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082200: PROFILE INTERVIEW:
Scott McCloud
By Albert Boime and David Dodd.
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THE FORM OF ONLINE COMICS
David Dodd: When I first read about your book coming out I was
a little disheartened to hear that you were spending a
lot of pages on on-line comics, since comics are in
essence writing and drawing, and a lot of the computer
world seems most interested in the promise of bringing
together as many media as possible. But when I read it
I was really impressed that you knew about this other
model of information display that was much more
powerful for comics than hypertext.
Scott McCloud: And that didn’t rely on animating and adding voice
actors to everything.
DD: Well, that would take things away. But you talk
about this broader range of two-dimensional displays,
matrices of panels. It sounds like what you’re seeing
as the future for on-line comics is new levels of
design on that level.
SM: Yeah, you have an unlimited space to work in now.
And in fact in three dimensions if you want them. I
see comics as a temporal map, and to me there’s plenty
of exciting design challenges once you blow yourself
out of the page. Once you break out of that page, that
little 6x9 rectangle, and you have the x, y and z axis
from here to eternity, you can create some enormously
impressive spatial constructs. If you look at just an
average graphic novel, let’s say a 200 page long
collection, maybe one of the smaller Cerebus books,
200 pages, 6 inches wide per page, would be about 1200
inches. That’s a really interesting thing. If you
imagine that as a mural, that’s a very interesting
construction. Now if you uncouple the panels from
their page, and lay them out in a string, you have
more like about 3600 inches, if each tier is going one
after the other, that’s a hundred yards. We’re coming
out with those every day. Well, not every day, but
every week brings us another body of comics work of
that length. So people are continually creating things
which from a spatial point of view are huge,
wonderful, huge spatial constructions, that have been
chopped up. It’s as if you make the world’s longest
sandwich and chop it up, put it into little boxes...
Albert Boime: But then what happens to the book, when you lose
the sense of the book, is that a loss, not having a
book that you read page to page until you come to some
kind of closure?
SM: You'll still have the closure, you'll still have
the end. You'll still have a sense of the subdivision
of the parts. There's nothing to stop you from taking
that narrative and breaking it into subsections that
are relevant to the narrative. Right now, we break up
the narrative every two pages regardless of what's
going on. Whether it's a microscopic scene with a
gunshot, or it's a long 300-panel, Lawrence of Arabia
standing in the desert waiting for the horse to come,
regardless of that you have that same bang, bang, bang
disco beat of the page, which has nothing to do with
the story. You come to the end of the page, you turn
the page, that pause, it has a narrative effect. And
it's irrelevant to the story that you want to tell. If
you want to break up the narrative, for narrative
reasons, then you should be able to break it up based
on the needs of that narrative, at the end of a scene,
or at the end of a particular narrative mood. If you
want to break your story into five parts then those
parts shouldn't necessarily be the same length. You
may want part one to last for 150 panels and part two
to last for 30. Why should you be restricted to this
technologically mandated rhythm of the page?
But underneath all this is the question of "Don't we
want to hold it in our hands?" Is there something
important about holding it in our hands? Ultimately, I
don't think there is. We can be moved to tears by a
great piece of music, we can't hold that in our hands.
We can have an enormous emotional relationship with a
motion picture, we don't hold that in our hands. We
can buy a video, we can have it in our home . . .
AB: But the comic book draws its power mainly from its
analogy with reading a regular book . . .
SM: Well I don't think books are tethered to print
either. I think that 99.9% of what's so tremendously
involving about the written word or comics, is the
ideas, the images, the art, the philosophy, the
poetry, the prose, the science, all of these things
that those media have brought to us. And we have come
over our lifetimes to associate those experiences with
having something in our hand. Now if instead of print
we had been holding little pieces of metal, or little
round crystal balls, and getting those same
experiences, then it would be the metal or the crystal
ball that we'd be lamenting the loss of now. But they
were never the point. There are kids growing up now
who are going to romance the feel of a mouse, or a
trackball or a touch screen. Those things will be
fetishized too. But when kids are romancing the idea
of the touching of a screen or the moving of a cursor,
that doesn't mean that it will be elevated in
importance. It will be just as irrelevant. It's always
going to be the ideas and images.
