|
082200: PROFILE INTERVIEW:
Scott McCloud
By Albert Boime and David Dodd.
1 -
2 -
3 -
4 -
5 -
6
MCCLOUD MOVES ONLINE
David Dodd: You’re going back and doing ZOT! online.
Scott McCloud: The first one goes up tomorrow on Comic Book
Resources, Friday, July 7. So by the time anyone reads
this it’ll already be up. It’s a weekly feature at
Comic Book Resources, that’s going to run for 12 weeks
altogether, it’ll be a full-fledged graphic story, on
the web. I’m having a lot of fun doing it. It’s
terrific. I finished it, and it goes up within the
week. It’s astounding to see something which a month
ago, Jonah Weiland up at CBR and I were just talking
about. Now here, a month later, it’s real, it’s going
up tomorrow. And it’s this real, fully fleshed out
story that’s taking life on the web. It’s wonderful. I
mean, I’m going to have completed this story by the
time most people would have just been through the
first round of contract negotiations. I like that.
When I’m ready to write and draw a story, I want to
write and draw the story. I don’t want to wait until
the thing is withered on the vine because of all the
technicalities of getting it to come to life.
DD: There’s a way in which ZOT! seems very much a
product of its time: the teenage protagonist, a very
fifties and sixties futuristic environment. You talk
about nostalgia being an enemy of creativity, but it’s
a very nostalgic sort of book.
SM: I know, it puts me in a very ironic position to be
doing ZOT!, because ZOT! has a lot of nostalgia too.
But it’s sort of nostalgia under a microscope. I’m
always trying to analyze nostalgia in that series, and
figure out what it is, that longing for a time gone
by. I try to turn it on its head and approach it as a
lost world that doesn’t have to be lost. The idea that
these lost futures, all through the century these
grand visions for the future, don’t have to be lost to
obscurity. Every one of them could still happen. We
could still create gleaming, efficient, clean cities.
We can still create giant airships gliding through the
skies and walkways between buildings and all those
wonderful things. Videophones, hell, we know that
one’s coming. So these are not necessarily lost
futures. But in ZOT! I try to reclaim them all as a
sort of collective chorus of hopes for the future at a
time when I was thinking a lot about things like
nuclear war. Let’s not forget that ZOT! debuted in
1984, which was a very auspicious year back then. We
had been sort of dreading 1984, because it felt like a
bullet with our name on it after George Orwell’s
novel. In retrospect we just think of Reagan and
Macintosh computers and Michael Jackson or whatever;
it’s ancient history. But when the year was still on
its way, it sort of cast a pall over everything.
Reagan was president, there was a sense that there
might be a nuclear war or something. Still could be.
The fact that people feel more secure is just an
illusion. So I thought it would be fun to create a
swansong for all those futures that we never really
had, because I felt like they were still worth
fighting for. So it’s still future oriented, despite
the nostalgic tinge to the series. Everything I’ve
ever done has all been about the future. Except for
DESTROY. That’s another story.
DD: That’s a big change, the problematics of nostalgia
and futurism were to the fore in the ‘80’s in a way
that they’re not now. Both the future and the past
seem much less problematic than they did in 1984.
SM: The future made a comeback. Sometime in the ‘90’s,
the future came back! You know, we had pretty much
given up on the future. Nobody was thinking about the
future in 1984.
Albert Boime: “Back to the Future”.
SM: Exactly, that’s why it was called that. That sense
that if you want to think about the future, you have
to go back to the fifties to do it. That’s no longer
true. Somewhere in the ‘90’s, people realized that
technology was very much with us, that it had an
enormous hand in our lives, and that, for the moment
at least, it was pretty benign.
DD: So in the face of that, what’s it like coming back
to ZOT!?
SM: Well now’s my chance to really capture that
essence of a bright, hopeful future, contrasted
against the real world, which isn’t always quite so
bright...
AB: So it’s kind of autobiographical in that sense,
since you have those same ideals.
SM: Yeah, but I never lost them, actually. (laughs)
AB: But you ran up against the reality principle in
the process.
