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The Artistic History of Webcomics
A Webcomics Examiner Roundtable
Brian Clevinger
Meginnis:
There's an argument to be made that we ought to be discussing David
Anez's
Bob and George rather than 8-bit Theatre here. Debuting on April first
of 2001,
it predated Brian Clevinger's comic by almost exactly eleven months.
The
premise of the strip was one that anticipated much of what was to come.
Feeling
himself an inept artist, Anez used sprites ripped from Mega Man video
games
instead of actually drawings. But just until the *real* Bob and George
strip was
ready, of course. You'll note that if you go to Bob and George today,
he's still
using the sprites.
It's impossible to know who has inspired more artists, Clevinger or
Anez, but
if you were to judge purely by resemblance, Anez would easily be the
winner.
Mega Man sprites are a standard in sprite rip comics, and most of them
have a
very similar aesthetic: four small panels, each an identical square,
requiring
a ludicrously minimal amount of effort.
Clevinger gets the honors for two reasons. Firstly, he is the better
known
creator. Secondly, while sharp writing is not totally unknown to the
sprite
comic world, 8-Bit Theatre is on a level of visual sophistication his
contemporaries -- and imitators -- have never achieved. Whereas Anez
used video game
sprites as a transparent way to avoid work, Clevinger has continually
pushed
himself as a photoshop artist, finding new challenges to make his life
almost as
hard as if he had to actually draw the comic. There have been a few
serious
missteps along the way, but recent comics especially -- if you can get
past the
initial conceit of none of the material being actual fresh art -- have
been
pretty good lookin'.
But Clevinger's greatest strength is and always has been his writing.
Long
before he was even thinking of making comics, he was writing books. His
dialogue, a precise balance of fan-pleasing formulaic gags (Black Mage
hates everyone
and is evil, Red Mage thinks the world works like D&D, Fighter is
stupid,
etc.) and absurdly geeky humor is something to reckon with. It keeps an
almost
Simpsons-like pace (with, admittedly, all of the forgettable toss-aways
implied).
The combination of repurposed Final Fantasy art and generalized geekery
has
made Clevinger the webcomics equivalent of a super-star. He has to be
careful
not to "wang" other sites' servers when he links them, and he actually
makes a
living on 8-Bit. It all goes to show one of the most important
realities of
making art on the internet -- seizing the attention of a niche audience
is often
far more profitable than occasionally making overtures to the public at
large. This was illustrated most clearly to me when I first arrived at
my current
college. My geeky friends and I bonded over Cowboy Bebop, Final Fantasy
Tactics, 1984, Super Smash Bros., and 8-Bit Theatre.
Discuss!
Zabel:
How about that pixelated look? Did that originate with R. Stevens'
Diesel Sweeties?
There's an interesting stylistic trend here that harkens back at least
to User Friendly, and is present in recent hits like Dinosaur Comics.
It's the use of templates in an aggressive, obvious way. This sort
of thing has been done in print comics like Red Meat and Tom
Tomorrow, to produce a satirically pre-fab look; we talked about it
as a form of detournment in an Examiner Roundtable on "conceptual
webcomics" in March.
But a lot of these works like 8-Bit Theater don't fit well into the
"conceptual" category. The artists aren't doing metafiction, they're
doing mainstream meat-and-potatoes comedy and storytelling. And their
readers don't seem to be bothered by the stiffness and artificiality
of the template graphics. They accept them just as they'd accept a
panel by Jim Davis or Ernie Bushmiller.
I think that part of the reason is that gag comics have evolved very
simple styles, with a great deal of consistency. Charlie Brown's head
is always the same oval shape, and he always walks with his little
legs above the ground and a scribbled shadow beneath him. With the
advent of photoshop, it's exceptionally easy to realize this kind of
consistency by copying from templates.
There's probably a lot more covert use of templates in print comics
than we realize; their use can be disguised easily. But what's
different on the web is that so many artists let it all hang out.
They're either being especially forthright and honest, or maybe they
just don't care.
Meginnis:
Well, you could argue that "the pixelated look" originated with R.
Stevens,
but that would be sort of missing the point. It started with the
now-technologically crude video games that Clevinger, Anez et. al
directly copied from. I
also think it's pretty ridiculously likely that this is where R.
Stevens
actually drew inspiration in the first place.
As far as this culture of "letting it all out" that you seem to be
suggesting
is fairly unique to the 'net where comics are concerned, I think
context is
all-important here. Whereas most of us do not make movies, magazines or
music,
pretty much all of us are content providers to the Internet. We blog,
we make
our own websites, and a huge portion of webcomic readers make their own
webcomics too. And hey, we can E-mail most webcomic artists and
correspond directly
with them whenever we want! We have a sense of community with artists
like
Clevinger and Ryan North -- both people I have corresponded with! --
that we do
not have with Steven Spielberg, Tom Cruise, or Bono.
You see an acceptance -- even a glorification -- of barebones work in
any
medium where the creators and the consumers feel like a community. I do
a lot of
indie music writing, and there's a general sense of camaraderie in
that. A lot
of the people writing the reviews are in bands themselves -- I have a
totally
secret experimental electronica project myself -- and a lot of the
people
going to your shows are the people who are going to be playing the same
venue
next week. So you know what they're going through, you get that they
can't afford
fifty effects petals, and you excuse them for maybe having a pretty
basic
sound. You can empathize.
Same thing with the Internet, to an extent. There are other, mitigating
factors in both cases you mentioned, of course. 8-Bit's visual conceit
has quite a
lot to do with its content. Indeed, they are inseparable. Same thing
for
Dinosaur Comics. It's not that readers are putting up with these
visuals to get to
something else, it's that they are explicitly embracing the visuals and
the
concepts they represent. That said, there is a fundamental reality in
play here,
and that is that we tend to let webcomic artists off pretty easy. I
would
submit that this is because we feel fraternity, or, sorority, or,
unisexity, with
the artists whose work we enjoy. We identify with their struggles, and
accept
that they, like ourselves, are limited.
William G.:
For some reason, this reminded me of this quote:
"In a hierarchy, every employee tends to rise to his level of
incompetence."
-Laurence J. Peter
Fred Gallagher and Rodney Caston
White:
I'm having trouble writing a cohesive introduction
here; perhaps the disjointed paragraphs might make useful
springboards for conversation in the meantime.
Megatokyo gets pigeonholed as a gamer-geek comic, or
something that only works for those already steeped in
anime/manga fan subculture. I don't think that's
been true since Fred Gallagher split with Rodney
Caston, his original writer. There are some legacy
plot and character devices left over from that time --
the walking dating sim game accessory, the
voice actress and the idol singer, the job in a media
tchotcke shop -- but the numbers could be filed
off very easily if the story, for whatever reason,
needed to be rebooted. Even the more absurd
subplots seem related to game companies
in name only.
This is not to say that there's not a strong Japanese
bent in the whole thing, just that the roles could
remain consistent separated from the tropes they
go along with. No matter how Megatokyo started out, these
days it's more or less a shounen romance manga written in
English.
Furthermore, it's a shounen romance manga written
for print, paced accordingly, that happens to have each page
posted online as soon as it's completed. I'm a faithful reader,
but I've come to view the website as more of a working journal
for a serial print publication than anything else.
If comics like Argon Zark are examples of enthusiasm for and
(then nontrivial) experimentation with the online medium, then
Megatokyo strikes me as an exercise in ambivalence towards and
wariness of it. The one big format shift has been from four-panel to
B6(?) art. The creator routinely displays mixed emotions about
his online fanbase, the unique scheduling and frequent update
requirements of an online comic, that sort of thing -- he's living
out the manga fan's dream of someday publishing such a thing
of his own, and the web presence seems more of a means to an
end. I wonder how much of a knock on effect this has had on
other artists who drew their inspiration from Gallagher's output,
methods, and success.