AB: Part of it is the experience of isolation, of
privacy, you'll be able to do that in any
circumstance, but the notion of "curling up with a
good book," is a psychological context that makes
reading valuable.
SM: There's two components to that, there's the
intimacy of reading itself, the solitary enjoyment,
and as you said yourself, that's not necessarily going
to go away. I think we'll still have that intimacy,
it's something that people experience in a solitary
context. As far as curling up with it in bed, or in
the bathroom, which is probably more likely, that's
really just a matter of portability. And we all know
that we're heading for a world in which that level of
portability is going to be much more common. We're
just not there yet. You've always got to remember when
you're comparing print to digital media, that you're
comparing a technology that's 500 years old that
hasn't really evolved much in the basic core
technology. The way we create print has changed a lot
over the course of time, but the actual experience of
opening those pages and reading them is pretty much
the same as it was in Guttenburg's time. You're
comparing that technology to a technology that's
evolving practically by the moment. And things like
portability or the clarity of the image are changing
at a blinding pace.
When I spoke down at IBM I got to see the Renken
display which they've had in the works for a couple of
years that's just now hitting the market, that's about
200 DPI. That's roughly 3 times the resolution of a 72
DPI traditional monitor. You would think that that
would make it clearer. But when you see it you realize
it makes it just unbelievably clearer. It's an
enormous difference. You can view a map of the New
Jersey turnpike and see every single label in sharp
hi-res, small enough to fit 10 of them on your
fingernail. It's clear as day. I think most people in
hardware can tell you, "Yes, you will have this." You
won't have it next week, unless you're rich, you won't
have it in two years unless you're moderately rich,
but four or five years, yes we'll all have these
things. It's just the way computing goes. People ask
me, do you really think Moore's Law is going to keep
on this relentless pace forever, and of course I don't
know, but with all the things that are in the works
now, I feel confident it's going to carry us at least
another ten years. And we can get a lot done in ten
years.
DD: Right now, every form of expression is tied to a
particular form of display, which could potentially be
made irrelevant by computers, since everything in
computers is ultimately in the simplest possible code,
of on/off. Do you think that given this future of
total freedom of modes of display, that comics, as a
particular mode of displaying information, have
strengths that they are going to reveal on computers,
which maybe they haven't yet shown in their print
form?
SM: Absolutely. I think what we're seeing now is, that
when people talk about convergence, they're talking
about various artforms like the motion picture and
sound, and comics and the written word are all
converging on a single technology. But what is
happening is that as these media are escaping from
that technology that gave them birth, we're going to
also see them separate on conceptual grounds. We're no
longer depending on the technology to tell us what
they are. There was a time when motion pictures were
entirely defined by this machine that sat on a stand
and runs plastic strips with sprocket holes behind a
lens and that's what movies were! Well when we lost
the machine, everyone still knew we had the artform.
The artform had to be redefined as the moving image.
But it was still different from television, which was
also the art of the moving image, because television
still had a dedicated machine. Now if we lose that
dedicated machine, and the motion picture camera, and
suddenly it’s all zeroes and ones, people will begin
to realize that it was all the art of the moving image
and the only difference was that one machine favored a
different format, a particular length, a particular
sort of content. But the medium was the single idea of
the moving image. And in comics that’s what’s going to
happen, as it’s liberated from the technology that
gave it birth, the only technology that could really
carry comics from one end of the globe to the other,
but that the basic idea of it, of placing one image
after another, creating that kind of temporal map, is
going to become the new DNA of that artform. And we’re
going to have to look past the page to figure out not
only what was this artform all about, but what can
this artform do that it was never able to do before.
DD: Have you thought at all about genre or what sort
of aesthetic will communicate best in this new
situation?