SM: To a degree, but I seem to be one of those
genetically constituted optimists that they talk
about. I’m always thinking about the solution, the
positive course, whatever. I don’t know if it’s any
more autobiographical than it was. But to be honest,
my primary purpose with ZOT! is to prove to myself,
and everyone else along the way, that you can just
tell a really great story online. It’s something that
I haven’t attempted yet, I’ve tried various formally
constructed stories–all my stories on my website so
far have a very strong formal component to them,
they’re about using the medium in a particular way.
The closest I came to pure storytelling was this
thing, “My Obsession with Chess,” which was an
autobiographical piece. But ZOT! is a full out story,
and I’m trying to unpack my narrative toolbox and try
to build something that’s compelling, mesmerizing,
exciting, moving and to do it all online to prove that
we don’t need paper to tell a good story. I’m becoming
a storyteller again, for a while anyway.
DD: So in a sense it’s like the Stephen King
downloading episode.
SM: King charged too much! I want that on the record.
That thing cost too much! He’s cutting out an army of
middlemen and he’s still going to make the same amount
per word from the consumer. That’s not right! He
should be charging fifty cents for that thing. It’s
not his fault, there’s not a model in place to do
that. It bugs me. I didn’t buy, I’m not following that
stuff myself, but . . .
DD: But Stephen King’s the point at which authors say,
“Oh, we can look at the web,” and with ZOT!, here’s
someone who’s developed their career with the paper
model turning to the web to see what’s possible.
SM: Yeah, we have a lot of very hard work to do in
figuring out what our toolbox is, what new
opportunities exist for composition, for color, for
the reading experience we have, what new design models
we can follow. All geared towards the purpose of
telling a good story. That’s not comics’ only purpose,
but that’s certainly one of its primary ones. And I
haven’t really been doing that yet. That’s one of the
challenges that I’ve put on a back burner while I’ve
been telling everybody that you can make comics on a
big rotating spiral, or have panels within panels, or
have them turning at right angles or whatever. That’s
all well and good, but let’s see an example of
something. And because the web right now is still
pretty primitive, because we don’t have too much
bandwidth, because HTML is still pretty limited, I’m
keeping it fairly conservative. These things are
fairly narrow scrolls, all you need is your down
button on your keyboard to read them. But even so,
already I can see that there are going to be a lot of
new challenges composing stories. One of the first
ones is that all my panels are connected with a line
between them. So you can have the reader move left to
right, right to left, up to down, down to up, it
doesn’t matter. As long as they’re connected, they’ll
always know where to read next. And that works really
well online. That’s how I do all my online comics now,
every panel is connected to the previous panel and to
the next panel, so you always know where to go next.
Having done that, I discovered things like, if I want
to extend the pause between panels, I can put them
literally further apart. That’s not really practical
on the page because you’re wasting paper! But who
cares about wasting a few pixels of your screen space.
If there’s not an image there, it doesn’t take any
longer to download.
DD: Similar to what people do on Usenet newsgroups,
where they write “spoiler warning”. . .
SM: And there’s that space. Exactly.
DD: So you can actually delay when somebody sees
something.
SM: Right, you can control the pacing. And again, you
can break up the narrative based on the needs of the
narrative, instead of based on where this arbitrary
technology of print happens to slam down that
guillotine of the end of the page.
DD: Are you trying to take bandwidth considerations
into account at this point?
SM: Very much so. And that’s fun too, because that’s
sort of a visual haiku. Can I make a compelling image
that breaks down into only 8 or 16 colors? I handpick
the colors for the gif’s, so I’m actually indexing
these very specific colors in order to insure that
when they’re converted they still look the same, they
maintain their integrity, but the file sizes are very
small so they download fast. You can have something a
foot wide and a foot tall that’s only 6K if you choose
those colors very carefully. And a limited color
palette can be very interesting. I have a night scene
which is all different shades of blue and the whole
thing is just 8 colors total, but the whole thing is
still very smooth and has a nice atmosphere to it.
Because that limited palette can have an emotional
effect, and if you know how to use the emotional
effect, it’s actually an opportunity rather than a
limitation.
DD: So at this stage of online comics, four-color
comics are actually sensible.