I don't mean to discount Gallagher's passion for his work at all,
because anyone who can transform their art into a cottage
industry and a high-profile publishing contract obviously
cares about what they're doing. But there's a certain
inclination towards the path of least resistance which
bothers me. The signature pencil-only art
stems from the latter, for example:
"Well, i'll be the first to admit that inking takes me a long
time to do, and when i do it in a hurry - it really sucks.
So i said fuq it, and tried out how it would look in pencil
(the way i do pencil drawings typically) Largo and I
decided 'yea, that's pretty cool' and so - pencil it is. "
That's from the rant below the first comic. Now, the
pencil-only approach has worked quite well for Gallagher
and for MT -- I'm very much a fan of it, and I think it looks
smashing in print. But pencil hasn't really been optimal for
online display until quite recently, so it seems an odd choice.
Campbell:
MT is an unusual beast in webcomics because it's a big strip carrying
on despite a change in the original writing lineup. At DC and Marvel
Comics, that's the norm; even in comic strips, it's often done, but in
webcomics MT's the only really successful example. A lot of the debate
over its current state seems to me rooted in that circumstance.
Thing is, you need to get through the Caston-Gallagher Megatokyo to
have even a hope of understanding what's going on with the minor
characters, post-Caston. I don't agree that the fantasy characters are strictly
Caston-legacy-- they add dimensions to the story, and Gallagher has
some things to say about them, albeit in an earnest tone
unmistakably his own.
I also have to disagree with the "path of least resistance" assessment.
In the first post, Gallagher was still regarding MT as something of a
lark, a warm-up before he started his "real" manga. Once he saw how big
this thing was getting, his attitude changed, and the pencils began to
deepen. The kind of crosshatching and shading he now does with every
strip-- I'm a failed penciller, and I *know* how smudgy that gets if you
let your guard down for one second.
The stuff about this essentially being transplanted manga, with a
manga-ka's wariness of the online medium, is bang on target. I didn't really enjoy the series much until I saw it in collected form.
Meginnis:
I'll come right out and say it: I don't like Megatokyo.
As a writer neither Caston nor Gallagher had much going for him, but at
least
in Caston's case, there weren't thousand year subplots about which
Japanese
school girls might possibly want to screw the Lago. The whole thing
smacks of
endless wish fulfillment. The artist loves Japan, so guess where a
character
sharing his internet nom de plume flies? The artist loves dating sims,
so guess
what the protagonist's life basically turns into? There is this aspect
in most
art, of course, but rarely is a narrative this popular also this
threadbare
and this direct. We can safely assume, for instance, that a part of
Hutch
Owens' character comes from Tom Hart's desire to be really and truly
counter-cultural, to the point where many would find him revolting. But
there's more to
Hutch than that. In the case of Megatokyo, we are intimately aware of
what the
artist wants, because he's told us in news posts. He's told us in the
comic
itself. The universe conspires to give him exactly that for no clear
reason, except,
of course, for the fact that he happens to be drawing it.
I've defined the difference between that which is pornographic and that
which
is simply scintillating as a question of justification. It's porn if
the
pizza guy walks in, makes a tired pun about sausage with a sleazy grin
on his
face, and this somehow actually directly results in his going to bed
with Mrs.
Smith. It's erotica if he walks in, makes a tired joke about sausage,
and we
happen to know a number of character details about the pizza guy and
Mrs. Smith --
he's a habitual kidder who got kicked out of high school for playing a
dumb
prank on the vice principle, he has an obsession with adult films
couched in
the terms of his disturbing childhood, and he happens to be pretty well
endowed,
which he is not in fact proud of, but terribly embarrassed by. He
doesn't
know how to talk to women when he's thinking about putting that inside
them.
Meanwhile, Mrs. Smith loves puns, hasn't had sex in the ten years since
her
daughter Patti died, because she doesn't think Mr. Smith can love such
a bad mother
ever again. She's guilty and she's full of self loathing and she can
only bear
to do what she does with the pizza guy -- indeed, she HAS to do what
she does
with the pizza guy -- because she thinks he's a loathsome, pathetic
human
being.
That is the difference between porn and erotica. You'll notice that
erotica
is, in this case in particular, even less exciting than the
pornographic
version. It's also much harder work.
I can't read Megatokyo for precisely the reason that it has attracted
such a
large fanbase (unless, of course, someone wants to argue that it's for
the
whole "I only use pencils" thing, which would certainly be
interesting). It is
transparent and by my definition pornographic in its endless quest to
service
the naked desires of its artist and his audience. Nothing ever feels
adequately
explained, but because that's what they want, they don't question it.
And
because they also want their lives in Japan to be very serious and
emotionally
meaningful, the comic often takes itself very seriously -- even though,
if it
honestly wanted to do that, it really ought to take a moment out to
explain
these things. To convince me these women are all actually interested in
the
protagonist, and that for that matter, *I'm* interested in the
protagonist.
All this in mind, I take a rather dim view of MT's historical
significance at
well. Certainly it brought and continues to bring new people into the
fold of
webcomics by way of the anime/manga connection. It also helped to
create an
audience for the many other manga-influenced webcomics that have
cropped up in
its wake, doubtless owing much to Gallagher's influence. But the number
one
thing I take away from Megatokyo is simply this: If you're willing to
pander
enough, you don't have to be that great of an artist. (Though I will
admit
Gallagher is a cut above most on the web, most on the web can't draw.)
You don't
have to be a good writer. You don't have to keep a consistent schedule,
and you
don't have to maintain the slightest illusion of professionalism. In
fact, you
can bitch constantly about how miserable your job is. And you know
what?
Hundreds of thousands of people will line up and ask you, "May I have
another,
sir?" If you're blatant enough, if you're obvious enough, you may well
be able to
find an audience to finance your naked fantasies. Because, of course,
it's
their fantasy, too.
I wouldn't feel comfortable saying all that if it weren't for my own
interest
in Japanese culture. I own anime and manga, I grew up on their video
games,
and I'm fascinated by their totally bizarre popular music. I understand
how one
might become obsessed with it all. I understand how that country might
seem
like heaven to a geek. Lord knows it's exciting to me that there's a
culture
out there that actually finds such weirdness as Revolutionary Girl
Utena fit for
popular consumption.
But still, come on. There's Japan, and there are the basic tenets of
good
storytelling. One doesn't cancel out the other.
William G.:
It's sad when geeks get to Japan and discover that it's not all
beautiful girls with short skirts who are all easy lays for dorks
who've watched every episode of Ranma 1/2
Well, I was disappointed. BWAHAHAHAHA!
Sorry, carry on.
Zabel:
Damn it, Mike, you say you don't like Megatokyo, and then you describe
it so it sounds like the best comic ever! Doing a comic purely for
your own sordid gratification, and having a huge fan base that reads it
for the exact same reason-- that ROCKS!!!
In discussing Megatokyo, can we get into the whole area of how Manga
has affected webcomics? Has it had a bigger impact that in print?
Does it take on different aspects?
I haven't done any kind of survey, but it seems print Manga in America
is mostly reprinting the works of Japanese artists. Web Manga, on the
other hand, consists mostly of comics by American artists inspired by the
Japanese styles.
Garrity:
I've never read much of Megatokyo (although I've tried), so my main
contribution to this end of the discussion will have to be the
observation that Megatokyo is one of the few webcomics, along with
Derek Kirk Kim's "Same Difference" and arguably Scott Kurtz's "PvP," to
make it big in the print market. It's also, to date, the only
"manga-style" American comic to come close to competing with actual
manga in bookstores. I teach manga drawing classes to teenagers at
local libraries, and it's regularly mentioned in the same breath as
"Fruits Basket" and "InuYasha" when the kids are asked to name their
favorite comics. At one library, it was the hands-down favorite,
beating out all Japanese manga in popularity. Megatokyo is also the
only webcomic I've ever seen on a T-shirt worn by people on the street
when there wasn't a Linux convention in town. It has perhaps greater
mainstream penetration than any other comic that debuted online.
