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The Artistic History of Webcomics A Webcomics Examiner Roundtable
With T Campbell, Eric Millikin, Shaenon Garrity, William G., Mike Meginnis, Bob Stevenson, Eric Burns, Wednesday White, A. G. Hopkins and Rob Balder; moderated by Joe Zabel.
Introduction by Joe Zabel
Even as we continue to look forward, we now have good reason to look back. This past summer, the first web-only comic, Argon Zark, celebrated it's 10th anniversary. And coming this winter, Antarctic Press will publish a 192-page history of online comics by webcomics wunderkin T Campbell.
T joins fellow commentators Shaenon Garrity, Eric Millikin, Wednesday White, Eric Burns, William G., Mike Meginnis, A. G. Hopkins, and myself to explore the artistic history of the form, by way of discussing a number of key figures in webcomics history.
The key figures are not necessarily the best cartoonists, the most popular (though some of them are), or the most influential. But they serve as "keys" to unlocking the recent past and understanding it better. Their work helps to form a narrative of the past ten years. One of many possible narratives, to be sure, but a narrative we hope is revealing.
For Part One, our key figures are:
Charley Parker (Argon Zark)
Scott Adams (Dilbert)
J. D. Frazer (User Friendly)
Pete Abrams (Sluggy Freelance)
Brian Clevinger (8-Bit Theater)
Fred Gallagher and Rodney Caston (Megatokyo)
Tatsuya Ishida (Sinfest)
Scott Kurtz (PVP)
Tycho and Gabe (Penny Arcade)
Scott McCloud (I Can't Stop Thinking)
Charley Parker
Zabel:
Begun in June of 1995, Charley Parker's Argon Zark was the first comic created
specifically to be published on the World Wide Web, and it remains the
longest-running.
Indeed, the web could hardly have picked a more outstanding premiere
series. Parker's full-color rendering exploits a dazzling array of
techniques created in Photoshop, Bryce, Kai's Power Tools, and
other potent packages.
The series is a Hitchhiker's Guide for the World Wide Web, as Zark,
his companion Zeta Fairlight, and robot assistant Cybert hyperlink
from one end of the galaxy to the other, their adventures a giddy
celebration of the vastness and interconnectedness of the web.
One of the more interesting aspects of the series is Parker's use of
animation effects and alternate links from the comic. He was among
the first to push his comics beyond the limits of what is possible on
the printed page.
Zark received much recognition and many website awards in the heady
days of the dot com boom. More recently, the series had the
transitory honor of a proposed webcomics awards being named after it.
Alas, the Zark Awards never got past the discussion phase!
A freelance web designer and college instructor, Parker still updates
Zark on an irregular schedule. "In terms of my work on Argon Zark!,"
says Parker, "I'm continuing to pretty much mine the same vein, since
it's been a rich and deep vein for someone with my disposition (i.e.
comics + computer graphics + web tech). I'm still fascinated in
particular with the possibilities presented by hyperlinked "extra
pages" adding depth or playing off of elements in the main story. I
love the idea of stories that carry their own supplemental material
sort of "inside" them, as opposed to interactive stories with
alternate plotlines (which I've never liked)."
Campbell:
Argon Zark is the earliest strip I've come across that doesn't look
"early." Although Parker is obviously in love with the possibilities of
computer art, he's also learned the right lessons from old-school
Marvel-- how to use perspective and camera distance to add interest to a
scene, how to build forms and anatomy from simple shapes up, and how to
use lighting to make objects more 3-D. He was far, far ahead of his time
in figuring out how to adapt that lighting to computer graphics. His
work is positively exploding with bright cotton-candy colors. And he
throws technical innovations at the reader with the enthusiasm of a theme
park designer. This series is clearly meant to be fun.
Unfortunately, the writing's a bit like a theme park, too. Most of it
is entertaining enough for a while, but it gets harder and harder to
believe that Argon and his buddies are in any danger, and the comedy
doesn't have a lot of variety. Argon enthuses about the Web, Zeta flirts
with him for no easily discernible reason, Cybert turns their dialogue
into gibberish, and the background makes a visual pun. Lather, rinse,
repeat. At times, Parker has the Zarkies smile without giving them any
motivation to do so, as if asking them to say "cheese" so we won't forget
how much fun this is.
All in all, I think Argon Zark is a celebration of the Web by an
artist who wanted to put the beauty of its basic concepts and the ugliness
of some of its early flaws into visual form. In that respect, Zark
succeeded quite well.
The second volume of Zark, still uncompleted at this writing, harkens
back to the 1995 vision of the Web. As production crawls along, this
makes it feel more and more like a museum piece (especially in its
portrayal of Bill Gates-- can anyone doubt that Microsoft, befuddled by the
Web in the mid-90s, is now a major player on the board?).
But maybe it's not all that bad to be a museum piece. These young
whippersnappers could stand to learn what it was like. Despite the flaws
in storytelling, Parker paints a highly rendered picture.
Zabel:
I agree that Argon Zark's enthusiasm about the web is very 1995, and
seems rather quaint from a contemporary perspective, where all the
marvels of the web are now taken for granted.
This is an issue that cartoonists often run into when their work
succeeds in capturing the moment-- after that moment passes, is the
work still relevant?
I wanted to talk a little more about the technical innovations of
Argon Zark, some of which have never been replicated. For example,
page 40 and 41. These two
pages are linked together by a toggle switch in the lower right hand
corner labeled "Chaos and Darkness / Order and Light". When you click
on the switch, the picture changes alternately between a shadowy
tableau to a bright, energized picture.
I'm sure it's just intended as another witty idea that demonstrates a
technical possibility while spicing the story with droll humor. But
it's especially interesting because it's giving the reader control
over the picture, as if the comic was some kind of toy. It has the
potential to create an entirely new kind of reading experience!
All the effects Parker uses are executed with
exquisite craftsmanship. Possibly the reason why these effects
haven't caught on as much with other strips is because other artists
have been more sloppy in conducting their experiments.
Campbell:
Yeah, you already know my take on that-- the harder it is to grift your
moves, the fewer people will.
Zark's also very "meta." It's about the Web, so the Easter eggs and
suchlike are a fulfillment of its theme, rather than a distraction from
it.
Meginnis:
I originally came to Argon Zark long after its initial heyday -- I
think
something like '02 or '03 -- so I've got a bit of a different
perspective on it
than most of you guys, I think.
What was most striking upon my first reading is something Joe
mentioned.
While Parker clearly made a number of innovations that were really the
first of
their kind, and while he is doubtless an influential artist, a lot of
his ideas
just didn't stick. Nobody that I knew of had ripped them off since.
And while I agree that this was partially due to the fact that the
average
webcomic artist has about a tenth of Parker's software wizardry, I
think it goes
deeper than that and speaks to Zark's main failing. [Note -- I won't be
linking individual comics for Zark discussion, because I don't have
broadband and
it would take literally an hour to find anything I wanted to link.] I
remember
the comic that really crystallized this point for me was one where the
characters were falling into this vortex. It was handled with a rather
stiff little
animation of the same image of them slowly spinning around and
shrinking into
the distance. As time passed, different speech bubbles would pop up and
disappear. You either had time to read them or you happened to look
away, in which
case they were lost on you -- not that they were a particularly
important part
of the story, but that's sort of unprecedented in comics.
Honestly I think the biggest reason innovations like this haven't
caught on
is that they're almost totally useless for storytelling purposes. Neil
Gaiman
once said of Scott McCloud's efforts to coerce him into starting some
sort of
web project that webcomics were really great if you wanted to have
three
screens of a guy falling -- this being an obvious reference to infinite
canvas. If
he ever needed to show a guy falling for a really long time, he said,
he'd
probably go ahead and use the web.
Of course, I'm a big supporter of infinite canvas, but it was a good
point.
