With James Kochalka, Alexander Danner, Bob Stevenson, Steven Withrow, and Neal Von Flue; moderated by Joe Zabel
Introduction by Joe Zabel
"Conceptual art or Conceptual Art - Art that is intended to convey an
idea or a concept to the perceiver, rejecting the creation or
appreciation of a traditional art object such as a painting or a sculpture as a
precious commodity." --Artlex.com
In a way, all webcomics could be considered conceptual art, because by
definition they have no physical existence. But in dubbing a group of
webcomics as Conceptual, we're following more the spirit than the letter
of the Sixties art movement being referred to.
Conceptual webcomickers are dispensing with something more than
physical form. They're dispensing with some of the key values that define traditional
comics art. Values such as skillful drawing, cunning composition,
shrewd scripting. Like Wile E. Coyote, these artists walk off the edge of a
cliff and somehow manage to stand there.
In grappling with this difficult and elusive subject, our crack team of
analysts will identify important works in this movement. And they'll attempt to explain what makes a webcomic conceptual, and why so many artists are taking this approach.
Staking Out The Territory
Zabel: We need a tangible starting point in our discussion-- the comics
themselves. Can you name some webcomics that seem to be particularly
conceptual? My own nominations are Daily Dinosaur Comics and A Softer World.
Danner: I don't know that anyone would consider it an "important"
work, but Matt Shepard and Roy Boney's Dead
Funny would certainly fit into the conceptual arena.
And A Lesson is Learned but the Damage is Irreversible certainly
dispenses with any sort of traditional narrative, often presenting snippets
out of what seems to be the very middle of unfinished dreams. In most
cases, the total effect of the comic is more important than any linear
narrative. Of course, ALILBTDII is also in some ways moving back toward
the art object -- each story has the visual cohesiveness of a painting,
beyond the normal dictates of narrative design. These are comics that
would look perfectly at home framed on a wall.
Von Flue: In thinking of examples of conceptual webcomics, it seems
like there is a subgenre which deals mainly with context as a motive.
Specifically, taking an existing work out of context and remixing it.
Examples would be the CastleZZT Garfield parodies, the
Ready.gov comic parodies (for example
). I also remember a
series of Spider-man newspaper strips by Jay Pinkerton remixed to be mostly obscene. [Editor's note: this series was recently taken off the web.]
I would tend to
put Get Your War On in the same category as DDC (due to it's common
properties of using the same clip art repeatedly), and would definitely
call GYWO conceptual. Although, it could also fall under your same
scrutiny of DDC. So, it's a fine line.
I also tend to think that T-rex has developed as a character in his own
right which, if anything, brings it out of conceptual territory and
towards a more straightforward narrative. Really the only element that
makes it conceptual is the the fact that the art is not new each time. Is
this enough to be conceptual?
Danner: Like DDC, Dead Funny uses very limited
artwork (even more limited than DDC believe it or not -- North has
occasionally given his characters goatees, at least), and what's more ends every
strip with the exact same "punch line." Whatever was being discussed is
interrupted by one of the zombies shouting "BRAINS!"
Also in the repeating image category would be Partially Clips.
Despite the concept at play there, though, Partially Clips is a pretty
straightforward gag strip.
Von Flue: I'm getting the feeling from these examples that conceptual
comics means "gimmick comics" to an extent. Each of these comics has
some kind of exception to standard comics convention.
Case in point, DDC is a mouthpiece for the musing of the artist, BUT,
it uses the exact same art every day. Dead Funny may not use the exact
same art (Close but not exact, they changes based on dialogue) but it
always end in "Brains". CastleZZT uses someone else art and writing but
visually abstracts them. A softer World has the gimmick of three "beats"
which usually fit together or reference the same source. If these comics
strayed from their trademark approach they would not be as successful,
right?
Would it be fair to call these exceptions "gimmicks"? It seems to be
what makes these comics stand apart from the rest as conceptual.
Danner: Clearly, those of us with art backgrounds are approaching the
term very differently from those of us without!
What I usually have in mind when I refer to conceptual comics are
comics where a formal or structural idea takes precedence over telling a
story or delivering a laugh. I will admit to some overlap with "gimmick
comics," if we can leave aside the usual negative connotation of the
word. But, I wouldn't automatically include all the repeating image comics
under the header of conceptual: DDC and Dead Funny, definitely.
Partially Clips, not so much. The structure is fun, but the gag is the comic's
primary goal.
Whereas ALILBTDII, which doesn't have any clear gimmick per se, is
driven primarily by an interest in visual and narrative non-linearity. It
has stories and it has jokes, but neither of these are constants--it's
the comic's dream-like form that makes it consistently interesting.
Thus, my instinct to include it.