And, yes, I'm a little baffled by its popularity. The characters are
cute and often beautifully drawn, and the very recent artwork shows a
greater level of care and detail than what's appeared in the past, but
in other respects the art is often surprisingly amateurish; it's not
uncommon, throughout the first two print volumes, for characters in a
panel to be drawn completely out of scale with one another, or for the
action to be unclear because Fred Gallagher didn't bother to draw any
backgrounds for page after page. The plot, when Megatokyo started, was
mostly otaku in-jokes and retreads of gags from shonen romantic
comedies (girls hitting lecherous guys with heavy objects, lots of boob
jokes), and is now mostly very, very, very slow-moving romantic angst
that assumes you already know enough about the characters to care why
other characters (who look pretty much the same) are having vague,
solemn conversations about their love lives. The people who read
Megatokyo know, intimately, what real manga looks like and how it
behaves, so why do they like this rough, slow-paced approximation?
It's not bad, but it's not outstanding, aside from the nice character
art. (I like the "pencils-only" finish, too, to be honest.)
The best explanation I can give is that Gallagher has tapped into
things that a lot of American manga fans like about manga, and they're
not necessarily the same things that make manga popular in Japan. For
a lot of Western otaku, Japan fills the same function as Middle-Earth
or Starfleet or twelfth-century England does for other flavors of geek:
it's a fantasy world where everything is attuned to their desires and,
if they could magically get there, they wouldn't feel like outsiders
anymore. In this Japan, nerds are the ruling class, video games and
comic books abound, cutting-edge high-tech toys flood the streets, and
everyone dresses in cool, crazy fashions. And, of course, hot teenage
girls fight each other for the right to hook up with introverted geeks.
This fantasy version of Japan is seductive to a certain young,
tech-saavy, socially awkward but culturally aware type -- the type that
increasingly dominates the Internet. Megatokyo delivers the fantasy in
full: it's about two American fanboys who move to Japan and, aside from
some early fish-out-of-water difficulties, discover that it's exactly
the way it's depicted in manga.
I think a lot of American otaku are also attracted to manga for the
romance aspect. "Boys' romance" as a genre essentially doesn't exist
in American pop culture, and it's something a lot of teenage boys, in
particular, crave. Readers who aren't intensely into shonen romance
may find the plotlines in Megatokyo slow, boring, and frequently
baffling, but for readers who really love the genre, it's like the
crack cocaine version of normal shonen romance: the basic concept
boiled down to nothing but the essentials, with all distracting
elements filtered out. For young people working through their own
budding romantic turmoil, unable to find much in popular entertainment
that reflects what they're feeling, Megatokyo's endless dialogues about
who likes Largo and how and when and why are infinitely fascinating.
Gallagher knows how to give otaku what they want because he's one of
them; these are presumably the things he himself likes about manga.
The Megatokyo website assures readers, "relax, we understand j00." And
it does. It really does.
Hopkins:
I have little to add except that I'm one of the few people who came to
MT before finding anime. I still have zero experience with manga of
any type, except for MT and similar strips like Eversummer Eve.
On a side note, I highly recommend Eversummer Eve for detailed manga
style art. Denise Jones has some wonderful art with occasionally
richly detailed backgrounds and scenes and her story is a weird
fantasy mix of Celtic mythologies. Very different from Fred's
pencilled work, which, btw, I love.
Like it or hate it, MT is probably the most influential webcomic in
this style.
William G.:
I was
reading what was written about Megatokyo and the idea of wish
fulfillment.
Doesn't providing that seem to be one of the main ingredients for
comic success? Putting society's...um... "losers" in a position of
power.
In classic print comics we got Superman and X-Men (outsiders being
better than the mainstream), and Batman and Spiderman (people done
wrong by bad people, and getting revenge for it) And then on the web
we have Megatokyo (nerds falling ass backwards into Japanese pussy)
and Penny Arcade (Nerds humiliating those who anger them), etc...
I realize that there are plenty of exceptions to this, but I cant
help but wonder if the great secret to success is to simply give a
sense of empowerment to the powerless. To make people think they can
be more than they are. At least, that's how the popular webcomics
seem to come across as.
Zabel:
Actually, Bill, you've hit upon one of the roots of storytelling.
Power is always a pivotal factor. In The Tortoise and The Hare, the
Tortoise is empowered by his perseverance. In Brer Rabbit and the Tar
Baby, Brer Rabbit is empowered by his cleverness. In David and
Goliath, David's got his slingshot.
The empowerment theme is rather empty, though, when the power is not
somehow earned. In The Hobbit, Bilbo is pretty much on his own, and
earns every victory through his cleverness and courage. But in The
Lord of The Rings, Frodo is simply handed the ring, and provided with
a Fellowship of protectors. He doesn't really earn his central place
in the story, which makes Lord of the Rings more of a wet dream,
frankly.
Tatsuya Ishida
Campbell:
With Sinfest, Tatsuya Ishida was far and away the most popular cartoonist on Keenspot almost from Day
One. In McCloud's terms, Ishida has an Iconoclast skin over a Classicist
muscle and bone structure. His surface ideas are challenging enough: a
crazy God, an entrepreneurial Satan, a hero who fancies himself a pimp.
But look beneath them and you'll see him shooting for the perennial
innocence of beloved characters like Charlie Brown, Pogo, and his main
character's lookalike, Calvin.
The push and pull between a love for newspaper cartooning and gleeful
freedom from its restrictions has no better example than Ishida.
Hopkins:
One of my favorite Sinfest features is when he turns a character and a
concept into a kanji character. Not knowing Japanese, I have no idea
if his kanji is accurate or not, but I love the way he takes an
expressive pose, sort of a 'thousand words' moment, and translates it
through a series of reductions to a simple kanji calligraph.
Influential? Probably not. I've never seen anything like it elsewhere.
Definitely an intriguing artistic move though.
Next to that, I love Percy and Pooch, which I think is probably the
most popular feature in Sinfest for most people. Pooch's playful
innocence and childlike ability to be absolutely entranced by the most
mundane things is delightful and refreshing. Percy's attempts to be
serious and adult, coupled with his constant vulnerability to normal
'kitty' distractions illuminates our own inability to betray our inner
self or true character, regardless of how we'd like to appear to the
world. Plus it's really, really cute.
It's always been a fun read for me. He presents his art with bold,
impressionistic strokes alternating with detailed, decorative designs,
and his strips are interesting explorations of his thoughts on current
events and general political/religious conundrums.
Zabel:
As a key to understanding the artistic history of webcomics, Sinfest represents the flipside of most successful webcomics. Generally, successful webcomics don't possess a high level of professional polish-- they succeed because they've found a way to get readers to relate to them strongly, oftentimes in a nitch market that has been ignored by commercial entertainers.
Sinfest is a highly-polished professional work. It looks like a top-grade syndicated strip, and is even formatted exactly like one. But what sets it apart from syndicated strips is its uninhibited subject matter.
The first episode is a classic example. It shows the Devil sitting at a sales booth, with the sign above him proclaiming "Anything You Want/ $ Your Soul." The main series character, Slick, walks up to the booth, mutters "What the hell," and sits down.
Sinfest is about sex, greed, and other devilish matters. It walks, talks, and looks like a newspaper comic, but has far more edge and daring. What's especially striking about it is the way it pokes fun at religion, with a heavenly host who's vain and petty, and an evangelical named Seymour whose worship of God is shown as ridiculous.
The classic newspaper strip it reminds me of the most is Johnny Hart's B.C. It has the same sense of being universal and abstract, especially with the manifestations of a God and the Devil; Sinfest is of course more linked to contemporary society and sexual politics. Ishida seems to have recaptured a lot of the inventiveness and surprise of the classic '60s comics like B. C. and Peanuts. A. G. mentioned the transformations into kanji calligraphy; my favorites are the repeated motif of characters appearing on a nightclub stage to perform their particular bits as rappers or slam poets.
Scott Kurtz
Campbell:
Kurtz's business sense and self-promotional savvy are inextricable from
his art. He wasn't the first to use templates, but he was the first
and is one of the best at designing them with clean lines for a
polished, "professional" appearance. Artwise, he may not have been the first of
us to use templates but he was the first to admit it freely and to use
them despite a fair amount of artistic proficiency, which I think sent
the signal to a lot of cartoonists that this was an okay practice.
