
colors. State-of-the-art offset printing on
magazine quality white paper. And because
all Eclipse Comics are creator owned, we will
never send in second-string writers or
artists to louse up continuity or damage the
characters you love. Eclipse Comics.
Because you never lose your sense of wonder.


At the face value of this advertisement, it seems fairly

presumptuous, implying that most comics other than Eclipse's

line have unimaginative writers, poor artists and substandard

printing, and that Eclipse's comics offer the best color,


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art, writing, scripting, and paper. The truth is that

Eclipse is a product of the new wave of "independent"

publishers. The term "independent" has come to mean any

comic company other than Marvel Comics Inc. or D C Comics

Inc., but originally referred to a comic that was published

by its author. In 1977 the publication of Cerebus the

Aardvark issue one, by Dave Sim, began a landmark trend in

comic publishing. Sim wanted to tell a story in the comic

format, and he published his own, starting from scratch with

his own publishing company, which he called Aardvark-

Vanahiem. The real milestone of the concept was not the

concept itself, but the fact that it became popular. Since

then, other companies have been created just for the

publication of a single comic title, such as Wendy and

Richard Pini's WaRP Graphics, and more recently Mirage

Studios, Outside Comics, and Fishwrap Productions. Following

the lead of the earliest of these companies were comic book

companies that formed to give a format for the more

intelligent, mature writings and artistries, and to profit

upon the opening up of the market that was taking place.


The majority of the comic industry has a way to go

before achieving the same level of quality as accepted forms

of art and writing, but the potential for greatness in the

comic format is greater than that of any of its accepted

parts. The comic medium is more versatile than either

writing or art alone, and can achieve a level of dramatism


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and convey a level of emotion far greater than either writing

or art, as it is truly a combination of the two. When superb

art comes in contact with exemplary writing, such as in The

Saga of the Swamp Thing, or Frank Miller's Ronin, or as in

any of many other of the best comics have to offer, the

result is incredible. Comics are an art form whose potential

has only begun to be tapped.


THE END.


























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