The fact is that many of the innovations the web make possible only
apply in
ludicrously specific situations, and Zark demonstrated this most
clearly. Parker
could do so many wild things with his comics because that was
essentially
what the comic was about: the promise of technology to let us do crazy
things.
Most comics aren't really interested in that subject, so most of them
aren't
going to have much use for a technique that lets them simulate a
virtual cyber
vortex.
Thus, while Zark doubtless had influence on artists, Parker ultimately
limited his impact by drawing a comic that only managed to provide the
barest
pretext for its technical innovations. More often, his creations felt
like gimmicks,
and in any other context, they would have been impossible to
justify. Even
the much-vaunted supplemental material, which is pretty much the last
thing
the webcomics world needed. More effort wasted on frills and even
*less*
emphasis on the main storyline? If you can think of a contemporary
strip that would
benefit from that, you deserve a medal.
Zabel:
Gaiman's attitude was pretty obtuse. What it really amounted to was,
"I'm a big fish in a small pond (print comics), so why should I swim
into a larger pond where I might just be a minnow?" That's a strikingly different attitude than Scott Adams had. Adams
embraced the internet, and was able to connect with a vast new
readership.
But before we move on to talking about Dilbert, I wanted to respond to
Mike's remarks about the experimentation in Argon Zark. Parker was
really the first to explore these new techniques in a slick and
professional way. We couldn't really know what these techniques would
look like until we had examples of them to study, and that's what he
provided. And the loose, spontaneous storyline of the series allowed
him to dive into these various tangents more easily.
I certainly don't think the experiments were futile. Patrick Farley
made heavy use of Parker-esque techniques, and was able to endow them
with depth and meaning that they didn't have in their prototype
versions. We won't be discussing Farley in too much depth, since we
published a retrospective of his work last year; but there is an
undeniable line of evolution from Argon Zark to Electric Sheep. One
example is the scene where
Argon and Zeta emerge onto a Yahoo-like webpage. In Spiders, Farley
has similar scenes where formatted webpages are used as scenes within
the comic itself.
Meginnis:
Well, let me be perfectly clear on something. Obviously when you
experiment
you don't know what the results are going to be. That's what makes it
an
experiment. And as an experimenter, Parker is an undeniable success. He
has
certainly shown us what happens when you do the things that he has done
with his
comics.
But that hasn't, in my opinion, made for great reading. And it
certainly
hasn't made for a sweeping artistic movement of any kind. We can
acknowledge
Parker's spirit of invention, but at the same time I would be hesitant
to call his
inventions useful to the average or even most extraordinary artists.
Campbell:
Well, in terms of the income, webcomics was actually a smaller pond
than print comics, at least at Gaiman's level.
If you're generous, you can find lots of kinda-sorta descendants of
Parker's ideas. Search Engine Funnies (cough cough) also uses Web
iconography, but then, it and Patrick Farley's The Spiders are also about technology. If you
broaden this device to include any computer-based media image, repurposed
but kept in its "native" onscreen format, then hello! You're into
sprite comics!
One of the challenges of history is to distribute credit fairly for
something that evolved in a lot of baby steps. I don't think Parker
"invented" sprites, but the spirit of invention Mike cites certainly helped
them along.
Garrity:
I think Argon Zark did have a considerable influence on the
experimental/artcomics end of webcomics. It clearly influenced Scott
McCloud's ideas in "Reinventing Comics," although McCloud's pet
innovation, the celebrated "infinite canvas," is one of the few
Web-specific tricks Parker doesn't embrace. As has already been
mentioned, Patrick Farley's work recalls Parker's, as well as perhaps
some of the work of the webcartoonists who work in Flash, like John
Barber and D. Merlin Goodbrey. Tracey White's work is in some ways a
smoother, more intuitive version of what Parker does with embedded
links, although I have no idea whether she's familiar with Argon Zark.
Parker was playing with the full palette of Photoshop colors and
filters at a time when the very act of putting a comic on the Web was a
novelty. Argon Zark was very nearly the first comic on the Web, and it
was easily the first webcomic with artwork worth looking at; once
Parker settled down a little with the Photoshop tricks, he was able to
use them to produce some beautiful pages, like this hall of links. His technical innovation and
playfulness are amazing; it may be that he was so far ahead of his time
that the rest of webcomics simply hasn't caught up yet.
Or maybe some of his ideas really are dead ends. In Book Two, the
current volume of Argon Zark, Parker seems most interested in
experimenting with animation and hyperlinks. I like each of the
rollover he employs to activate the animated elements in his pages, but
it's really hard to do this type of animation in a way that isn't
gimmicky or extraneous to the story. On one page, for example, rolling over each panel
activates a different animation: Argon's fingers type, Cybert's eyes
spin, a glow throbs behind Argon and Zeta. On a technical level, it's
a lovely piece of work, but none of the animated cookies adds anything
to the action of the page. They're just bells and whistles. The more
expanded efforts at animation, like the vortex page and the later
"falling through space" page, slow reading to a crawl and threaten to
turn the work into a cartoon rather than a comic. These are common
problems with animation in webcomics; in general, I think there's much
more promise in the way Flash elements are used by cartoonists like
John Barber, weaving animation into the structure of the page so that
it becomes an integral to the reading experience rather than a
distraction from it.
I do like a lot of the side links, and I'd like to see more
webcartoonists experiment with this idea. I studied and wrote
hyperfiction a bit in college (tip o' the cursor to my prof Michael
Joyce), and, although it's not the sort of thing that will probably
ever have massive mainstream appeal, it can be artistically interesting
and fun to play with. Like the animation, however, the hyperlinks in
Argon Zark are there mainly as "extras" for the truly interested, when
they might be more engaging if they were developed as part of the
story. On one page, for example, clicking on a cereal box brings up a
humorous "Computer Geek Food Pyramid"; other pages lead to parodies of
Microsoft ad campaigns featuring the evil Cancelbots from the comic.
These are cute but have nothing to do with what's going on in the main
story, and they're not substantial enough to encourage readers to check
out every single link. Other links lead to mini-tutorials about the
making of Argon Zark (I think the very first bonus page, in Book One,
is a "How Did He Do That?" feature) or links to materials Parker used
to create an image. This is not a bad idea at all, but it's a bit
distracting that some links lead to material that's, at least
tangentially, part of the comic, while others lead to material that
takes the reader out of the comic.
And, yeah, the story isn't particularly substantial, although this
would hardly be the last webcomic whose plot boils down to "heroic male
geek, hot chick with inexplicable attraction to geek, and cute sidekick
critter have nerdy adventures."
I hope this hasn't come off as too critical of Argon Zark. I really
do think it's an amazing work. But it's also a very, very early
webcomic, and there are always some drawbacks to being the
experimenter, the pioneer, the one to take risks and try ideas that may
not actually work. Overall, I admire not only Parker's innovation, but
his level of control over his visual creativity: after some early
excesses with the Photoshop filters, he settles into a fairly
disciplined and consistent style, he doesn't let his effects do
anything he doesn't want them to, and he sticks to one screen-size page
format. Pretty impressive stuff.
Hopkins:
I first read Argon Zark a year or three ago, prior to my involvement
in supporting artists. When I reached the end of the current series, I
quit reading. I have no idea how long ago the last publicly available
page was created.
However, going back through the archives, I remember how fresh and
intriguing it all was, even in terms of today's work, although, as
Shaenon points out, Barber's animation work is more intrinsic to the
story, whereas Parker seems to be doing a Hitchhikers Guide to the
Galaxy style of comic asides, especially in the second book.
Parker bounces around a lot with different ideas, which simply
reinforces the concept of him being a pioneer.
Some pages are clickable to take you to the next page, while others
require the use of the navigational buttons which never seem to be in
precisely the same spot; (a bit of sloppiness which is seldom
tolerated today.)