His writing has an audience-focus that I wish we saw more often online.
For many webcartoonists, self-expression is the first and last goal--
write what you want to read, and hope someone else is also interested.
Scott doesn't think that way. For me, the archetypal PvP strip is a
filler he drew while refining his art style-- Cole Richards, the strip's
most respectable character, giving a thumbs-up sign with his face
smashed into a pie, over the slogan, "ANYTHING FOR A LAUGH."
And he knows that making some people laugh means pissing other people
off. He's described both his main character and himself as "master of
the inappropriate comment." He's been almost fearless when it comes to
stirring up trouble, and that's often made him an unpopular guy, but I
think it's a critical quality in a comedian. If his targets are sometimes
a bit closer to home for most of us than Microsoft or Nintendo-- well,
sometimes comics need hurting.
Comics has its pure marketers like Jim Davis and the editors of DISNEY
ADVENTURES, and its freewheeling anarchists like Tom Hart and Ted Rall.
Scott Kurtz has a foot in both camps, and it's the tension between his
two sides that makes me find him amusing-- and occasionally,
fascinating.
Burns:
There are three things that immediately leap to mind, for me, and all
of them stem from his redefinition of himself and his business. See,
he was going along, doing strips, missing a bunch of them, bored with
what he was doing. And his wife essentially challenged him to put up
and shut up, and he decided to put up.
He ended up doing three things as a result. The first off was the
complete redrafting of his character designs (which had a metahumor nod
to them). He put a lot of extra work into them, to get things working
the way he wanted them and to respark his creativity.
The second, was the development of a series of core templates which
he hand-drew (as opposed to cut and paste on the system) to jumpstart
both his consistency and his training. After time, he weaned off
them, but for a while, he could use the template as a guide to keep
his character designs solid (and increase his speed of production),
while continually training his hand and eye in the daily development
of those characters. Do I think this is substantially different than
"cut and paste?" I do, in fact. There is something to be said for the
development of a house style, and the simple fact is I'm sure Kurtz
can draw Cole or Jade with his eyes closed now, adapting to any pose
he wishes, without any template to follow. This again reinforces both
consistency and training, and has clearly made a big difference in
the third point, to follow.
Third, he stopped missing updates. Posting something every day on a
strip that's meant to be daily is a clear best practice for
webcomics, and Kurtz clearly advocates that as a key practice in his
later success. And, of course, he's right. If you have something on
the site every day you say you're going to, people come back, day
after day after day. It becomes habitual. And they grow from liking
your strip to being a fan. And ultimately, it meant Kurtz got to quit
his day job and do this for a living, which was his personal
benchmark for success.
I think one can argue that Kurtz's methodology and character designs
have both been influential on webcomics that follow, as well. I know
other artists have at least tried the templating system he used after
his reworking, and certainly his fanbase has ultimately produced
other webcartoonists. While his artistic style is ultimately a
stylized variation on American Cartooning 101, it's a highly clean
and polished variation that reinforces the basic literacy of the form
to people who read it.
Zabel:
One of the distinctions of PvP is that it started off very strong,
with sharp, professional art and a cunning sense of humor. Take a
look at the second comic in the archive, a really subtle take on the
worker vs. boss situation:
This piece is clearly in the tradition of Dilbert, but Kurtz makes it
his own; for one thing, the boss, Cole, is more sympathetic and real.
For another, the humor depends on Kurtz's ability to depict a fairly
complicated action in a slick, economical manner. I really like the
way he uses a quasi-sound-effect, "Fold. Fold. Fold." (with periods!)
to suggest the curt hostility of Jade's response.
Kurtz is a very good designer, and each of his characters is a
distinctive icon rendered in cool, precise linework. I think the
reason templates have worked for him is because they are based on
solid drawing in the first place. Also, for most of the series,
they're very well integrated into the artwork, and supported by a lot
of original drawing. One of the things Kurtz does with the templates
is to copy in the basic contours of the characters, and then add in
the eyes and mouth to show their changing expressions. That helps
create the basic comedic trope of having a character at rest, but with
a sudden movement of their eyes or mouth.
Anyway, a lot of times Kurtz may appear to be using templates, but
really he's not. Take a look at this strip, where Cole is shown in
three successive panels. It looks like a
template, but if you look closely at the lines, it's obvious that
Kurtz has drawn Cole three times.
T has been using the term "nerdcore" to describe comics that appeal
directly and unapologetically to the obsessions of socially-challenged
individuals. PvP seems to have taken this route more than other
comics. One early strip sums up his outlook. It's pretty hard not to be sympathetic to the idea that the new
Godzilla movie is more important than the meaning of life itself!
I think a lot of appeal of the series, though, is in the Security
Blanket phenomena that Brandy Danner described in her Triangulation Challenge essay, to wit, "while a comic should not be fully derivative, it should
include recognizable elements of popular culture to which a wide
audience can relate." Kurtz constantly plays off of pop culture; not
just gamer culture, but Star Wars fandom, Charlie Brown, the X Files,
and so on. In a lot of ways his characters are more comprehensible
and real because of their pop culture obsessions-- we know them
because we know what they like.
Garrity:
Several people have already opened their PvP essays by commenting on
its business sense. Maybe this is just because Scott Kurtz's fellow
webcartoonists are understandably fascinated by his rare ability to
make a living from his comic, or maybe it's because PvP, for all its
folksy nerd appeal, exudes a businesslike air. It's the most polished and reliable of the daily webstrips, and its
website is set up more as a gaming news/culture hub than as a page for
an online comic. PvP has a very successful merchandise line and a
print deal with a major comics publisher, and its failure to gain much
of a foothold as a syndicated newspaper strip has more to do with the
poor state of newspaper syndication than anything else. Kurtz
obviously takes his comic very seriously as the way he makes his
living, but at the same time he's as nerdcore as his fans. In this
respect he's similar to Scott Adams, who managed to build a small
marketing empire while remaining "just one of the guys" and a nerd hero
to thousands.
Earlier I rambled at length about Sluggy Freelance, and PvP (which
started at around the same time) strikes me as something of the
anti-Sluggy. Where Sluggy is crudely drawn, with an almost deliberate
"fanart" quality, the art in PvP is slick and consummately
professional. You will never see a PvP character drawn off-model, and
the finish on the strips is as smooth and clean as that of Kurtz's
friend and longtime cheerleader Frank Cho. Where Sluggy delves into
intricate months-long storylines and massive character arcs, PvP sticks
to the storytelling range of modern newspaper strips: plots typically
last a week or two at most, and, although the status quo does sometimes
change, there's relatively little running continuity. Where Sluggy
occasionally plays with different formats, the structure of PvP seldom,
if ever, ventures beyond the standard daily newspaper strip layout.
And the focus remains solidly fixed on the central characters and their
adventures around the office; sometimes wacky or magical things happen,
but this isn't a strip given to flying off on wild tangents.
In short, Kurtz has had a clear idea, almost from the beginning, of
what he wants PvP to be -- a daily comic strip for gaming geeks -- and
he devotes his considerable creative talent and business acumen to
making it exactly that. He is much more a craftsman than an artist,
and proud of it; many of his infamous online fights with other
webcartoonists have revolved around the ancient Art Vs. Business
argument, with Kurtz defending populist craftsmanship and attacking
what he sees as elitist art snobs. Kurtz isn't interested in creating
high art or pushing the boundaries of the webcomics form. He wants to
draw a daily comic strip for gaming geeks, period, and he's damn good
at it.
The use of templates in PvP is an example of this brass-tacks
approach to cartooning. Kurtz is great with templates. His work looks
organic and expressive even when it's clear that he pieced the
characters together from already-existing parts. At the same time,
these templates are used strictly for pragmatic reasons: to give the
strip a consistent, polished look, and to speed up production so that
Kurtz can stick to a daily schedule. They aren't there for any greater
artistic purpose. By contrast, a cartoonist like John Allison uses
templates to give his strips a particular look: he wants the stiff,
collage-like, "design-y" effect his templates produce. Kurtz isn't
interested in using templates creatively. He uses the tools at hand to
produce the strip he wants, without much in the way of further
experimentation.