SM: Yeah, isn’t that funny? I think that’s just
hysterical that here we are choosing from that limited
color set. The difference between us and the old
four-color separations of course is that with this we
choose the colors. And we can choose whatever colors
we want. You can choose the most subtle tones in the
world and still have just 4 or 8 colors, you just
decide what those colors are. Back in the old days if
you wanted to do something that’s three colors, “well,
here’s the six colors you have to choose from.” You
have the whole spectrum to choose from now. It’s just
the more colors you choose, the bigger your file size
is going to be.
DD: That’s interesting, because that’s a real weakness
I’ve been seeing with any kind of visual thing on the
net. People get so excited about “I can show them
exactly what I want them to see,” and not thinking
that mostly what they’re mostly going to be seeing is
a progress bar or a little icon flashing as images are
downloading.
SM: Well, my relationship with bandwidth is kind of
tricky. Some people have criticized my comics for
taking a long time to download. I think that that’s
frequently unfair, because I actually keep the
individual file sizes very, very small. Sometimes
unbelievably small sizes of file per panel. But what I
do is I load them all at once. So yes it may take a
couple of minutes to download a story, but when you
come back with your cup of coffee, you’ve got an
80-panel story that you can read in its entirety. I
think that’s preferable to the “read and wait, read
and wait, read and wait . . .” of the screen-by-screen
approach. Besides which, I like the compositional
opportunities of having all my panels on the same
screen. That does mean scrolling, which a lot of
people hate, and they should, because scrolling is a
pain in the ass right now. But it’s not always going
to be. Right now, that image on the screen refreshes
like every five pixels, meaning that what people see
is this really herky-jerky, “bup-bup-bup-bup-bup”
jackhammer effect that makes your eyes hurt. But
that’s just because it takes more computing power to
move smoothly through a window. We’re easily going to
be there soon, that’s not going to be a big
technological hurdle, that’s just a temporary one. To
me that’s a worthwhile trade-off when there’s all
these compositional possibilities in creating these
big long scrolls.
DD: So who are your most impressive peers in creating
online comics?
SM: Well a couple have been around longer than I have.
Guys like Charley Parker, who does ARGON ZARK or Mark
Badger. My favorites right now though are Cayetano
Garza, in Austin, who creates a site called MAGIC
INKWELL (magicinkwell.com). He’s been a real pioneer
in color and composition. He does these wonderful,
slightly nostalgic sort of characters who feel like
they’ve stepped out of an old Fleischer cartoon (the
name of the site itself is a reference to Fleischer).
He’s a real poet of cyberspace. He’s been around for
three years now I think, maybe more. My other favorite
right now is an artist named Patrick Farley, up in the
Bay area, who does a site called ELECTRIC SHEEP
(e-sheep.com). He works in an anthology format, where
he’ll do full-fledged stories, some running to a
hundred panels or more, each story is different. He’s
a very gifted writer and an extremely versatile
artist. Some of his stories are absolutely marvelous.
These and other links are actually on my links page at
my site (scottmccloud.com). You can go straight to a
top 10 list.
DD: How about favorite print cartoonists?
SM: These days I like Chris Ware, Jim Woodring, Craig
Thompson, Jason Lutes, Tom Hart (a lot), Leila Corman,
Megan Kelso, David Cho, Carla Speed McNeil, I think
FINDER is a real neglected masterpiece out there.
There’s so many, but of course I’m drawing a blank
because they’re just so varied, so many different
sorts of work.
AB: Is Spiegelman ever going to go on the web?
SM: Eventually. I talked to Art about it at San Diego.
He’s of two minds, and they’re the same two minds that
he’s been of on many subjects throughout his career.
One half of him is the formalist, who’s very intrigued
by the possibilities of moving into this new medium,
and the other is the iconoclast who’s very wary of
hype, and worries about the sort of bone-headed
corporate hucksterism that goes into a lot of what
goes on the web. I think eventually he’ll be persuaded
when there’s real substance there. I hope that he’ll
give it a shot, because I think that he’d be an
enormously important talent to begin to work in that
medium. But it remains to be seen. He does have a
fondness for comics’ outlaw, pop-culture status
though. So Spiegelman’s one to watch, he’ll be very
interesting to see where he goes. Next Page
1 -
2 -
3 -
4 -
5 -
6

ScottMcCloud.com
- The official homepage of Scott McCloud.
Discuss
this article at the PopImage
Forum.

Look for
other interviews by clicking the "archives" button on the navbar.
|