While he may not have explored infinite canvas techniques within
McCloud's definition, he has done some interesting things with
animation and multiple scenes with the same background, and a few
other intriguing concepts, such as the light/dark switch. It may be
mostly primitive by today's standards, but considering the ground he
was breaking back then, Parker showed a surprisingly versatile
imagination.
Of course, if all this work is from relatively recent activity, this
is a skewed (and highly inaccurate) perspective. It's my assumption
that those first 74 pages were completed quite some time ago.
Millikin:
While I was heavily into art in the internet back in the mid-
nineties, I was oblivious to Argon Zark. I can't help but wonder how
many other artists working now were as well.
If there was no audience for web comics when Argon Zark started,
just how influential could Argon Zark be? Joe mentioned that "there
is an undeniable line of evolution from Argon Zark to [Patrick
Farley's] Electric Sheep." I'm not sure there is. Just because
Farley's experiments followed Parker's chronologically doesn't mean
that Farley was necessarily following Parker's lead; Farley may have
been arriving at similar destinations independent of wherever Parker
had gone before. I know I have. The spinning vortex comic which Mike
M. describes as being hard to read sounds eerily similar to some of
the spinning Quick Time VR comics I've made. A reader might look at
a QTVR comic I've made and think it's me trying to improve upon one
of Parker's ideas by giving readers control over the spinning, when
in fact I've never even seen the Argon Zark vortex comic to this
day.
So, I'd just like to caution against drawing too strong of a
correlation between "being first" and "being influential." Like I
said before, the fact that early webcomics were read by such a
relatively small audience really limited their potential influence.
But then again I can't speak for Farley and who his influences are.
Maybe Argon Zark was the Velvet Underground of webcomics, where
very few people actually saw the band play, but every one who did
started their own band.
Looking at Argon Zark now, I can't escape the feeling of "You just
had to be there." T Campbell makes reference to how it "doesn't
look early." Well, it looks early to me. Some of those experiments
in hyper fiction seem oh-so 1995, and that day-glow anarchy color
palette, while far better than what was going on in some of the
printed Image comics at the same time, makes the often-derided
Serialize homepage look monochrome in comparison. Looking at Argon
Zark now makes me wonder how well the artwork I was looking at back
in the mid-nineties has held up. Molissa Fenley's "Latitudes" comes
to mind -- and I don't think it
looks nearly as dated as Zark. It was probably a million times less
influential as well, but that's beside the point.
Zabel:
I'm not sure that Parker is so much "dated" as nostalgic.
The cultural references in Argon Zark were almost as remote from 1995 as
they are from today-- quotes from Kubrick's 2001, the Yellow Submarine,
etc. It's an homage to the 1960s.
Of course it would be a mistake to take the work more seriously than
Parker himself does. It was just a series of exercises in computer
graphics techniques, done strictly for fun. The fact that it was so
well done gives it a greater significance than some other experiments.
Was Farley aware of Argon Zark? I'd love to ask him. But if Parker didn't influence Farley, he most certainly anticipated
him in a number of interesting ways.
Stevenson:
Just a comment on the relative visibility/importance of Argon Zark to
other creators. I'm not all that knowledgeable about the history of
comics on the internet, but I ran into Argon Zark early and often, and
I'm certain it had an intimate relationship with some of my early
attempts at comic creation. I think he posted a couple of how-to's
linking to, among other sites and tools, Blambot fonts. Those early
strips and tutorials were at least partially responsible for getting me
interested in making the jump to using computers in the comic creation
process. I'm sure I can't be alone. Heck, the twenty dollars I spent on
Blambot's "Wild and Crazy" font files was my first internet-based
purchase.
Neither the story-line of Zark nor animation held my interest, but
some
of the art had me thinking, "How did he do that?" The tutorials helped
me answer that question and decide that this might be a medium I'd
like to dabble in. A reformatted version of one of the pages I remember
being very important to me, technologically, is still there, updated but still containing
some of the original links, including the one to Blambot.
Meginnis:
And that is one of the more intriguing elements of Parker's work that
we've
alluded to, but which could perhaps use some of our more explicit
focus: he
does expend a lot of effort on inviting artists into the world of
digital comics.
A lot of his more visually and technically elaborate pages are
initially
quite daunting. Looking at them, a prospective comics artist is likely
to
initially feel intimidated. They might think they could never do what
Parker does.
And, let's not sell him short, the chances are pretty low that the
average person
is going to be able to to really replicate his results right away.
But a lot of his most technically impressive work comes with
explanations,
tutorials even, instructing would-be webcomic creators in how he does
what he
does. This "come on in, the water's fine" attitude, combined with the
general
"look how awesome the Internet is!" thrust of the narrative, makes
Argon Zark
pretty much the most friendly webcomic a new artist can happen across.
I am, as
Eric is, hesitant to name specific comics as influenced by Parker, but
I do
think that as an enthusiast and a promoter of webcomics and innovation
in
general, he is a noteworthy success.
Zabel:
By the way, Eric, I looked at Molissa Fenley's "Latitudes" and was
impressed. This is an ingenious variation on the concept of
sequential art, refreshingly detached from the constraints of
narrative.
It certainly addresses the challenge of digital sequential art-- how
do you use the new tools to create something different and
unprecedented, something in which the electronic "gimmick" is not
irrelevant?
Fenley's work consists of frames from a photographed dance sequence,
arranged in a series of rows. Each of the frames is a hotlink that
causes an isolated image to appear below the row of photos. Some of
the isolated images are closeups of the dancer. Others (usually the
first in the sequence) are prose descriptions. Some are photos of art
objects, whose shapes intriguingly parallel the dancer's position.
And the last isolated image is always a short animated sequence from
the dance.
The piece compels the viewer to interact with it by clicking the hot
links, causing the isolated images to be revealed. It also gives the
viewer a degree of choice and control, since they can click the links
in any order. The final, animated image is kind of a reward, a
seductive swelling of action that invites us to proceed to the next
row.
Is it comics? It certainly is by McCloud's definition from
Understanding Comics; but the piece seems intended as a specimen of
interactive art, rooted more in the museum than the newsstand.
The work is more sophisticated and inventive than any of the
individual pages Parker did, but less playful and open-ended; it
doesn't exactly invite artists to try the technique out on something
else. As a matter of fact, the piece runs on too long without any
variation in the approach; after about ten of the rows I think we've
got the idea.
Campbell:
For clarity's sake, the hyperfictional side of Zark never related to
its "look" in my eyes. The day-glo colors I never associated with Image--
they're too cotton-candy, too friendly, while early Image was all about
XTREEMM OMG LOOKIT ALLDA BLUD.
Millikin:
I'm with you on the length of Fenley's dance comic (about 2
pages too long), which is sort of odd. While we seem to
disagree completely on how many pages of Argon Zark one
needs to read before boredom sets in, I guess it's reassuring
that we can find common ground on when the modern dance
has gone on too long. There are a few animations in there that
still really do it for me though; the animation panel on page three
where her right hand comes in from off-panel to meet her left --
that's the good shit.
And you're right that Molissa Fenley owes next to nothing to the
newsstand tradition, which, in my easily bored mindset, is a good
thing. Far too many comics we'll be talking about seem to be
little more than retreads of comics I was reading in my father's
newspapers in the late '80s. They're like bad Calvin and Hobbes
fan fiction.
Scott Adams
Campbell:
Talk about timing. Dilbert got into the game just as Generation X was
beginning to shout to the world, "I am not my job!"... and then going
back to work for employers who saw them, increasingly, as interchangeable
and disposable. Early Adams captured this career anxiety like no one
else on Earth. Virtually every office comedy since 1993 or so owes a huge
debt to Adams, and not just those in webcomics.