So it is with the writing and plotting. As I write this, the
current
PvP strip is part of a two-day dramatization of one of the hoariest of
con jokes: the guy who goes to a masquerade as the Human Torch and sets
himself on fire. (The derivative flavor of the sequence is not helped
by the fact that this exact gag was used in the short-lived "Clerks"
cartoon, which had a visual style very similar to PvP's.) It's an old
joke, and Kurtz infuses it with life not by providing any new twist --
the guy sets himself on fire, he dies, it's all pretty straightforward
-- but simply by telling it as well as he possibly can. The artwork,
the timing, the Photoshop finish on the flames -- it's all done much
more effectively, I'm sure, than any cartoon about a guy pretending to
be the Human Torch and setting himself on fire has been done before. A
lot of PvP strips work like this: they reiterate well-worn fandom
in-jokes or geek experiences in a familiar way, but with an exceptional
level of polish and elan. PvP is very much a "security blanket" strip;
not only does it invoke familiar geek-culture icons as a major part of
its humor, but it generally presents them in a familiar, accepted way
that's almost guaranteed to satisfy fans.
In my earlier post, I suggested that the DIY quality of "Sluggy
Freelance" was at once its greatest strength and its greatest weakness.
Similarly, the greatest strength and weakness of PvP is its polished
professionalism, its flawless consistency and focus. Kurtz puts out a
high-quality product, and only a high-quality product. PvP may
sometimes offend (or, more likely, the accompanying "rants" on the site
may), but it will never surprise. It's hard to fault Kurtz for not
experimenting or taking risks with his strip, because he doesn't want
to; he's drawing exactly the strip he wants to draw, and doing it with
a level of skill that few cartoonists ever achieve. But it does mean
that, in the end, his work has pretty strict limits. PvP is a daily
comic strip for gaming geeks. Period.
Burns:
While I agree with the vast substance and breadth of Shaenon's
comments, I feel like I need to chime in on the last bit. While it's
certainly true that PvP was born of Gaming Chic, I think it has
simultaneously outgrown and been outpaced by it. Whatever PvP is now,
it is neither limited to nor an exemplar of gaming culture.
If anything, I think PvP belongs to the tradition of workplace humor.
Someone before me brought up Dilbert, and the comparison is apropos
-- this is a strip of personalities in a geek workplace. The subject
of their magazine is gaming, but really the vast majority of strips
have no more to do with gaming or gaming cliches than say, "Sports
Night" had to do with sports.
What Kurtz has is a general pop culture strip with heavy emphasis on
geek culture. Video games are a part of that, but comparatively only
a small one. While his plotlines tend to be short (though he does
sometimes work in long term undercurrents of story, such as the Brent/
Jade year of being broken up), they have less to do with video games
as they do with the different archetypes of the North American Geek
trying to cope with the world and the elements of their fascination.
Put another way, I don't think most gamer geeks would waste their one
and only wish on getting the General Lee from the Dukes of Hazzard.
And if they did, it would be a one-shot gag instead of a running one.
This doesn't argue any of Shaenon's points -- they all jibe with my
sense of the strip. However, I would broaden his category from "gamer
geeks" to "geeks," or even "workplace" or "popular culture."
Zabel:
I find it hard to agree with Shaenon that PvP has no surprises and
takes no risks. In spite of Kurtz' public stances on the arts, I think
his series is much like other quality webcomics; it's limited by the
talents of its creator, of course, but it's not limited by a too-narrowly defined mission.
Take this strip, for example-- the joke here is almost abstract in nature; it's kind of an exercise in
pure cartooning.
I also think that a lot of the comics, especially the color strips,
show a real joy in rendering and composition; it's hardly a boiler-
plate operation.
BTW, I think I finally put my finger on whose art Kurtz's reminds me
of-
- Al Hirschfeld.
Millikin:
Picking up on T's remark, "Comics has its pure marketers like Jim Davis and the editors of DISNEY ADVENTURES, and its freewheeling anarchists like
Tom Hart and Ted Rall. Scott Kurtz has a foot in both camps,
and it's the tension between his two sides that makes me find
him amusing-- and occasionally, fascinating."
I wasn't sure how to respond to this, so I used my Ouija board to
contact the ghosts of American anarchists Nicola Sacco and
Bartolommeo Vanzetti, both wrongly executed in the electric chair
in the early 20th century. They weren't hard to get a hold of;
perhaps they were already awake, with what's left of their rotting
bodies rolling over in their graves.
Sacco explained that he was troubled by the claim that "one foot
in the anarchist camp" applies to a comic that seems at best
apolitical and at worst a celebration of consumer culture. He said
he wasn't very familiar with the comic, but was interested to see
how a comic with one foot in the anarchist camp (a comic that's
supposedly somewhat similar to the overtly political comics of
artists like Ted Rall or Tom Hart) reacts to important world
events and political and social issues. Sacco explained that he's
not really good with dates -- being dead he sometimes loses
track of time -- but he swears he remembers something more
important to the contemporary anarchist happening around
September 11th, 2001, than what he finds in the PvP comic strip
archive. Maybe there was something involving terrorist attacks,
preparation for war, racial profiling, civil liberties being
threatened ...
Sacco reported that the week of September 11th, 2001, this
comic with one foot in the anarchist camp was concerned about
ways for guys to pick up girls over IRC. The week of September
17th, the comic with one foot in the anarchist camp was
concerned about Little League baseball. The week of September
24th, the comic with one foot in the anarchist camp was
concerned about playing Quake. The week of October 1st, the
comic with one foot in the anarchist camp was concerned about
the super hero video game City of Heroes. I asked Sacco
whether sticking it to the man by making comics about Little
League a month after the Little League World Series was
over might qualify as "one foot in the anarchist camp." He said
that doesn't even qualify as "half-assed in the anarchist camp."
Vanzetti told me that it's not even appropriate to bring up the word
"anarchist" as some sort of poorly-chosen synonym for "rebel"
when discussing a comic that's such a slave to conforming to
the format of contemporary newspaper comic strips that it limits
itself to:
1) The same G-rated humor you'll find in most contemporary
syndicated comics
2) The same comic strip format used by most contemporary
syndicated comics
3) A cartoony style similar to that of most contemporary (you
guessed it) syndicated comics
4) A black and white color palette Monday through Saturday, even
though it's displayed on computer monitors with millions of
colors. Apparently web comics anarchists can only use color on
Sundays? Which is a really bizarre coincidence, odder than
Lincoln having a secretary named Kennedy, because Sunday
just happens to be the same day that newspaper comics are in
color.
Vanzetti said that's not "one foot in the anarchist camp," that's
"won't touch the anarchist camp with a ten-foot pole."
He also pointed out that the indie street cred of "Disney
Adventures" is not to be disrespected -- they regularly publish
swell comics by people like mini-comics legend, serializer
contributor, and metro-Detroiter Matt Feazell. And when Rick
Geary isn't doing documentary comics about Victorian serial
killers, he draws "Society of Horrors" for "Disney Adventures."
When Vanzetti explained that, it kind of made me sad to think that
some artists publishing on the web are afraid to take the same
chances that "Disney Adventures" takes. Then I made a joke
about Vanzetti's big-ass crazy mustache and he stopped talking
to me.
Zabel:
Oh man, Eric, that is a great post!
I don't think it's just Kurtz; I think the vast majority of
webcomickers are apolitical and lightweight.
And it's probably inevitable that any comic in the gamer genre is
going to be a celebration of consumer culture. That's what those
comics are all about, after all-- comedies about a consumer product,
computer games.
I think consumerism is also inherent in the nerdcore phenomenon.
That's what makes nerds so sad and pathetic-- their obsession with
stuff they bought at the store. The original security blanket, the
one Linus dragged around, had a lot more emotional resonance.