SM: It’s a hard question for me to answer, because my
orientation is to never discount any possibility for
comics. So essentially, the inverse of the question
is, is there any genre, any type of subject matter,
which comics can’t successfully portray? Or are doomed
to always do a bad job at. It’s very hard for me to
come up with any, because that’s just not the way my
brain works. All I can do is try to come up with ways
of doing it. I can say that maybe comics aren’t that
good for displaying lengthy mathematical equations,
that’s about all I’ve come up with so far. But any
form of storytelling, something like MY DINNER WITH
ANDRE, just a conversation over lunch, it should be
possible to portray that in comics in an engaging way.
Now you’ll fall flat on your face if you try to
appropriate the tools of the superhero idiom to do it,
that sort of hyper close-ups, dynamic points of view,
extreme foreshortening, always asserting the physical
relationship in space of the two characters. But it’s
possible to do a comic that just a thousand pages of
two people talking, and do it successfully, if you
think in terms of what storytelling tools that idiom
has.
AB: How about overt politics? Remember that series,
MAO FOR BEGINNERS, MARX FOR BEGINNERS, . . .
SM: In fact, Larry Gonick’s later work harkens back to
the “Beginners” series. I think he was influenced by
that. It’s actually moving slightly away from comics,
it tends to favor, as it goes on, more of an
illustrated prose, but very cartoony illustrated
prose, with handwritten lettering and such. But’s
that’s an example of non-fiction which is growing out
of the needs of non-fiction. In other words, an idiom
which is learning its strengths gradually, and which
is not just borrowing from some other popular form of
comics and trying to shoehorn this new purpose in. If
you look at romance comics in America, I think even
the best of them, say the Simon and Kirby romance
comics, were really very influenced by a male,
dynamic, action-oriented sort of storytelling style.
It didn’t always bring out the subject matter as well
as it might. I often compare those to Japanese romance
comics, which I think show a more profound
understanding of what the requirements of a romance
comic are. If you’re dealing with a romance comic
you’re dealing with emotional relationships, you’re
dealing with internal conflicts. If you’re dealing
with internal conflicts you don’t have to keep
reasserting where everybody is on the chessboard. You
can have collages, you can have faces which are
suspended nowhere in particular. What’s going on is
going on inside the minds of the characters. You can
have the thoughts of the characters represented
visually in collage fashion. These are solutions to
the unique problems of a given idiom. So to go back to
the original question, I think the answer is, if comic
superheroes are being trumped by that sort of
first-person power fantasy in other media, especially
games, which are getting better at it every day, then
that does beg the question, if comics are not going to
win in that arena, what can comics do? And the answer
from my point of view is, everything else. Let’s get
started on doing everything else!
DD: To keep pushing in this direction, one of the
things that’s interesting about comics is the way they
combine art, which for a 20th century viewer is a
contemplative experience, with reading, where you just
go through it. As you point out in RC, there are
possibilities of things like embedding images inside
of images, so that on one level you have a very
unidirectional narrative, but then the art really
pushes the desire to reread it. The fetish of the
comic book doesn’t result only from an obsession with
objects, but from the actual rewards of rereading.
SM: That’s true, although the rereading aspect of the
printed comic is a matter of access. There’s the fact
that you can still go get it to read it again and
again. That model can be duplicated online. As
ephemeral as they are, online comics can still afford
rereading. In fact once we’re able to pay for content
online, I imagine that there will be two price tiers,
one for one-time access and one for unlimited access
or downloading. So I don’t think that’s necessarily
going to go away.
But to get back to your main point, it’s sort of
melody and harmony, isn’t it? It’s the idea of being
able to go through a story, but to have those other
layers of resonance or meaning beneath any given point
in the narrative. I often bring up the idea of a lake,
the idea that good narrative you can sail from one end
to the other and not feel that you’ve missed anything,
but, if you want, you can always dive under the
surface, and discover what’s down there too, and
there’s a whole other world that’s part of the
narrative too. You can choose how much you want to go
under the surface. In digital comics it’s possible to
take that more literally, and to allow for things like
panels embedded in other panels or panels in which you
peel back and see things behind it. The possibilities
are just endless.
AB: Peeling the panels of a flip book...
SM: I used to make those when I was a kid, you know? I
always loved those. Get a stack of 3X5’s and just go.
In fact, one of those I may just scan in as an
animated gif on my site, just so people can see it. I
think they’d dig it.
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