The early Internet was The Ultimate Break Room for the downtrodden
tech-savvy worker, a place to bitch together about all those idiots who
Just Didn't Understand, especially those idiots with power over you. It's
a bit outside the scope of this piece, but Adams' early use of
interactivity created the first organized online fandom for a single comic.
Some of his techniques are still in widespread use today; others damn well
should be.
Visually, he doesn't impress me much, but I think a painstakingly
executed style might get in the way. Dilbert's is a world of painful
mediocrity, and it just feels more authentic for looking like something you
doodled on your lunch break.
Zabel:
When I first started seeing the series, I found it not only funny but
quite involving, because it so accurately portrays my own professional
situation. I think the first series to mine this particular subject
matter was Cathy, but Adams' strip has far more edge and intensity.
Adams' strip is not merely about how the boss is an idiot. He has an
understanding of the entire environment of business and IT
development, and he creates a remarkably detailed insider's portrait
of its vanities and absurdities. As one of his fans said in a
Washington Post call-in, "I know you hear this from everybody, but I
live in your universe. Dilbert isn't satire. It's a documentary."
The Dilbert website claims, "The Dilbert web site, dilbert.com, was
the first syndicated comic strip to go online in 1995 and is the most
widely read syndicated comic on the Internet." That sounds credible.
One of the first mentions I ever saw of webcomics was a commentary
about the Dilbert strip proliferating over the internet. And as T
mentioned, Adams made it a two-way street, with fans of his website
submitting story ideas and anecdotes that worked their way into the
actual series.
Dilbert is the strip that transformed the computer-obsessed nerd into
an embattled hero, creating an archetype that can be found in
countless series. It wasn't that comics and popular culture hadn't
dealt with nerds before. But there was a tendency to clean them up
and make them cool. For instance, Argon Zark is drawn as an
acceptably handsome young man with a quasi-punk hairstyle (In one
sequence Zeta thinks "Sigh... he's actually kind of cute for a
hypergeek.") Not Dilbert, though-- he was portrayed unapologetically
as a homely overweight stiff wearing a tie that refuses to lie flat.
Adams clearly was an influence on many of the most popular
webcomics that came after him. T has a term for the
resulting genre-- "Nerdcore." But unlike most nerdcore series,
Dilbert rarely indulges in Star Wars references and other Nerd
touchstones. Adams' readers don't need the security blanket, because their identification with Dilbert is already
absolute.
Meginnis:
Boy oh boy. Dilbert. You know I used to love that comic. Of course I
was
about seven or something when I discovered it, so what should have
theoretically
been its appeal was totally lost on me. What did it for me was the dour
sense
of humor, the bizarre and strangely cute character designs, and, you
guessed
it, the feeling that if this guy could do it, why the hell couldn't I?
On the subject of nerds as main characters, I think there's a rich
historical
vein to tap coming directly from that subject. Namely, there are a hell
of a
lot more geeks concentrated on the web than in any other location. Of
course,
that's the nature of the web, which is hardly a geek's exclusive
paradise. It
crystallizes and divides us into demographics and convenient marketing
groups
by way of our interests. Casual gamers have their sites, and
self-professed
hardcore gamers have theirs. Likewise, middle aged women who enjoy
Reader's
Digest and cats have their websites, too.
But nerds are still a damn sexy market where the internet is concerned.
We
put in the most time, and inasmuch as a nerd is merely someone who is
enthusiastic about things that aren't beer, muscles, and sex in the
missionary position,
a nerd makes a wonderful audience. The nerd's enthusiasm and
experiences as
an "early adopter" of technological trends is easily translated into a
revenue
source for new cultural trends like the webcomic. This shows most
clearly in
the way that the super stars of the webcomic world have fairly
consistently
been the geekiest of the geekiest -- Penny Arcade, PVP, User Friendly,
8-bit
Theatre, and yes, Dilbert. While online syndication of most strips
doesn't seem to
get very far for a lot of good reasons (really, why would anyone in
Garfield's target markets prefer to read it online?) Dilbert was a big
success online
because a large segment of its audience thought it was cool to read
comics
on the 'net. It doubtless successfully transitioned a large number of
its
readers to reading web-only comics about geeks like those mentioned
above.
Dilbert also lends a certain legitimacy to the online comic concept. If
there's one thing America is impressed by, it's success, and Adams has
a lot of
that. There's a natural judgment to be made here. If the 'net is good
enough for
Scottie, well, hell, it's good enough for any of us.
Dilbert appeals to everyone who ever worked in an office, not just the
geeks. The appeal is generic enough that anyone in corporate America
(or even abroad) can relate to the situations. Even though Dilbert is
an engineer, there's a nearly complete lack of geekspeak involved,
which keeps the comic accessible to a wide group of people. Star Wars
references would actually alienate members of Dilbert's audience.
Unlike UF, which is strictly targeted at a select group of techies,
and plays to their knowledge and environment, Dilbert was broadly
based enough to be successful in print. This underscores the
difference between webcomics and print comics. If you want to target
an extremely small demographic, you have to do it online. Adams (or his editor) has really shown that they have a finger on the
pulse of their readership, and have managed to encompass a wide
audience base, and make them their own.
Of course, this doesn't really touch too much on artistic
significance.
Garrity:
It may be worth remembering that Dilbert was originally both less
office-oriented and more attuned to a specifically geeky sense of
humor. Early storylines included Dilbert and Dogbert being involved in
a plane crash with an airline pilot who deliberately crashes his planes
into mountains so he can eat the passengers ("Nice folks. I'll eat
them last") and Dilbert being killed by a vengeful Mother Nature and
returned to life via a cloning machine in his trash, which his
supergenius garbage man repairs for him. 
Dilbert only became a
workplace strip after several years, when it was clear that Adams'
forays into office humor spoke to readers in a vital way -- and not
just readers who identified with Dilbert's techie job. Adams has long
taken a white-collar "What Color Is Your Parachute?" approach to
cartooning; he prepared for the creation of his comic by writing the
affirmation "I will become a syndicated cartoonist" fifteen times a day
until it came true. When the office humor in his strip caught on, he
dropped the other elements and focused on this. It was the right move
at the right time, given the huge number of middle-class Americans, not
just geeks, trapped in soul-deadening cubicle farms.
One thing I find interesting about Dilbert as an online comic is the
way that Adams makes extensive use of ideas and feedback from his
readers. For years now, much of the material in the strip has been
based on personal stories Adams gets from readers via his website and
email. Instantaneous feedback is one of the features of webcomics that
many of us under-utilize, but Dilbert makes full use of Adams' ability
to summon a steady stream of input from his fanbase.
Millikin:
My first Dilbert story: I read a rave review of Dilbert in an online
zine. So then I went a bought a newspaper so I could read the
comic. What can I say; it was the mid-90s and we didn't know
how to use the internets so good back then.
I, too, remember those early Dilbert strips Shaenon was talking
about. They seemed to have an imagination to them, and attitude
of "anything can happen," that the current Dilbert strips lack.
When Dilbert became more about white-collar hijinks, I lost
interest. The hilarious struggles of marketing vs. engineering or
whatever are lost on me.
Joe talked about Dilbert being a logical successor of Cathy, and a
precursor of the "nerdcore" web comics. I can see that. But I also
think Dilbert was a powerful reverse-influence to artists who've
chosen to rebel against the ultra-simple writing and artwork that
is so easy for newspapers to justify reducing. This is part of what
Bill Watterson called "The Cheapening of the Comics":
"At current sizes, there is no room for real dialogue, no room to
show action, no room to show exotic worlds or foreign lands, no
room to tell a decent story. Consequently, today's comics pages
are filled with cartoon characters who sit in blank backgrounds
spouting silly puns. Conversation in a comic strip is a thing of
the past. The wonderful dialects and wordplays of Krazy Kat and
Pogo are as impossible now as the beautiful draftsmanship that
characterized those strips and others. All the talk about how
'sophisticated' comics have become shows a woeful ignorance
of what comics used to be like. Comics are simpler and dumber
than ever."