But if by "conceptual comics" we're actually alluding to the
established school of "concept art," then all of the above is irrelevant. And I
need to do some extra reading to catch up with everyone else.
Zabel: There's no harm in doing a little homework on this, but I was
using the '60s art movement merely as a jumping off point. The original
CA was a reaction to art galleries and art collectors, a rejection of
art as a collectible object. But webcomics have never been collectible,
so that idea has little relevance.
Ironically, print comics are moving more and more towards becoming
collectible art objects, with fancy printing and production values.
McSweeny's Quarterly, f'rinstance, is not only gorgeous to look at but also
luscious to touch. In a way, it's almost as if print comics are going
through an anti-conceptual phase!
A lot of ideas have been mentioned that we should get back to, but for
now I think we're doing a great job of accomplishing our initial task,
to identify a number of works for consideration.
Let me add something else to the mix-- the website Oubapo-America. This is a site for experiments in
artistic constraint. The participating group of artists submit their
solution to "challenges" such as "Alphabet City: a 26 panel comic featuring
letter of alphabet in each panel, in sequence."
Von Flue: Oubapo is fantastic at art under constraint (which seems like
a facet of conceptual art or at least a tool to get there?)
Why don't we adopt a definition of conceptual webcomics as being any
comic who's primary artistic intent is not a specific narrative or
story? Maybe this is too vague?
Also:
Toonbots was mentioned on our board
a while back and would be a conceptual comic in my view. Each comic is
created with clip art and a program called "the
toon-o-matic" and each
installment is presented with the code which created it. I don't claim to understand exactly
how it works, and it's far from frequently updated, but this is a comic
which defies conventional storytelling, to be sure.
Kochalka: I think what's going on in some of these comics is certainly
a reflection on what's going on in the world in general. Between the
Atomic Bomb and Einstein's theory of relativity it's hard to believe in
absolutes. There's no such thing as good and bad, right or wrong. Art
reflects that. People even draw "bad" on purpose now, because... well,
why not? If there's no such thing as good and bad, it doesn't matter how
you draw. It doesn't matter if jokes are funny. Nothing matters at all.
And yet somehow, everything matters.
Questioning Assumptions
Withrow: Are we talking about comics that intend to present a concept--an idea
or sequence of information--rather than a story or joke?
Or is it some qualitative measure, as perceived in reaction to what is
generally accepted to be "the standard," that makes a piece of art
"conceptual"?
If we're talking about the former, then many of John Barber's stream-of-consciousness comics fit that description, as do a few of my "Critical
Thinking" strips on Komikwerks. Neal Von Flue's Halcyon pieces and
Teaching Baby Paranoia also come to mind for their uncommon presentation
of ideas. Scott McCloud's I Can't Stop Thinking pieces also apply
here.
But if it's closer to the latter idea, then I'm afraid I'm having
trouble setting some conceptual (and constructive) boundaries for
discussion. The idea of "rejecting the preciousness of fine art" doesn't seem
solid to me in this context.
It seems to me that the differences you're seeking are all based on
aesthetic judgments by an outside observer rather than more objective
matters of technique. There is, after all, a huge gray area between
perceiving an artist's laziness or immaturity of craft and noting an
intentional "junking" or "drubbing" of art for reactionary (or ironic) purposes.
Who's to say which is which? And does it fundamentally matter?
When a new type of art emerges, nearly every example seems innovative
and against-the-grain. But as more imitators and influenced works arise,
then the "conceptual"--another term might be "experimental"--becomes
commonplace. Once dozens of photocomics exist to compete with "A Softer
World"--and they more than likely will--then the novelty will have worn
off and the concept becomes just another convention.
Stevenson: Is a discussion about where to draw the line on conceptual versus
conventional a bit of a fool's errand? There are concepts that underlie
and constrain most strips, aren't there? Some of those constraints are
visual, some narrative and some structural. Charlie Brown never kicks
the ball (Though people may view that as a mere narrative tool, I think
Schulz might have considered it to be of central importance to his
work, a philosophical idea that he worked on for more than fifty years.
Then again maybe he figured out it made the strip funnier). DDC always uses
the same several panels in sequence. A Softer World always employs
words and photographs. Every issue of Groo the Wanderer held a hidden
secret message that always said, "hidden message." Hell, one of my strips
only uses three colors, is always accompanied by a blog, always allows
comments. There are concepts and constraints underlying all of them, but
are we willing to sort out and label some conceptual and others not so?
What purpose does it serve? In the case of the Webcomics Examiner, I
guess the purpose is to look for comics that have stepped off the ledge, as Joe said "Like Wile E. Coyote."
I find the Warner Brothers mention interesting because if I remember my
Looney Toons, there were a set of pretty strict written rules
underlying every Road Runner cartoon, rules that the story and animation had to
operate within. Yep, here they are.