William G.:
This is true. Nerds are label-whores on a level that would put Paris
Hilton to shame.
Campbell:
Eric and I come from such different worlds on this one. Much as I try
to be omnivorous, I grew up with the newspaper strips of the 70s and 80s
(comic books were Archie, Richie Rich and Captain Carrot, until
puberty). Looking at a traditionally-formatted strip like PvP, especially one
with clear print ambitions, I tend to look at it from the perspective
of the typical newspaper strip. (Making 39,124 comparisons between print
and online comics for the first draft of the book has probably
reinforced that perspective. Yeah, I'll tone that down.)
And from the perspective of the newspapers, it doesn't take one whole
hell of a lot to be "anarchist"-- soon as you say Jesus is cool with
being gay, you're already liberal going on radical, if Lynn Johnston and
Garry Trudeau are any indication.
"One foot in the anarchist camp" may sound a little strong to most
everyone else, though, so let's try a restatement: Kurtz has many, many
characteristics which are entirely traditional for newspapers and others
which are entirely traditional for nerd humor. PvP seems like it should
be utterly conformist-- but it isn't, quite. There are those few
occasions when he ventures into really strange territory-- "Well, you know,
trolls are actually asexual." "We're talking animal porn here. ANIMAL
PORN." "Okay! Calm down! We're the only ones who know the Savage Dragon
is dead! If we just walk out of here quietly, I don't think we'll be
charged with murder!"
The tension between Kurtz's carefully-crafted entertainment machine and
his outbursts of self-expression, that's what interests me. It's as if
Bugs Bunny were, most of the time, the nice, inoffensive fellow he's
been since 1957-- but every once in a while the 1930s Bugs came roaring
back out.
Tycho and Gabe
Meginnis:
Penny Arcade has in many ways grown more and more similar to its
closest
competitor, PVP, over the years. Its art began as a crude but passable
(and in the
world of webcomics at that time, even somewhat outstanding), but these
days
Michael "Gabe" Krahulik is one of the slickest, most consistent and
most
influential artists on the web, easily Kurtz's equal. Consistency is a
large part of
the secret to PVP's success, and such is the case with PA as well. I
can't
remember a single occasion on which the strip was late. Mondays,
Wednesdays, and
Fridays are Penny Arcade days -- I associate the brand with the days as
strongly as I do my college class schedule. The pair have also recently
gotten into
brush-ups similar to those of Scott Kurtz, boiling down to a sort of
populist
versus experimental argument, with Jerry "Tycho" Holkins going so far
as to
literally call McCloud a charlatan. But, in the broadest sense, Penny
Arcade
shares PVP's inaccurate classification as a strip for gamers. Both are,
as Eric
has pointed out, actually strips about pop geek culture at large with a
gaming
skew.
This is not to say that there aren't a hell of a lot of jokes about
video
games. If you don't game, you probably won't get this strip beyond the
idea that, hey, some people play
video games and suck, and you definitely won't have a clue why this is hilarious.
But, while
video games are still used as a launching pad in this strip, the joke
is something anyone can
get: a terrible revelation, followed by an awkward pause. Or, hey,
there's the
occasional joke about dicks!
Always a
crowd pleaser.
Probably the aspect of the strip least discussed and most undervalued
is
writer Holkins' linguistic prowess. Many have said that the news posts
he writes to
accompany each strip are in fact funnier than the comic itself, and I
would
agree that this is sometimes true. In both the Twisp and Catsby strips and
the grammar-themed
comics with Mr. Period,
the humor is entirely dependent on Holkins' sharp writing. (These are
my
favoritest strips ever.)
The more oft-discussed thing PA has going for it is of course
Krahulik's art.
He tacitly admits it's more or less a direct takeoff from Stephen Silver's work, and it's a good thing, because it's blindingly obvious. He has in
turn
inspired a lot of imitators, some better known than others.
His bold, slick lines, stylized anatomy
and bright colors have a lot
to do with PA's success. He briefly experimented with different
approaches to
his style in 2002 with varying levels of success, but ultimately stuck
with
what he knew. He's since gotten considerably better.
In the end, the artistic impact of Penny Arcade can be seen in two
ways. One,
it is a standard bearer as I've previously described Sluggy Freelance
-- it's
what people think of when they want to talk about a slick, professional
online comic. It's also one of the most commonly emulated comics out
there. If a
site looks a lot like Penny Arcade, there's a good chance its creators
want it
to be a commercial success. To a webcomic artist, a strong Stephen
Silver
influence looks like money. But, more broadly speaking, Penny Arcade is
an example
of a solid online gag strip that probably does more to recruit
potential
webcomic readers than the vast majority of webcomics. Because once you
get so used
to reading a strip online on MWF, you begin to wonder why you couldn't
on the
other four days as well.
Campbell:
Tycho and Gabe are the archetypal gamer cartoonists,
of course. Count me among those who think they got there as much by
talent as by "right place, right time." Most people forget that there
was a gamer genre before them in print, with strips like Knights of
the Dinner Table and What's New With Phil and Dixie dealing with
tabletop games, and PvP representing all types of gaming in its early
stages. After a couple of years of T&G, the genre was about video
games, first and foremost.
The writing deserves considerably more credit for this than the art--
but in the last few years, Gabe's developed his style into a force to
be reckoned with.
Many of their practices-- the complex blog-comics interaction, the
exclusive gaming jokes, the gleeful crudity, the two-member cast whose
couch seems to encapsulate the universe-- would inspire almost slavish
imitation. They've moved away from that last one a bit, but not in
time for all their acolytes to get the memo.
Zabel:
One thing I often notice about Penny Arcade strips is that they seem
to start and end in the middle. There's no beginning, there really
isn't an ending, we're being treated to a slice. This gives the strip
a raw, immediate feel to it that I like very much.
This rather crude early strip is an example of the tendency--
. The
first and second panels places us in a fantasy world, with no hint of
its relevance to Penny Arcade-- we have to scroll down to see Gabe is
fantasizing.
Flash forward to a recent strip and we see the
same rapid-fire delivery. The first panel simply shows Tycho
explaining the one thing he likes about the game "Dead to Rights," and
establishes Gabe in the background of an outdoor scene; no dog is
shown. Then panel 2 explodes with the rabid dog tearing off after
Gabe, and the third panel shows the attack. A more traditional comic
wouldn't show the actual attack, it'd show the aftermath, maybe with
Gabe making some comment. Capping the scene with the attack is lots
more powerful.
Meginnis:
Joe is getting to the heart of a big aspect of what separates Penny
Arcade
from other gag strips here, and I'm glad he brought it up.
It seems to me that the strip, though it does usually confine itself to
a
traditional three panels, thoroughly eschews the traditional "setup,
beat,
punchline" format. More often, there are a few small gags -- or simply
dense,
amusing dialogue -- leading not so much as a punch line that wraps up
the whole
comic as a closing punch like the one Joe cites in the case of the
vicious dog
attack.
This has lead, perhaps not entirely unfairly, to a perception of Penny
Arcade
as a crude, violent comic. It's certain that from the perspective of
punchlines, Holkins depends on obscenity and violence to a degree that
nobody's mother
would be particularly proud of. But the clever jokes are often in what
many
strips essentially use as dead space to build anticipation for the
inevitable
punchline. An interesting tradeoff is being made here.
Essentially, in that we are rarely surprised by the basic tone or
contents of
a Penny Arcade strip, the punchline is predictable. But in its frequent
senselessness, this ending is at least superficially surprising. At the
same time,
since it is unnecessary to create a logical bridge from the setup to
the
punchline, the space that was once the content-lite "beat" is now freed
up for
pretty much whatever the pair wants to do with it. This is where their
best jokes
often take place.
Zabel:
Regarding obscenity and violence, Mike brings up something else I think is distinctive: PA's fierceness.
It isn't the same as the underground comics, of course (compared to
some of Crumb's work, PA looks like a bible tract!) But PA is
addressing a mainstream web audience in a way old-fashioned mainstream
media would never allow. They couldn't have done this series in the
newspapers, or for Marvel Comics-- no way!