The "current sizes" Watterson was referring to were current sizes
circa 1989. They've only gotten smaller since. All four major
Detroit newspapers (two dailies and two weeklies) have
switched from 54-inch rolls of newsprint to 50-inch rolls. A
newspaper in North Dakota just switched to 46-inch rolls. I think
the artists who are looking to the web for opportunities to use
larger formats, more detailed artwork, and more complex
storytelling possibilities are a logical backlash against the
Dilberts and the Cathys that have enabled newspaper
publishers to continually shrink comics pages.
Zabel:
Watterson's critique doesn't make sense to me. I was reading the
funny pages back in the early 1960s, and even back then there was too
little space to do the things he talks about. But that's why there's
comic books, where the artist has the space, the length and the
palette to achieve a full range of dramatic effects.
The real change between the 1960s and now was the gradual withdrawal
of the comic book market from all genres except the superhero story.
The comic book medium continued to mature, but the evolution was
within a narrowly-confined range of possibilities. Of course
underground/alternative comics existed outside of those confines, but
they were severely restricted in their ability to find a market,
because about 90% of the comic book shops refused to carry them.
Webcomics should have blasted open the possibility for alternative
comics to reach an audience, while exploiting new possibilities that
didn't exist in print. Argon Zark was a prototype for this new avenue
for alternative comics. But ironically, Dilbert was the more
influential series, because the webcomics medium was even more
conducive to expanding the possibilities of comic strip (as opposed
to comic book) art.
In defense of Dilbert, 1) the shrinking of the funny pages was not his
fault; he merely came up with a design that could project well under
the harsh circumstances. And 2) the conflict between programming and
marketing is interesting for the same reason that all conflicts
between social groups are interesting; it's a universal theme. The
interest in it might be lessened, however, if the reader has little
sympathy for either group.
Millikin:
Joe, yes, the comics were fairly small back in the '60s, but
Watterson and I are looking much further back than just to the '60s.
The shrinking of comics has been a gradual shift calculated to be
nearly imperceptible to people only looking at a brief period of
comics. This transition has happened at a fairly slow pace that has
been acceptable to most readers' enjoyment, artists' ambitions, and
publishers' business sense. Take a look at this auction listing for
old "Mandrake the Magician" comics.
That "c" stands for a newspaper's "columns." You can see here that
over the course of a decade, Mandrake was shrunk from 6 columns to 4
columns. By the '80s, you'll find that comics are shrunk to 3
columns (half of a six column page). And as newspaper pages
themselves shrink (from 54-inch rolls to 50-inch rolls to 48-inch to
46-inch) the size of a single column shrinks as well, meaning a
three-column strip back in Watterson's day (the late '80s) is
larger than a three-column strip today.
For comparison, here's a 1938 Mandrake, a 1945 Mandrake and one from 2005. I
think you can see pretty clearly what shrinking comics pages have
done to quality of writing and artwork in comic strips.
Unfortunately, too many web comics artists are looking to imitate
today's simple comics rather than finding any inspiration in the
more ambitious comics of the early 20th century.
Hopkins:
That's a dramatic difference in text and detail.
I note also that the first strip used 4 full panels, while the later
strips not only reduced the number, but the sizes as well. Note the
especially narrow panel in the 2005 strip.
Apparently, even from '38 to '45, the reduction was so difficult to
work with that corresponding reductions in detail and content were
necessary to keep it readable.
Zabel:
Rob, during prelims you mentioned Red Meat, from the Secret Files of Max Cannon as a notable comic from this era.
Balder:
I'll defend Red Meat as deserving a mention because it crossed
the gap first, before Dilbert. It rode along with The Onion as that
went from print-only to being a giant on the web. Whether or not it
was in print, Red Meat's influence on early web culture can't be
denied. Plus artistically, Red Meat was one of the very first
strips to use the new computer graphics tools that came along in the
mid-90s. You could not create Red Meat before computer image
manipulation, and it very much opened new ground for whole classes
of us--sprite, clip-art, digicam, etc. Our comics would not be
possible to make if we had to rely only on traditional illustration
to depict what we write.
Think about what comic strips looked like before Red Meat. Was there
anything like it? Whatever you may think of cut/paste and digital
manipulation of images as art, Red Meat was the first successful use
of a technology that now drives half the comics on the web.
Millikin:
Red Meat to me always seemed to be following closely in
the
footsteps of Matt Groening's ultra-repetitive Akbar and Jeff strips (as
well as
David Lynch's "Angriest Dog in the World"). I did not see my first
exposure to
Red Meat as a life-changing event, but that may have something to do
with the
context that I encountered it in -- in my local alternaweekly, as a
replacement
for Life in Hell. I still read Red Meat in the newspaper rather than on
the Web
(I actually read the Onion online on Tuesdays, but skip past the Red
Meat link;
then I read Red Meat in the paper on Wednesday). I also read This
Modern World
in the paper, because I actually find my newspaper a lot more reader
friendly
than Salon's web site.
J. D. Frazer
Campbell:
JD Frazer is one of the guys who owes a heavy debt to Adams, but his
"nerdcore" was a purer sort: the jokes were often for nerds ONLY-- NO
NON-TECHIES ALLOWD. If you didn't know what Linux was or who "Clippy" was,
some of the strips would sail right by you. But if you did, then you
knew JD was talking *especially to you.* He wasn't the first webtoonist
to target his audience so precisely, but he was the first to do it on a
daily schedule, and that kind of single-minded dedication is something
most techies could appreciate. User Friendly set the tone for nerdcore
strips to follow.
Zabel:
T-- Looking over the User Friendly archives, I think they really owe
everything to Dilbert. They're obviously inspired by Adams-- the
office even has a boss with a funny haircut.
Also, this series may be one of the earliest webcomics manifestation
of the use of templates. User Friendly was employing templates right
from the beginning. For the uninitiated, templates are renderings of
the characters that are cut and pasted directly into the comic strip,
saving the artist a lot of time and creating a certain amount of
consistency in the art. Templates can aid the humorous effect of the
joke, because they create an effect of stasis that contributes to the
deadpan mood. But overuse of them reduces the characters to lifeless
icons, and give a comic a "phoned-in" feel.
I think the main significance of User Friendly is that in 1997 it was
really, really crude in every respect. Horrible artwork, terrible
storyline, zilch characterization, and extremely dull, obvious jokes.
And yet it was a smash hit! I think this demonstrates that the
public will embrace just about anything if it's free and the
circumstances are right. And it indicates that new internet users of
the time were really hungry, downright starving, for entertainment.
I hope this doesn't sound shrill. J. D. Frazer's style eventually
improved, and his current work is comparatively slick and
professional. But I suspect that his early work had enormous
influence, because it encouraged thousands of people with few skills
and little talent to jump into the webcomics field. The vast majority
of them were headed for instant obscurity. But a significant number
of them found their voices as creators and were able to connect with a
sizeable and loyal audience. This could never have happened in print
comics, because the financial investment to launch a comic is too high
to risk it on a seemingly incompetent cartoonist.
Hopkins:
UF really did follow closely in Dilbert's footsteps. Anyone who has
ever worked in high tech can instantly identify the archetypes that JD
placed onscreen. We've all worked with the aging ubercoder, or the
smarmy salesman who promises things we have to try to deliver. The
mainstay of his humor for me, as a support technician, was the
TechTales style strips, where clueless users would call Greg, the
support guy, and frustrate him with their ignorance of computers. It
absolutely mirrored the frustrations I put up with every day. I'm sure
the same held true for anyone else involved in any other aspect of the
tech field.
Because so many online were involved with tech, in one way or another,
JD's stories really resonated with them. This is how niche marketing
really got started for webcomics. JD was fortunate (or savvy) enough
to pick one of the earliest and best established niches out there.