Don't the rules present a kind of conceptual undertone?
I've been reluctant to get into the discussion because I have no
background in artistic or literary theory, and I'm still not sure I care
about what the term "conceptual comics" means. I'm thinking someone, in
response to our casting such a broad definition, might want to add a phrase
or two, like "primary goal," or "main
intent." If so, I'm not sure the audience is in such a great position to
decide what that primary goal is. For example, although we might decide
the Road Runner cartoons were intended primarily to make money or
entertain movie goers, the rules imply there might be another set of goals
at work, say, developing an environment within which to conduct artistic
experiments with representations of gravity. Those experiments might be
further intended to stretch the artistic range of the animators.
I don't offer these questions as a challenge. I genuinely do not
understand the term conceptual art. As each link has been added to the
discussion, I've visited the sites and thought they were interesting
concepts, but as a topic, it seems like what we're really after is more simply
comics on the edge, "Aggressive Experiments" to borrow the phrase.
On a side-note, I will admit I was at one time fascinated by a book
called "Puzzles About Art: An Aesthetics Casebook" by Margaret P. Battin, John Fisher, Ronald Moore, and Anita Silvers. I find its concept
humorous. It is filled with examples of what you might call conceptual
art. For example, is a de Kooning that has been completely erased by
another artist still a de Kooning? Is the newly empty canvas still art? The
subtext throughout the book implies that all of it is art. Why
humorous? It seems to me that the authors don't really have any intention of
truly making their case as the broadest implications about what counts as
art would seem to put them out of a job.)
I think Steve and I were thinking along the same lines.
Danner: There is some overlap between the "Aggressive Experiments" idea
and what we're getting at here. But not all that much. Most of the
comics covered in Aggressive Experiments are focussed on technical
innovation. "Outside the Box," for instance, wouldn't fit into this
conversation. It's a good story with an innovative delivery mechanism--but at
heart it's a traditional narrative.
It's sort of the difference between doing the same thing with a new
tool, as opposed to turning the existing tool toward accomplishing a new
thing. Technical experiments expand the boundaries of how you make
comics. Conceptual experiments expand the boundaries of what comics can be.
(Not to be confused with expanding the boundaries of what can be
comics--which was one of the major themes of Understanding Comics.)
The Sketchbook Diaries is a perfect example of this. When James first
started, it was something that hadn't been done before--not so much for
being autobiographical, which was already commonplace, but for being
autobiographical in a non-narrative way. That was the new idea. Of
course, this also gets at Steven's comments about the conceptual becoming
commonplace--these days James has many imitators, and The Sketchbook
Diaries itself has become a mainstay of the indy world. That this work
represented a major conceptual innovation would be lost on many readers
today.
If "A Softer World" fits into this discussion, it is not because it's a
photocomic, but because of the particular emphasis on the disconnect
between the words and the photographs, and the haiku-esque minimalism in
the writing.
Zabel: Robert and Steven raise some excellent points in questioning the
basis of this discussion.
I agree that one can find conceptual overtones in almost any comic--
the ideas of a work tend to manifest themselves in the form of the work.
So is it justified to say that this work is a conceptual webcomic, and
that work is not? I would say yes.
First of all, conceptual webcomickers often state their intentions
explicitly. For instance, the "Metacartoonist" of Toonbots writes, "To me,
the Toon-o-Matic itself is the work of art. The strip is a by-product.
Like hot dogs." Or how about Neil Cohn's comic titled Colorless Green
Ideas Sleep Furiously.
An academic comics theorist, Cohn specifically states that the piece is
"part of my ongoing research about how sequences of images communicate
(syntax)."
Another distinction is that truly conceptual webcomics make radical
departures from the norm. Of course, the definition of "radical" and "the
norm" are open to interpretation.
Finally, I think it's legitimate to make this distinction because it
gives us a critical tool for investigating comics and talking about them.
The critical investigation of conceptual webcomics is not a
well-traveled road with fixed signposts-- it's a frontier where we may find gold,
or even the fountain of youth! Or we may just get lost and contract
malaria, there's always a risk.
Kochalka: Lucy pulling the football away from Charlie Brown is a great
example. It's meaningful, in that it represents the kind of
frustrations and cruelties that truly exist in the world... but then it's repeated
for so long... FIFTY YEARS... that it becomes arbitrary and meaningless
nonsense. And then a new generation comes along and says... hey, if
everything is arbitrary and meaningless nonsense, then I'm not going
to draw my comic, I'll use video game sprites and all the characters
will talk endlessly about cheese. (I made that one up... if there's a
video game sprite comic about cheese, I haven't seen it.)
By the way, I don't even know if The Perry Bible Fellowship qualifies as "conceptual", but it's so awesome!