This certainly sets them apart from PvP, which has a "family"
atmosphere (Kurtz even tried to market a child-safe version to newspapers.)
Even Sinfest, which is trying to be edgy, doesn't have nearly the
sociopathic glee of Penny Arcade.
Meginnis:
Yeah. Penny Arcade's mainstream success seems to strengthen something
that
I've felt for a while now -- that the so-called "mainstream" as we know
it is
ridiculously removed from what it ostensibly ought to be based on: the
basic
preferences and tolerances of the average person.
The average person doesn't care about the word "fuck." The average
person
doesn't really mind seeing a cartoonish depiction of a vicious dog
attack.
We humans are made of tougher stuff than our popular culture would
suggest!
Zabel:
The dog attack reminds me of Seinfeld a little. In Seinfeld, the
stories can do anything to the characters because they aren't
sympathetic, and by the same token, PA can have a dog ripping into
Gabe because we don't give a shit about him, that's the whole point.
But bringing up Seinfeld reminds me of a major source of PA suckage.
What makes Seinfeld great is that it has this set of distinctive
characters, and the comedy arises from the characters. PA has no
character development-- the two characters are basically the same, and
everyone else who appears in the strip is merely a target.
Now if you could combine PvP's characters with PA's juvenalian
delinquency, you might have something.
Campbell:
I dunno if Gabe's exactly unsympathetic so much as invulnerable. A new
reader might be shocked, but read a couple of weeks and you quickly
catch on that no matter what horrible thing happens to Gabe or Tycho in
one strip, they'll be fine in the next.
Even more remarkable, Gabe will remember nothing of the attack. What
really gets me is how often PA flies in the face of everything I know
about consistent characterization. In one strip Gabe is a sort of
responsible husband and father, in another he's a homicidal maniac who cuts off
Tycho's hand and mocks his pain. As I write this, they've just
completed an arc with Tycho as a doting, protective uncle, and followed it
right up with a "true story from Comic-Con" which presents him as a
chiseling, money-hungry shitheel.
This is "super-deformed characterization"-- aspects of a personality
rising up suddenly to dominate the whole. One reason they can bring this
off is because their style of humor is so loud to begin with-- another
is their minimalist approach to casting. With only two real characters,
it's more important to vary the schtick, and besides, the blog is
always there to remind you who Tycho and Gabe "really" are. More or less.
Hopkins:
The characters Gabe and Tycho are invulnerable because Mike and Jerry
don't 'do' continuity except in very rare cases, and then only in
small doses, such as the Ann-archy strips, the CTS or the occasional
foray into various scenes they've already set up. Afterwards, it's as
though nothing happened.
They're like Wily Coyote. Blow them up, drop them off a cliff, it
doesn't matter. They're not real, they're cartoon characters. They're
there to demonstrate a point from the blog, generally speaking.
They're not there to be developed or cared about. You could read a
strip from anywhere in the archive and find them as two
dimensional as they are today. (This is not meant as a slam. My point
is that they are designed to be two dimensional to a large degree.)
And, to forestall the inevitable rehash, one does not have to read the
blog to 'get' the strips. The blog relates to the strips and vice
versa, but they are capable of existing and being enjoyed
independently.
PA is very much a current events strip, and very much a transient
experience. Everything is about the now, both in the columns and in
the strip. They don't dwell on past events or old flame wars, for the
most part. This is, to me at least, very much in keeping with their
mission. They're not building up epic literature, they're doing
columns and comics about games and gamers.
Btw, I am not a major game player. (I think this line or some variant
is required to be stated by everyone who ever reviews PA. There's
probably some contract somewhere, or maybe a little guy in Italian
silk and a cigar tells you "Youze gots ta say dis.") However, I am
easily able to enjoy the comics and the references 95% of the time.
The remaining 5% I gather from context. PA is not just for gamers.
Scott McCloud
William G.:
Well before McCloud became a presence on the web, he had established
himself as an important figure in the world of comics with his book
Understanding Comics-- required reading for anyone
serious about the strange medium called comics.
Understanding Comics was written at the height of the comics
speculator boom and the optimism at the time, that comics were just a
few steps from becoming a cultural force along with TV and movies,
fills the book. His closing suggests the idea that comics was a wide
open medium, that it could be about anything, made by anyone, and
accessible to everybody. It was a promise that seemed to vanish along
with
the comic market shortly after the book's publication.
This idea, in a way, became the main theme of his follow up book,
"Reinventing Comics". Written during the
dark years of the post comic market implosion, "Reinventing Comics"
didn't waste time by trying to assign blame for the failure of comics.
Instead McCloud focused on ways to salvage a medium that, at the time,
did look like it was about to vanish from the face of the Earth.
For
our purposes, it's the second part of the book that matters the most.
In it he discusses the online revolution and how the internet was
looking like the place where the great dream of comics being about
anything, made by anyone, and accessible to everybody could come true.
That the internet was the comic shelf big enough to hold everyone's
dreams.
Not being content to simply sit back and tell people, "Go web, young
artist. Go web.", McCloud put his money where his mouth was and used
his personal website as a place to explore
all of the possibilities he imagined for using the web as a method of
comics distribution, as well as being a place for experimentation. For
example, using infinite canvas as a story-telling aide, having the
audience participate in the creation of the comic, and using
emerging technology to help ease those browser navigation blues.
At times McCloud has been on the receiving end of ridicule by webcomic
conservatives for putting his optimism first, it's his seemingly
unquenchable belief that webcomics are about anything, can made by
anyone, and can be accessible to everybody has made him the medium's
greatest cheerleader. Regardless of where you stand on some of
his ideas, you have to respect the man, because he gives you his
respect. He sees what we all do as important.
Zabel:
I don't think it's necessarily disrespectful to criticize McCloud.
And while Reinventing Comics is a thought-provoking and no doubt
influential book, I can understand why many webcomickers were
disappointed by it.
McCloud discusses dozens of print cartoonists in the book. But he
only briefly mentions the work of seven webcartoonists-- Charley
Parker, Don Simpson, Tristan Farnon, Mark Martin, Ed Stastny, Cat
Garza, and Mark Badger (for some frickin' Dark Horse Comics online
crap!) Furthermore, Simpson, Martin, and Badger are primarily known
for their print comics. And lo, my children, McCloud's book even
mentions a Star Wars adaptation as one of the notable webcomics on its
roster! The shame. The shame!!
The book came out in 2000, and considering the lead time for
publication chores, the contents may have been completed a year or
more beforehand. But Kevin and Kell was being published in 1995, and
both PvP and Penny Arcade were around in 1998. I'm puzzled by how
McCloud could have been aware of Ed Stastny, but never heard of any of
these comics. Maybe the book just came out a little too early or a
little too late, but it gives the impression of being quite out of
touch. Obviously it also suffers for being a printed book, that
ever-more-irrelevant dinosaur of another era.
McCloud's perspective seems to be distorted by his background in the
print comics from which he hails. He thinks of comics primarily as
comic books and graphic novels. And this bias no doubt influenced the
ideas he championed in the book, and in his online comics series I
Can't Stop Thinking.
Take for instance his notion of the infinite canvas. Whatever one
thinks of the idea in abstract, in practice it's primarily an idea for
creating comic books and graphic novels in an online context. That is
to say, it requires length and depth. But PvP, Penny Arcade, and most
other successful online comics have no need for an infinite canvas,
because the individual comics are only three or four panels long.
Furthermore, it would be very difficult for an infinite canvas comic
to become popular, because the artist probably needs a week or more to
create each "canvas," which is too slow an update schedule for most
webcomics readers.
Or consider the other idea he's most known for, micropayments. What
micropayments represent is another attempt by McCloud to reinvent the
internet as a medium for comic books and graphic novels. In other
words, when you go into a comics shop, you pay for the comics you take
home and read; well, McCloud obviously hoped to transplant that same
market economy to the internet.
Now don't get me wrong, I'm sympathetic with McCloud's point of view.