Zabel:
I think one of the secrets of User Friendly's success has been the
series mascot, Dust Puppy. 
The popular gag-a-day cartoons almost always have some kind of mascot.
Dilbert has Dogbert, Sluggy Freelance has Bun-Bun, PvP has Skull,
Something Positive has Choo-Choo Bear. These characters are easy to
identify with, and they often represent a point of view outside of the
main action; that gives them the ability to comment on things, or to
go off on crazy tangents.
With his simple and striking design, and his occasional toothy grin,
Dust Puppy is the most identifiable of User Friendly's characters.
His very existence represents a PC geek's insider's view-- most folks
don't even realize that dust puppies collect inside their computer!
Pete Abrams
Campbell:
Pete Abrams did pretty much everything the hard way. Other strips
averaged three or four panels a weekday, but Sluggy Freelance averaged five, with as many as
twenty on Sundays. His characterization was SPECTACULARLY original, both
his fully human personalities and his animal archetypes. And while he
often played with tropes from science fiction or popular movies, his
storytelling largely defied a predictable pattern.
In later years, he came to lean on his cast's established tics a bit
more, but kept pushing them into new plots... and somehow, more or less,
retained what was humorous about their characters while the stories
could be serious or even grim. Eric Burns called this tonal juggling
"Cerebus Syndrome," after a critically successful independent comic book,
but Sluggy proved more popular than Cerebus had ever been, and I don't
think it's a coincidence that so many other strips tried that approach
afterward.
Also of note: the strip got as steeped in its own continuity as a
superhero comic book, but because the archives were always available, and
free, it was never as inaccessible as X-MEN got. Still, it was the first
and most successful strip whose niche audience became its own fan base,
and hardly the last.
Zabel:
Actually, Dave Sim became a wealthy man by publishing Cerebus. He
probably never had as many readers as Abrams, but you can't judge free
comics and comics people pay for by the same yardstick.
Fun fact: Sluggy Freelance is the only webcomics series that has it's own category in the Yahoo groups directory!
William G.:
This isn't particularly relevant, But I was wondering: Since it got
mentioned in passing, just how much of an influence do you all
think "FREE" has been on the success of a lot of these comics? Could
they have made it otherwise? Forcing someone to pay a buck for them in
a comic shop, for example.
A lot of the criticism of early webcomics I came across way back when
was the idea that this stuff wasn't good enough to pay for.
Campbell:
It was critical.
Back until about 2001, Web readers openly ridiculed anyone who dared
ask for money for their entertainment. Even after that, Modern Tales'
audience numbers never touched Keenspot's, and it did as well as it did
because of people whose earlier free work had given them some buzz. The
"Webcomics Want To Be Free" attitude is still very popular. It's the single
biggest obstacle I have when seeking out new series for Graphic Smash.
That's about as much as I should say in an artistic talk.
Hopkins:
I think FREE has made it possible for people like JD Frazer to build a
webcomic marketed to a (relatively) tiny group of people. I don't
think User Friendly would ever have gotten off the ground, otherwise.
Whether it would be the cost of printing and distribution, or just
finding enough people in comics shops that would be attracted to his
stuff, I think he'd have found the print market a nearly
insurmountable obstacle when he was starting out.
It's been said before, many times, many places. The internet allowed
everyone who ever wanted to the opportunity to produce a webcomic.
It's the only place where you can have an audience of 3 and still keep
producing. If you have a good idea, or decent art, you'll eventually
draw the numbers. If you're a marketing whiz, this happens that much
faster. Unfortunately, this also means if you have absolutely no
talent, you can continue to produce for your audience of 3 for months,
or even years. I think what people were seeing was this flood of
dreck, (overshadowing the few really good comics) and they were
saying, (and rightfully so) that this crap wasn't worth paying for.
However, as T points out, that mindset became entrenched, and even
today it's difficult to convince people that talent should be
rewarded. And yes, I'm also wandering away from artistic history.
William G.:
Well, can you really separate the history of webcomics from the idea
of giving out free entertainment? Aside from Argon Zark and a few
other experimenters, the web has mostly been used as a form of
distribution instead of as an exciting new medium.
While I'm on it: The limitations of that distribution system may have
shaped the current landscape far more than artistic desire. Really, if
you're some kid on a dial up five years ago, would you rather wait ten
minutes for Argon Zark's latest bit of coding cleverness, or wait ten
seconds for the latest Sinfest "slut!" gag? I think the limitations of
the technology may have been a powerful factor in what defined the
tastes of the webcomic audience (and later influences) over the
medium's history.
Garrity:
As someone who read Argon Zark back around 1996, I can attest that
this must have been a big factor. I remember waiting literally twenty
minutes between pages. And I didn't get really hooked on webcomics
until a few years later when I read Sluggy Freelance (on DSL, even).
I think that's going to change in the coming years, though. Not
that
I expect strips to entirely die out, but faster connection speed is one
of several factors likely to make longform comics more common and
successful on the Web of the near future.
Meginnis:
I think Cerebus syndrome is a perfect description of what Sluggy
simultaneously suffers and benefits from. You've got an incredibly hard
working,
intelligent artist who started out with something really simple. In the
case of
Cerebus, it begin as a silly little Conan the Barbarian satire. In
Sluggy's case, a
geeky gag strip. But Cerebus became...well honestly, who knows what it
became?
And Sluggy has developed into a schizophrenic but compelling read,
thanks to a
creator who I would suggest is perhaps more driven by his work ethic
than a
definitive artistic vision. If you told me he knew when he set out that
Abrams
intended to take his comic where he did, I'd call bullshit on you. But
if you
said that he's gotten here because he pretty much can't help himself, I
would
say, "Hey, that's what I was just thinking!"
I don't mean this as a slight to Abrams. His dedication to his
characters
feels like it comes from a sense of responsibility, which is, in my
view, the
highest motivation a writer can work from. He feels responsible to his
characters
to develop them, to make them complete, and to make their lives
interesting
and worthwhile.
Sluggy did a lot of things historically. It showed that a comic creator
could
be a big hit and even go pro without pandering to any specific
demographic.
Abrams' sense of humor is a bit geeky, but even in dealing with
computers,
movies and video games, he always stayed in the mainstream. It was one
of the
first webcomics to grow its own dedicated and friendly community, a
large group of
disparate human beings with a web site and a hell of a lot of
enthusiasm.
Middle aged parents can enjoy it in pretty much the same way that
fourteen year
old kids can. So Abrams broadened the appeal of webcomics and, in doing
so,
naturally brought them thousands of readers that might not
have been
snagged otherwise.
What I personally appreciate most about Abrams' work, though, is simply
how
hard he really does seem to *work* at it. His is an example it would be
very
nice to see more artists follow. He continuously reminds us that if
it's worth
doing, it's worth doing right -- even if you do have to draw two or
three times
as much fresh material as your peers on a given day. While it's
difficult to
point to someone who I suspect he transmitted this work ethic to,
without
standard bearers like him, the bar would be a little lower for
everybody.
Hopkins:
Abrams has skated the thin line between Cerebus Syndrome and First and
Ten fairly often, but he's never really crossed it that I can tell.
Some of his story arcs, such as Fire and Rain, have been wonderfully
rich explorations of characters which really have no reason to have
such depth. Riff and Torg were little more than frat boy stereotypes
to start, but they have both been developed into three dimensional
characters. Riff's relationships are second only to Torg's for
complexity, angst and unresolved feelings.
Of course, Abrams brings back that original playful naivete on demand,
as in the recent Playstation Puny and iPodling mini-arcs. This is what
keeps the strip funny and intriguing at the same time. Mike's use of
schizophrenic as a descriptor is very apt here. Other long running
strips could take a clue from Abrams' work. If you start as a gag
strip, you have to return to your roots on a regular basis.