The Art of Destruction
Zabel: I find it perversely gratifying to read Get Your War On and
Daily Dinosaur Comics because the artists seem to be saying "You want me to
draw pictures for you? Go fuck yourself!"
It seems that many conceptual works are exhibition of destruction or
partial destruction, or are works that have something deliberately
removed so that seemingly they can't function anymore.
Is there an aesthetics of destruction at work here? Do conceptual works
indulge our enjoyment of watching things explode and fall apart? And if
so, what are the limits of that?
Kochalka: There is a wonderful punk rock quality to it, which can be
empowering to both the cartoonist and the reader. The sense that anybody
can do it is classic punk DIY. Also, since the world is rather cruel
and arbitrary, so for the artist to cruelly and arbitrarily subvert
normal comics drawing and narrative is a rather fitting comment on the way
things are.
The limits are that they might not emotionally move us. In fact, they
might serve to distance us even more from emotional truth. The arbitrary
nature of it, if it became culturally pervasive (and I think it is on
the way), might serve to make us feel that our lives are arbitrary and
meaningless. Personally, I think that life is arbitrary and meaningFUL,
which is only a half-twist away, but more invigorating perhaps. And
really, I think both of the strips you mentioned actually do portray a
world-view that sees life as arbitrary but meaningful, at least some of
the time.
Von Flue: I think one conceptual angle of clipart comics (or any comic
where the art is lifted or pre-made) is the way the information gets
distilled. The reader doesn't get hung up on new rendering in each strip, and focuses solely on the "point" or the
narrative (i.e., what the text has to say).
GYWO seems so much more angry and potent than most anti-war comics
because the art is standardized. In itself this is probably a puposeful
comment, but one that is a bit deeper than the usual hostile narrative.
There's another simpler side to this, I imagine. Most of the creators
of such strips are writers primarily.
Zabel: I agree about GYWO, Neal. The artwork has a kind of friction
with the commentary that generates heat. If you look at Fetus-x, I think
you see a similar thing. The artwork in this case is created by the
artist, but the commentary seems to mock the interrelationship of art and
text. Millikin is always having his weird Lovecraftian characters
commenting on current events, or throwing in asides in the storyline about
"U.S. Soldiers ass-raping Iraqis."
The destructive aspect of conceptual works doesn't necessarily have a
hostile, negative intention. It may simply be a means of removing a
barrier. As James said, "The sense that anybody can do it is classic punk
DIY." By using clip art or recycled art, a writer is creating for
themselves the opportunity to make comics without having to work with an
artist.
And Neal makes a very good point, that the use of clip art frees up the
narrative so that we aren't concerned about the art, and focus more
attention on the narrative.
Kochalka: Assuming there is a narrative. There's also pure nonsense. I
was on a video game forum and some kid posted his video game sprite
comic of Super Mario Bros. characters hallucinating photoshop effects and
screaming AAAAH!
Andrei Molotiu made a 24 page non-narrative minicomic called
"Alcoholalia" (a remix of a single one-panel Maakies strip. On the Comics Journal message board he posted
this overview of all the pages laid out as a single big image:
Unfortunately it's too tiny in this format to see very well. As
non-drawing, it kind of starts in the same place as Get Your War On or the
Dinosaur comic, but then goes in a totally different direction. It's
non-drawing taken in the visual direction instead of the prose direction.
The art in Andrei's other comics are created more by his own hand.
Von Flue: This is in the same vein as the Garfield parodies, it seems.
(And interesting that they both make use of mirroring as the primary
abstraction tool.)
Kochalka: Both Molotiu's Maakies remix and these Garfield remixes
destroy the original comic art, but create something new and wonderful from
it. Like the Phoenix rising from the ashes, destruction equals
creation.
A good example of the destruction Joe referred to is the book TNT EN AMERIQUE by Jochen Gerner. He
takes Herge's Tintin in America and reduces each page to series of very
simple graphic symbols and key words. You can find a few preview pages
at the publisher's website. [Editor's note: navigate to "livres" and find it in the lower left corner.]
It's not a webcomic, though, of course. Any worthwhile cultural trend
will manifest itself across media boundaries because it's source is not
in the particular media itself but rather in the psyche of the people.
Danner: I have to confess, the accomplishment of some of these pieces
is lost on me. The Molotiu is visually interesting, in much the same way
that an image viewed through a kaleidoscope or one of those bug's eye
toys is interesting. It may still be art, but I think it well exceeds
the bounds of how far you can take the idea before it ceases to be
comics.