I too want to eck out a nitch for graphic novels on the internet, and
I too want to see artists paid directly for their work. But it's worth asking,
has McCloud's ambitions for the comic book form blinded him to what
webcomics actually are? Could it be that he just doesn't get it?
William G.:
I think you have a fair criticism of the book there, Joe. But the
webcomics world as we know it today was still this vague concept at
the time, and PvP and Penny Arcade were not the opinion-makers they
are today. Both of his "important" books are definitely creatures of
their time, and I think he, like so many others, got caught up in
dotcom fever.
But the thing is, nothing he suggested was actually wrong. In
effect, all he did was say, "These things are possible to anyone who
has the drive, skills, and determination to do it." And he's
absolutely right, all methods are feasible on the internet. It's
just that the average web-user is like water in the respect that
they take the path of least effort. And having your four panel gags
right in front of you caters to that, whereas five minutes of
scrolling, no matter how nice "Delta Thrives" looked, does not.
But yeah, he did discuss print artists a lot, but it was simply
because there was almost no one on the web worth talking about at
the time. He "didn't get it" simply because there
wasn't an "it" at the time.
As for micropayments and other the financial ideas he put forth, they really
seemed geared towards motivating the professionals at the
time to jump to the web. The book, after all, was about saving the
medium of comics.
Think about it: If you're Joe Q Freelancer, and you're feeding
your family by drawing "Generic-Man!" the idea of sending your stuff
out there for an audience that expects it for free is, quite
frankly, idiotic. And that's right, it is idiotic to give up a
steady job in the hopes you can sell enough secondary merchandise to
keep dinner on the table. That's why few pros
have bothered with the web, even though its readers have become more
willing to spend than before.
The reason comics like Penny Arcade, PvP and so forth managed to
thrive in this sort of environment is that they are essentially fan
works. And a fan's main motivation is to let everyone know exactly
what they think of the material they're obsessed with. I've dealt
with fan groups since the mid 80s, and let me tell you, they think
nothing about putting their words and art out there for free. Some of them just want to earn a prime spot in the nerd
pecking order, but many others feel
that getting their message out is more important than anything else.
In a way, they're a lot closer to pure artists than most would like
to admit.
Having these works that would have been given away for free anyway,
on a delivery method geared towards transmitting free information was
simply a match made in heaven.
Campbell:
For me, Scott McCloud is comics' foremost "pure researcher," and the
mistake most people make is over-identifying him with infinite canvas and
micropayment-based comics. Eisner was over-identified for a time with
the concept of the "graphic novel." Both of them deserve credit for
those ideas, but both of them have plenty of others.
I think even McCloud himself makes the mistake of spending a lot of time
and energy defending his ideas when, really, the market will prove
their value. I'm gratified to see him working on new material now that
has little to do with them, at least directly.
Virtually every comic of McCloud's is some form of experiment, some
actualization of his ideas: "What if we did it like this?" What McCloud
has which a lot of his fellow experimenters do not is actual storytelling
chops. I'd urge everyone to read his "Whose Mind Is It Anyway?" for an
example of the raw power he can bring to the process. It's not his
ability to follow experiments that makes his comics work. It's his ability
to put heartfelt content into exotic forms that makes those experiments
succeed, more often than not.
William G.:
I pretty much agree with what you said T.
Personally, I think it's a shame that a few of the methods he used
didn't really catch on. A lot of artists see their fanbase as a form
of community, for better or worse. I'd figure that something
like the "Choose Your Own Carl", where the audience is basically
writing it, would be perfect for that sort of thing.
 Another great method never picked up on was the Morning Improv...
Though I guess it could be argued that daily gag strips are all
improvs of some sort...
Now, I gotta admit that a number of those strips don't seem all that
improved to me, but there were some damned fine comics in the
series. My personal favorite was "Meadow of the Damned" where a
group of people don't find eternal damnation to be all it was
claimed to be. But they were all great artistic exercises. McCloud
did his best to produce comics outside of his normal "Zot" artstyle.
which is very important for comic creators to do because it
exercises the art muscles.
Those muscles turn to jelly very quickly when creators rest on their
laurels, or find their niche and refuse to budge from it. And even
the most creative folks start producing stagnant, uninteresting
work when that happens. I thought a Morning Improv method would be
something all serious creators would have picked up on in order to
keep the skills sharp... or at least to improve them.
But, it seems that the man himself over-shadowed his work... which,
oddly enough, seems to be the case with a lot of webcomic creators.
Must the the web's exhibitionism taking over.
Burns:
The other thing to consider about Scott McCloud is the
role of the iconoclast in the development of art. In a lot of ways,
McCloud took up the role of Artistic Academic (a role traditionally
held by Will Eisner and Joe Kubert) with his first book's
publication. This placed him in a unique position when he wrote
Reinventing Comics -- he had solid credentials not only as a print
comic creator but as an iconoclastic thinker in comics. He had
significant academic street cred.
Yes, he didn't really go into the role of existing webcomics (with a
few exceptions, like Cat Garza) in Reinventing Webcomics, but to me
that was because he wasn't really talking about the actualization of
webcomics. He was discussing their potential. The infinite canvas as
a theoretical point strongly highlights the difference between the
electronic medium and paper. It's natural his examples would focus on
those creators pushing their limits, rather than the creators who
were using the new medium to present traditional concepts like the
four panel strip.
Likewise, a lot's been made of McCloud's championing of the
micropayments model -- a model which has seen limited success at
best. However, by focusing on McCloud's conclusion, people forget the
nuclear bomb McCloud set off in the minds of the print community and
the emerging online community when it comes to the *theory* involved:
McCloud's theories heavily involved the role of the middlemen --
publishers, distributors and retailers -- between artists and
audience. And he emphasized, in ways pretty much anyone can
understand, how the online world could reduce that to two steps for
all intents and purposes. Artist to audience, period. Yes, Space
Moose, Kevin and Kell and Sluggy Freelance were actually doing it,
but I submit that Reinventing Comics was a necessary step for
illustration and cartooning in general to understand the
possibilities of it.
These days, fewer and fewer webcartoonists are even pursuing
syndication or mainstream publication. It seems like too much work
for too little reward to them. (There are *always* exceptions to
that, of course -- the syndicates and the publishers aren't dead.)
People seem to feel that they can produce their comics, get their
audience, and get some remuneration through a number of models.
(Hell, I never thought I'd be selling tee shirts, but I'll admit the
extra money's come in handy.) As a result, the power of the middlemen
honestly is diminishing. United Press Syndicate, DC/Vertigo and
Fantagraphics are all seen as great gigs if you can get them, but
hardly the end of the world if you can't. And so, there's no pressing
reason to slant your artistic development into something one of those
would be willing to publish.
That's the legacy of Scott McCloud in webcomics, for my money.
William G.:
Heh, I'm shocked Diamond still carries the book.
Artistically speaking, for me, one of McCloud's more important aspects
is how he doesn't write for only himself. Telling a story, be it
trivial or meaningful, seems to be his goal whenever he puts stylus
to cintiq. Reading his blog over the years, one does realize that he's
as big of a geek as the rest of us, (try and find some posts about new
tech toys) but he doesn't limit his work because of it.
There are obvious benefits to pandering to a niche, but his subject
matter has varied as widely as political commentary to off the
wall buffoonery.
This is probably due to his years in the print industry, where NOT
trying to grab as many different types of readers as possible was once
seen as financial suicide. Now if this unwillingness to keep a tight
audience focus is part of him "not getting" the world of webcomics, as
suggested above, then I hope he never does.
He's a better writer for it.
Zabel:
Thanks, Bill! And thanks to all the participants, and to the readers who've made it this far!
Next issue, we'll publish Part Two of this discussion, focusing on Tristan Farnon (Leisure Town), Cat Garza (Magic Inkwell), Justine Shaw (Nowhere Girl), James Kochalka (American Elf), Tracey White (Traced), Jim Zubkavich (Makeshift Miracle), Roger Langridge (Fred The Clown), along with a few surprises. Join us then!
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