I think Mike is exactly right on this. The depth is because of Abrams'
dedication to his characters. The sheer accumulation of residue from
the various story arcs makes each of the cast members fairly complex.
Zoe has a tattoo which can turn her into a camel, Gwynn has sorceress
powers and an affiliation with a certain grimoire, Bun-Bun has been
the incarnation of nearly every major holiday, Aylee has been through
many literal transformations, and all the cast members have dealt with
various dimensions and planes of existence which have had lasting
repercussions on their lives. Even bit players like Sam the vampire
have recurring roles which maintain the continuity from previous arcs.
And all of the characters have dealt with various relationships,
obstacles, enemies and experiences which have added to their depth.
I think one of the most interesting things about Sluggy is that Abrams
manages to maintain continuity in the face of all the years of details
and weirdness which have affected the entire cast, and still finds
ways to be funny while doing so.
Zabel:
Even while he's sweating over restoring his hard drive, E.B. is here in
spirit!:)
By the way, could somebody explain the terms Cerebus Syndrome and First and Ten?
Hopkins:
Both terms are from Eric Burns' blog, of course.
Cerebus Syndrome
is the natural, possibly inevitable transition of a Story/Funny style
strip's characters from two dimensional gag characters to fully
realized, even complex characters, usually over extended periods of
time.
Personally, I think Effect would have been a better choice than
Syndrome, but it works.
First and Ten refers to the painful process of attempting to force
paper thin characters into three dimensions, and failing utterly.
Funny is forsaken for the sake of Drama, and any semblance of
enjoyment is driven from the strip.
Garrity:
Damn that Eric Burns! His tentacles are everywhere!
Hopkins:
Eric is a hentai monster? I never knew!
White:
Not at last check.
Zabel:
Regarding Cerebus and First and Ten--
It seems to me that these dual syndromes are almost inevitable in the
context of evolving webcomics culture in the late 1990s.
Cartoonist A creates a webcomic more or less as a lark. Relatively
little planning or thought goes into it when it first launches.
But then, to the artist's surprise, the webcomic is being read by
thousands of devoted readers every day. This tossed-together
enterprise becomes the most significant creative work the artist has
ever done, their key to fame, fortune, and respect!
And with a rigorous daily schedule, the artist's skills begin to
mature, realizing all kinds of creative possibilities that
they'd never thought of before.
It seems inevitable under those circumstances that the artist's work
will change and become more ambitious. And even if this presents the risk of killing the golden goose, it also presents the seductive opportunity to prove oneself artistically in the presence of a large
audience.
Does this make sense?
Meginnis:
Oh yeah, Joe, that's exactly what happens. 1/0 had an evolution along
those
lines -- although it was never really what you would call a "golden
goose" as
far as bringing fame and fortune.
In a way this makes artists better, and in a way it really limits them.
On
the one hand they're forced to really hone their skills and to think
creatively
to keep the storylines fresh. On the other hand, if Abrams were to, for
instance, start a new comic, I think it would be better than Sluggy. He
would have
all he's learned to work from in building this whole new work, and it
would, as
a result, probably be more consistent, more coherent, and better paced.
But
since he's tied to Sluggy, he just can't get that kind of a fresh
start. Not
without taking a huge financial risk.
Campbell:
Yeah, just before I left Fans, I was really starting to get impatient
with some of the character templates I'd designed seven years ago.
Certain strips-- I won't name names-- seem to have hit stagnation because
all the creative energy is going into the cartoonist's efforts to convince
himself he had it exactly right on the first day.
Burns:
Which, not that this is directly germane, is exactly what happened to
Jeff Rowland and Wigu. Interestingly, he had already gone through
that process with the transition from When I Grow Up to Wigu -- and
as predicted, Wigu was a stronger strip. WIGU-TV had a significant
amount of potential, but the financial impact was so sudden and
severe that Rowland had to backtrack back to Wigu/Magical Adventures
in Space almost immediately.
Garrity:
I think this is a pretty common phenomenon. Looking at a lot of the
major serial webstrips in particular -- Sluggy Freelance, College
Roomies from Hell, Megatokyo, It's Walky, GPF -- it's clear that the
cartoonists' original intentions were a lot different from, and
generally less ambitious than, the work they ended up producing. Heck,
the first CRFH strips are actually about college. This may be less
common in recent strips, now that webcartoonists are likely to start
out with a more coherent idea of what they want to do and what they're
likely to achieve on the Web. In a strip like Something Positive, for
instance, there's been character development and narrative fine-tuning,
but the overall direction is pretty consistent; it's doubtful that the
whole thing will suddenly turn into a wacky fantasy or a battle for the
fate of the Earth.
This sort of thing goes on in print comics, too, and was particularly
prevalent in the early comic strips. Thimble Theatre ran for ten years
before the introduction of Popeye, at which point the entire cast and
the overall tone of the strip underwent a major overhaul. Same thing
happened in Alley Oop: after ten years of drawing caveman adventures,
V.T. Hamlin got bored, introduced a time machine, and changed the
entire strip.
And, as the ghost of Eric Burns ought to be quick to remind us,
there's Cerebus, which underwent perhaps the most extreme shifts in
tone, theme, and scale of any comic book, sometimes with magnificent
results, sometimes...um, not. These retoolings can go disastrously
wrong; all three of the comics in Burns' infamous "You Had Me and You
Lost Me" file are on my list above.
Zabel:
This really suggests another important factor that weighs in these
artists decisions-- perpetuation of characters and perpetuation of
trademark.
The literature-class idea about storytelling is that you come up with
some characters and a plot, and you invent something with a beginning,
a middle, and an ending. You put it all together with some kind of
style, and you end up with a short story, a novel, a play, a motion
picture, or a graphic novel.
Literature-class storytelling has only a limited relevance in actual
popular culture. In the modern world, most readers want to follow
characters from story to story. And most of the time, publishers find
it more profitable to sell a new chapter in a saga than to sell
something completely new.
But the ethics of the literature class arise from a sound principle--
the study of the classics. Most enduring literature arose from
unified intentions, where the beginning of the saga anticipates the
endings. You may have some masterpieces like Don Quixote that went
through a Cerebus-like evolution, but I don't think Shakespeare
meandered into Hamlet thinking it might have a happy ending.
The maturing artist with a successful series faces a dilemma; there's
only so far you can stretch and mutate the series structure to make it
walk and talk like a classic.
Campbell:
Philip Sidney's "Astrophel and Stella" seems like a better comparison--
he wrote a series of love poems which he thought would have a happy
ending when he began, but, well, things didn't work out.
Hopkins:
I think it's possible, but far from inevitable. UF is a classic
example of a strip which hasn't really changed it's format since the
beginning. The only nod JD gives is to story arcs which can run for
days or weeks, but are little more than opportunities to do more gags.
There's no significant 'finish' for any of the arcs. Sometimes there's
no resolution at all. JD found what he wants, it works, and he's very
good at keeping it that way.
Mike mentioned the advantages and drawbacks of someone like Abrams
starting over.
Michael Poe apparently went through exactly this kind of evolution
with Exploitation Now. He started what was apparently a quick and
dirty gag strip, and eventually ended up with a rather touching story.
He wrapped it up, and had a wealth of knowledge and experience gained
from that to back his new venture, Errant Story. Naturally, Abrams'
situation is slightly different, considering Sluggy is supporting him,
and how many others?
Garrity:
Sluggy Freelance holds a special place in my oft-misguided affections.
Although Argon Zark was the first webcomic I ever read, Sluggy was
the
one that got me hooked on webcomics and interested in drawing one of my
own. I found it at the right time: I was graduating from college, I'd
been drawing strips for my campus newspaper, and I was looking for a
way I could keep drawing comics out in the real world. Sluggy made me
think, "I can do that!"