The Garfield piece is still clearly within the realm of comics, but is
it interesting? Personally, I find it silly, repetitive, and even a bit
petty. The point, so far as I can tell, is that Garfield comics are
funnier without the punch line than with (which is to say, Garfield just
isn't funny), which is a much too easy point to make. Yes, creation can
come out of destruction, but this just looks to me like tearing down
for the sake of tearing down. What makes destruction interesting is that
it forces the creator to be inventive in how they compensate for what
was lost. There's no inventiveness here--it's just the same mirroring
trick over and over again.
Von Flue: I'd have to disagree (and bring in another point at the same
time).
I can't argue your point about Molotiu's comics, mostly because
the level of abstraction is so high that they cease to have any
semblance to their original strips. You could argue that just knowing
that they came from Maakie's strips is enough to "get it"; they begin to
resemble singular images in their own right and cease to be comics in a
way.
However, in the Garfield strips (probably because the level of
abstraction is minimal in comparison to Molotiu's) there is indeed the spirit
of the original strips still very present. They are notable because they
take an existing (and what most would consider bad) strip and turn it
into a new, visually interesting piece of art, which still resembles
comics (mostly due to the still-present gutters). And now in these new
incarnations, portions of Garfield blend together or float in empty space
like something out of Woodring's Frank, and strange faces can be seen
in mirroring of tired title images.
To me, this is an exemplary remix of material that we've all taken as
outdated and useless, and an excellent example of deconstructionist
comics.
Danner: I'm certainly not disagreeing that the Garfield strips are
still comics. I'll even agree that they're clearly deconstructionist
comics. But what is the deconstruction accomplishing? Does this tell us
something new about what comics are or what they can be? Or is it just
poking fun at Garfield?
I was honestly intrigued by this at first--the first couple of strips
achieve a certain surreal creepiness that had me interested to see where
the creator was going to go with the idea. But then the artist just keeps playing the same trick each time, with nothing new
accomplished in the further iterations. What began as an interesting
experiment ultimately rings hollow.
I suppose my problem here is that I did see some hints of real
potential in the first couple of strips, but I was disappointed by the lack of
interesting follow through.
Zabel: I had just the opposite reaction-- at first I thought, "so
what?" Then I started to get into it more. What develops in the series is
the way the symmetry is arranged, and the odd side-effects of it, such as
the floating vagina-like objects.
Von Flue: hmm... I think I took it more like studies for a concept. Some
work better than others, but I didn't necessarily think of them as
building up to something. (Although I can see it in light of the cryptic
quote at the end. "Ignorance is the foundation of sanity")
Kochalka: Here's a couple more examples (example 1, example 2, example 3, example 4, example 5, example 6) by Andrei Molotiu, along with an
explanation in his own words of what he's up to:
"I guess with this one I've realized more what I'm trying to do (or at
least one of the things that I'm trying to do): recapture the visual
energy of some of my favorite comics from childhood without any specific
object to get in the way of, and dampen, that energy... This is how I
often remember images and comics pages, as a visual impression of
sequence and movement, rather than as any kind of story.
"A little demonstration, instead of a long essay, which I can write
later if people are still interested (I used a page from Little Lulu, and
colored it as unrealistically as possible, to emphasize the formal
rhythms)."
[Editor's note: Molotiu's work may also be seen here.]
Artistic Constraints
Zabel: My next question also deals with the tendency of conceptual
webcomics to subtract elements.
Many conceptual comics are based on the idea of establishing a
constraint for the artist. Oubapo-America for example is based on that idea; the
Garfield parody we've been discussing also apparently is confined to a
single idea, to transform Garfield panels into symmetrical designs.
Why do artists choose to restrict themselves? And what does this say
about the relationship between freedom and creativity?
Kochalka: I think because culture has become increasingly fractured
there is a sense that "anything goes" in art. To some artists, this sense
that anything goes is actually crippling. If the possibilities are
limitless, the inability to choose what to do amongst all limitless
possibilities can become crippling. For those that suffer from this feeling,
to impose some kind of arbitrary limits on their own work might actually
be incredibly freeing.
Danner: There's also an important element of self-education in placing
those constraints. When we stick to doing what comes naturally, many of
us will just end up repeating ourselves. A creator who's good at
dialogue will naturally focus on dialogue driven comics. A creator who's good
at action will do lots of action scenes. Sometimes the best thing a
creator can do for their own benefit is to bar themselves from following
their natural instincts. The reason so many of my comics are silent is
precisely because I was training myself away from a tendency to write a
lot of talking heads. Limiting yourself forces you to think in new ways
and develop new skills.
Start taking those restrictions into increasingly complexity, and the
challenge starts forcing you to come up with more and more inventive
solutions. How do you write a daily comic that uses the exact same art in
every strip and still have it be interesting? North has to solve that
problem every single day. It's like being an escape artist -- the
tighter the binds, the more flexible you have to be to find a way through
them.
Zabel: Constraint also represents another choice-- an extension,
really, of artistic freedom.
Imposing a constraint is a method of arriving at a different and
distinct effect. Take the use of duotone color schemes, for
instance-- they produce distinct, highly tasteful compositions. An artist
working in duotone creates a kind of hyper-reality in which only the two
colors exist.
A constraint such as duotone also serves as a powerful unifying principle. And
unifying principles are especially important in the art of comics,
since comics is an art form composed of fragments, i.e. juxtaposed images.
Withrow: Interesting topic, and I agree with what's been said here.
My take on it:
Making art is solving problems--both technical and metaphorical. And
the more defined the problems, the more confined their scope, the more
skill--and inspiration--is needed to fashion intriguing solutions.
When the options are limitless, or (more to the point) when the central
problems are ill defined or nonexistent, then both the artist and the
audience must struggle to discern whether or not a work of art is
effective and how it rates in comparison to other works of its type.
Art is competitive, and when several artists "play by the same rules"
or attempt to solve a similar set of problems with a similar set of
tools, then what emerges is often superior to art created in a non-competitive
vacuum.
Competition leads to cooperation, in the form of schools or genre
groups of artists--such as the French Impressionists, Dutch still life
painters, 3D animators, superhero cartoonists, etc.
Robert Frost wrote that writing verse without meter is like playing
tennis without a net. This applies to comics as well. When we set creative
limitations, we are pushing ourselves, as Alexander suggested, to reach
beyond the immediate and comfortable answers. And we are also testing
what "works" for flaws and, best of all, for original variations.
Zabel: I agree. Actually, I think it's doubly appealing, because you're
presented with a problem to solve, and simultaneously there is a set of
tasks that are eliminated. Say for example you are challenged to do a
sequence without dialog and captions-- you have extra work because you must
carry the narrative or text with pictures alone; but you save work
because you don't have to write a script, worry over word choice, etc.
I have a pet theory that audiences generally perceive when a shortcut
is made, and if the shortcut is successful, they appreciate it almost as
much as the artist does. Not only do they vicariously feel the relief
that the artist feels at dodging a shitload of work; but the audience
themselves are being given less work to do-- less imagery to study, less
text to read.
Another way of viewing conceptual webcomics is in McCluhanesque terms:
To quote an academic source, "McLuhan is also well known for his division of media into hot and cool
categories. Hot media are low in audience participation due to their
high resolution or definition. Cool media are high in audience
participation due to their low definition (the receiver must fill in the missing
information)."
It seems to me that by excluding elements or constraining a work,
cartoonists are creating a condition of greater audience participation in
their works.
Von Flue: I don't think we've mentioned McCloud's Story Machine yet
either (or even
24 hour comics, the ultimate constraint device.)
Constraints are definitely good for getting you to see in new ways and
create work you would not normally do, but in a way they are also good
for getting you out of artistic blocks.
There's even a card deck for it, called Oblique strategies. The idea was created by Brian
Eno and Peter Schmidt as a way out of artistic paralysis. When you're
stuck, pick a card at random and do or apply whatever it says to your
work. Sometimes the cards give you some very sage advice, or tell you how
to proceed and from what angle. Sometimes they just tell you to get up
and away from what your working on, and do the dishes. There's an
online version for us webcomickers with art block.
I've used it a few times to success.
At any rate, it's a good example of constraint in the middle of the art
process, as opposed to the impetus for it.
I'll add on another experience with constraints:
I teach a kids' class in comic illustration at the local rec center. One of their favorite exercises is when we make collage
comics out of old magazines. There is something about using premade
"artwork" that frees them to make completely different stories. In this
sense, the clip art constraint makes them free to do stories they would
feel too selfconscious to do if they had to draw them.
Zabel: Neal-- Your discussion of Oblique Strategies and McCloud's story
machine got me to thinking about the use of randomly-created decisions
as a kind of constraint in comics; or you could think of it as a way of
destroying a particular element of the work, i.e., eliminating artistic
intention. What makes random comics so entertaining, I think, is that
they invite reader participation, not only to invoke the random
sequence, but to interpret the results.
Comixpedia recently provided links to several excellent examples of
this strategy:
Five Card Nancy is reportedly a Dadaist invention, popularized by Scott
McCloud. There's an online perl-scripted version by Dave White. As McCloud explains, the classic
comic strip Nancy is so simply conceived that it has an elemental
quality about it. "A Nancy panel is an irreducible concept, an atom, and the
comic strip is a molecule."
Unfortunately, the rules of Five Card Nancy introduce selection into
the creation of the panel sequence, subverting the randomness and
imposing some kind of interpretation. Not so Mary Worth, Threat or Menace, a
satire of incomprehensible serialized plots. Each time the page is
refreshed, the panels rearrange themselves in new random patterns without
any rational intervention. Creator Mike Collins says he hopes that by
randomly combining the panels of Mary Worth, Rex Morgan, MD, and
Apartment 3-G, he can finally discover a plot in all of it that makes sense!