Part of the impetus behind this thought, to be honest, was that Sluggy
in early 2000 was not exactly the most polished of comic strips. It's
still not. Although the art does what it needs to do and occasionally
more, it's bare-bones stuff, with a vaguely manga-influenced, vaguely
"How To Draw Comics the Marvel Way" approach to character design that
looks, more than anything, like your typical nerdboy's comic-book
fanart. The plotlines are based on geek humor and sci-fi/fantasy
parody, the sort of humor to which geeks of a certain stripe can not
only relate, but aspire. (I can't be the only one who spent long
evenings in college writing sci-fi spoofs and song parodies with my
nerdy friends over Mountain Dew and cheap beer. Wait, maybe I am.
Crap.) The comedy is usually as sophisticated as a
not-very-sophisticated Monty Python sketch, and is frequently downright
sophomoric. (I just popped over to sluggy.com, and the current
storyline involves Torg accidentally swallowing an iPod, leading
ultimately to a strip in which it returns to the world as "iPoop." I'm
just saying P.G. Wodehouse might have handled it differently.) In a
nutshell, Sluggy is DIY. It looks like something any geek with a sense
of humor could produce.
And yet, under the sketchy artwork and White Wolf in-jokes, there are
complex, or at least complicated, forces at work. After the first year
or so of the strip, the plotlines progress beyond one-off genre
parodies and grow longer and more involved. There are story arcs that
develop over the course of years, mysteries that keep cropping up but
still haven't been answered. Pete Abrams has a natural gift for
characterization and has been able to breathe life into characters who
were originally flat comic-strip types: the wacky buddies, the patient
girlfriend, the cute little animal with a violent streak. After almost
ten years of steady daily output, Sluggy has accumulated a staggeringly
huge cast, to the point that Abrams can run lengthy storylines in which
the central characters appear little or not at all. Even the core cast
is big enough that members disappear for long periods of time without
leaving much of a gap in the action (where's Aylee these days?).
Abrams is clearly a comic-book fan, and he seems to have both a
fondness and a knack for the type of endlessly-unravelling serial
fiction that characterizes modern superhero comic books.
It was the serial nature of Sluggy that originally attracted me to the
strip. In newspapers, daily serial strips have all but died out: aside
from "Doonesbury," "For Better or for Worse," and hoary soap strips
like "Mary Worth" and "Judge Parker," long-running storylines have been
supplanted by short plots and standalone gags. This is, perhaps, an
inevitable change: long-running serials in newspapers could only work
when the majority of readers paid attention to the funny pages and were
actively interested in the characters, which isn't really the case
anymore. There was a time when ordinary people got emotionally
invested in the fate of Little Orphan Annie. And there was a time when
newspapers were filled not only with serial drama strips, but serial
humor: the ongoing adventures of Popeye, Alley-Oop, Li'l Abner, Pogo.
But that was a long time ago. In newspapers, anyway.
On the Web, it's a different story. When the entire archive of a
comic is available at the click of a button, it's easy for readers to
follow a long, ongoing story. Abrams was one of the first
webcartoonists to realize this and take advantage of the opportunity to
develop complex storylines in his strip. The strip format could be
seen as an unnecessary holdover from print, or as a practical
approximation of the amount of art and story the average cartoonist can
comfortably produce in a day.
Since Sluggy launched in 1997, Abrams' approach to cartooning has
become one of the most widely-imitated on the Web. Countless
webcartoonists, myself included, now draw humor strips with ongoing
serial storylines. I suspect that the era of the webstrip is slowly
drawing to a close (although I'm sure it'll always be a popular format,
since it's easy and fun to do), but the influence of Sluggy up to this
point has been considerable.
A big reason for this is its accessibility. The strip is filled with
geeky humor, but it lacks the computer-oriented, jargon-laden,
techie-knows-best tone of many early webstrips. Abrams' brand of geek
humor comes more from the tradition of sci-fi/fantasy fandom: lots of
in-jokey parody, lots of absurdist silliness, lots of witches and
aliens and demons and talking ferrets. By playing with a wide range of
characters, topics, and themes, Sluggy attracts a fairly wide spectrum
of readers. And, despite the prevalence of fratboy "Torg and Riff hoot
at babes" humor -- or perhaps, perversely, because of it -- Sluggy was
one of the first webcomics to attract a sizeable number of devoted
female fans. There's something in it for everyone, or at least for
everyone who's a little bit nerdy.
With all that said, I don't read Sluggy anymore, and I haven't read it
regularly for several years. For all of Abrams' efforts to expand the
strip and occasionally push the boundaries of his own storytelling and
art, the strip has certain built-in limitations. On the most basic
level, the lack of sophistication -- in the art, the writing, the humor
-- means that, sooner or later, a lot of Sluggy fans will grow out of
Sluggy. Some people can be entertained by Bikini Suicide Frisbee
forever, and others... can't. Abrams has tried to deepen the strip by
increasing the complexity of the storylines and the characters;
sometimes this works, but at other times it's just loading too much
weight onto essentially lightweight concepts. The Dimension of Pain as
a one-off gag is funny; the Dimension of Pain as part of an annual
Halloween adventure is cute; the Dimension of Pain as a real, serious
part of the Sluggy universe, with its own characters, conflicts, and
months-long storylines, is too much, at least to my taste. It's called
"the Dimension of Pain," for heaven's sake; how seriously am I supposed
to take it? Sluggy has reached the point where the disconnect between
the throw-anything-at-the-wall-and-see-what-sticks silly material and
the more carefully-developed plotlines and character arcs has become
distracting. A number of fans have, for example, complained about the
recent appearances of Bun-Bun, who, as the most two-dimensional
character in the strip (he's essentially just a running gag), doesn't
fit comfortably into complex storylines or attempts to add depth to his
character.
Then there's the lack of resolution to any of Sluggy's countless
storylines. Sluggy is rapidly developing the narrative problems that
plague superhero comic books: storylines pile up over the years, few or
none are allowed to end, and as a result the story gets more and more
complicated without developing real depth. There's no easy solution to
this; you can end individual storylines and hope it doesn't kill reader
interest, you can end the entire comic, or you can just keep plugging
away and let things slowly amass. Sluggy has taken the last path. It
grows more convoluted with each passing year, but it never really
changes or advances. Abrams makes the occasional attempt at closure --
Bun-Bun finally ended his ever-escalating war with the holidays -- but
the whole project almost seems to be growing beyond his control.
To be blunt, Sluggy has a lot of storylines, but it doesn't really
have a story. It's not about anything. Most of the major webstrips
can be summed up in a one-line description: PvP is about a group of
coworkers at a video-game company, Penny Arcade is about two gamers
commenting on geek culture, CRFH is about a bunch of college roommates
who have bizarre fantasy adventures, Megatokyo is about the romantic
adventures of two Americans in Japan. But Sluggy Freelance is about...
well, anything. It's about a bunch of people having adventures of
pretty much every conceivable type. It's whatever Pete Abrams wants to
write/draw/parody, and it has scores of characters and oodles of
storylines and keeps sprouting more. Even the title is a non sequitur
designed to duck the question of what actually happens in the strip.
It's huge and sprawling and increasingly ambitious, but ultimately it's
not going anywhere. I can't blame Pete Abrams for this; I doubt he
started the strip with a solid idea of what he wanted to do with it,
and he may in fact still be trying to figure it out. But this endless
freewheeling expansion is a limitation in its own way.
Of course, this may be only my personal prejudice speaking. Other
serial comics have made do without any great degree of structure, and
have been wonderful; you'll never hear me say a word against Alley-Oop.
But the sense that the story will never reach a satisfying conclusion
is the main reason that, despite many fond memories and the strip's
impact on my own questionable webcomics career, I don't read Sluggy
Freelance anymore.
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