Grafik Dynamo by Kate Armstrong and Michael Tippett represents the
Nuclear Option of random comics-- both the text and the pictures are
pulled at random from outside sources, in this case LiveJournal blog
entries. Personally I haven't found the results very involving, but the
concept was impressive enough to attract funding from the Andy Warhol
Foundation for the Visual Arts.
The most sublime use of the random principle I've seen is The Infinite
Gag Strip by Tym Godek,
a sendup of gag strips that use the "setup, beat, punchline" formula.
What's especially fascinating about it is that it demonstrates
conclusively that the pause in the middle of the sequence has a spooky ability
to make something seem funny, even when it makes no sense. Are we
hard-wired to laugh at a punchline that follows a pause? This comic seems to
prove it.
Note, btw, that because of their electronic nature, webcomics are
uniquely suited to package these random schemas in convenient, easy-to-use
forms.
Detournement
Zabel: Consider the comic Cat and Girl Are Situationists. A number of webcomics are
obviously trafficking in detournement-- Daily Dinosaur, the Garfield parody, Partiality Clips, Get Your War On.
A key element of this technique, it seems, is that the reader
recognizes the original source of the appropriated work, and experiences a
disconnect when they view it in its new context.
Is there a significant difference between detournement and Mad Magazine
style parodies?
Von Flue: As near as I can fathom (Which would come from a yahoo search and this
page) Detournement is
when an artist takes older (or famous) works out of context, Making the
viewer look at the original in a new light.
I'd say this idea is directly proportionate to how famous the original
work is. It seems like Garfield or Spiderman or even the status of
clipart itself in GYWO, make successful detournement. But Daily Dinosaur
seems more like conceptual constraint, due to the fact that T-rex and
friends aren't necessarily "icons".
Kochalka: Dinosaurs are icons. Maybe not these particular drawings of
dinosaurs, but dinosaurs themselves are, and you wouldn't expect a
dinosaur to say these things.
Von Flue: Well, I only mean in terms of detournement. This comic uses
icons of camels:
to a
certain conceptual success, but this ad used a camel icon with about as successful as you can get in detournement. (if it really
is proportionate to the original art's recognizability...)
Zabel: I think the Joe Camel piece illustrates the difference between
parody and detournement. The artist, Turner, is putting J. C. in a
situation that ironically comments on his role as an advertising icon. The
piece comments on the advertising symbol specifically, and not on
society as a whole.
For comparison, look at what Robert Williams does with popular culture
images. For example, this piece, a head-on collision between the Disney film Bambi, the Mickey Mouse
icon, and the map of the United States. It's not really a comment on
Disney's products, though. It's just using them as a way of portraying
American culture in the darkest and most savage light.
Williams is the more determined detournementalist; he seeks total
negation of the images endeared to our society.
Von Flue:
Hmm.. I think the Williams piece does comment on society (at least the section that
smokes and where we draw the line of "cool")
How about Wally Wood's Disneyland Memorial Orgy?
Parody or
Detournement? It seems to follow some of the same paths as William's Bambi
painting in it's repurposing of icons, but it seems more aimed at Disney's
puritanical image, right?
Zabel: You could say the Joe Camel parody, the Wally Wood illustration,
and the Robert Williams painting are on an ascending scale of
detournemental intensity, with JC at the lower end and Williams at the upper
end. But I think there's still a fundamental difference. The Wally Wood
parody, while more general and more daring than the Joe Camel parody, is
still an ironic juxtaposition of the characters; it's about the Disney
genre. But I don't think Williams' painting is about Disney; it about
the naked id in all its horrific glory. The combination of this with pop
culture puts it in kind of a nether zone where we are forced to
consider it as satirical commentary instead of as sheer horror.
This is an illusive distinction, I'll admit. It's why we need artists
to express it instead of essayists.
I also see a link between what Williams is doing and Daily Dinosaur
Comics. Of course DDC isn't about the naked id. But it does seem to
suspend the normal laws about art and commentary. It's not just the fact that
the artist is using jurassic clip art, it's how the strip is written in
a mocking tone that is rather hard to categorize, and impossible to
ignore.
Danner: Do you find DDC's tone entirely mocking? There's irreverence,
certainly, but I also get the sense that there's an honest struggle to
make sense of the ideas being put on display. One of the prime routines
for DDC is to take an established philosophical idea to an absurd
extreme, and then explore the repercussions of that. But it seems to me that
it's usually the extremism that's shown to be absurd, not the core
idea. There's an exploration of the boundaries between where an idea is
useful, and where it crosses into the ridiculous.
In any case, I would argue that where detournement applies to Daily
Dinosaur Comics isn't in its subversion of iconic dinosaur figures, but in
it's subversion of iconic philosophical propositions. Granted, these
are only iconic in abstract, intellectual spheres -- but that's precisely
what allows for the subversion. He's taking very heady, intellectually
revered ideas and dropping them into the mouths of silly cartoon
dinosaurs.
Zabel: I think you're right on target there, Alex.
I may have put too much emphasis on trying to distinguish parody from
detournement; I just have the impression that they represent distinct
sensibilities.
Another angle to look at are works that take an existing piece and
reinterpret it, creating a new story or revealing an underlying one. An
example of that is Jay Pinkerton's Spider-man parodies.
For the reader, these kinds of works involve a complex interaction. The
reader is simultaneously keeping in their mind the original version of
the text, while overlaying it with the new version of the text. This
encourages a high level of critical thinking, and fosters the
understanding that the pictures and the words needn't have a single organic
relationship with each other.
Language Lab
Zabel: One of the ways of spotting a conceptual webcomic is to find a
comic that seems to stretch or breech the conventional definitions of
the term "comics." The web is simply exploding with such creatures; take
for example Craig Robinson's hyperlink piece What If. In fact, Joey Manley started a
thread about it asking what Scott McCloud would think.
Robinson wasn't necessarily even thinking in terms of comics; he has
some rudimentary comics on his site, but they're mixed in with animations
and other kinds of oddball delights. But intentionally or not, "What
If" raises interesting questions about the comics medium. Is there a
difference between a chronology chart and "Juxtaposed pictorial and other
images in deliberate sequence?" And since it charts alternate timelines,
what is the nature of the juxtapositions above and below between
alternate timelines?
I'd also like to mention again Cohn's Colorless Green Ideas Sleep
Furiously. The
juxtaposition of seemingly unrelated images challenges the reader to invent some
form of closure. Also significant is the context of the comic, a message
board where the artist solicits interpretations of the work. Can the
comic be separated from the reader's comments?
Cohn explicitly states that he created Colorless Green is part of his
"ongoing research" as a comics theorist. Indeed, many of the webcomics
we've been talking about appear to be conceptual mazes, with the reader
playing the role of the perplexed lab rat.
What is the potential of these experiments? Are they simply stretching
the boundaries of a definition, or can they teach us new ways of
understanding what the reader perceives, and new ways of expressing ideas?
Withrow: For me conceptual comics call into question the notion that
comics is a unified or unifiable language (if any such thing actually
exists, and many linguists dispute the claim).
We are familiar with and accustomed to certain "grammatical"
structures--panel arrangements, object-oriented (or camera-like) perspective,
word-picture interdependence--but if we treat these as only a subset--a
dialect maybe--in a broader panorama of graphical languages, then the
options for "speaking through comics" explode in number and complexity.
If the goal is to be understood, or to converse, then certain shared
symbols and grammars must exist, and the ordered use of a simplified or
streamlined (if not elegant) set of communication tools is usually the
most effective method.
Yet it is the (self-imposed or critic-imposed) calling of the
conceptual artist to introduce new symbols/grammars and test the existing ones.
What happens when, as we have seen, understanding and conversation are
not the overt goals? Can comics, as music is said to do, bypass the
logical processes and tap the emotions more or less directly?
I say yes--that even the most unintelligible comics can still be felt
on some level.
Can other comics bypass the most obvious emotional triggers and serve
as intellectual exercises, like geometric proofs or some uncodified form
of calculus? Another yes from me.
And then there's complete nonsense. Though taken in the right context,
or with a certain spirit, is anything honestly devoid of meaning?
Most comics fall somewhere in the middle of the intellectual/emotional
spectrum, but it's all fair game.
But is it comics? We could be here all century with that one--and I'm
not sure that's the best question to be asking when faced with something
new and different.
How about: Does it work? How does it work? What do I now know--or
think--that I didn't know before I encountered it? How does it make me feel?
And can I use any of it in my own work?
I repeat--it's all fair game.
Now, can the reader--and the writer--get lost in the game? Sure can,
and often do.
Still, it only matters if and when you choose to play.
Von Flue:
Joe's discussion of Craig Robinson's What If puts me in mind of Godek's My Life with Pets. I think
when he published it, he asked the same question, is it a comic? It has
it's own iconography and set of rules and no real gutters (unless you
count the computer monitor as taking the place of the gutters), but I
think the burden is on someone who doesn't think it's comics, to explain
why.

As vague as it is, we know how a comics "feels" when we read it, and
all these examples (including Cohn's) have that feeling. Then, the only
thing left to do is make sense of it.
Zabel: Ok, that's a wrap. Thanks, everybody!