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    The Next Literary Form & the Discipline of Simple

    The New York Times (registration required) has an excellent parlor on graphic novels, titled Not Funnies by Charles McGrath, including an overview on their history, their current place in the market, and some of the creators that are producing the work. It is no surprise whose work is examined here: Ware, Spiegleman, Seth, Sacco, etc. The best part of the parlor for me was the defining characteristics of a graphic novelist:

    For those who do stick with it, the career of the graphic novelist can seem less a choice than a compulsion. The process of becoming one goes something like this: First there’s a conversion moment, which happens at a remarkably young age, usually when the artist is still in grammar school. To put it simply, he falls in love with a comic strip – fairly often it’s “Peanuts” – and then with comics in general. Soon he’s copying them, and then he’s generating his own. In high school, where this artist, a nerd, most likely, and an outcast, is unrecognized for the talent he is, cartooning becomes a refuge, a way to work out revenge fantasies and occasionally even a modest claim to fame.

    McGrath continues on from there, nailing it all in the head perfectly. His general description could be used to describe anyone involved in comics creation. To me, it is a compulsion, a need. I know that I can generate the feeling of a scene to an audience in a sentence, but I’m compelled to draw the entire damn thing instead of using the simplest tools for the job (words).

    More and more, I’m find myself trying to do longer work, experimenting more with style to hit the right notes with the audience. What kills most work in general is the thrusting of assembly line comics deadlines (Marvel, DC) into a young creators’ framework. By that, I mean you are nothing in the comic world unless you have a book out or coming soon. I think this causes many (potential) creators to hammer out half-ass work, when it is shooting themselves in the foot. I am guilty of the same thinking. It also causes many writers to bug their artists for not working fast enough, when the artist usually has seven side jobs to keep food on the table (not that writing isn’t hard, but it is less time consuming), because you got to have something for a publisher to look at, or you need to debut something at a convention constantly. It’s a viscious circle.

    My friend Fredd gets approached at cons all the time by writers or other artists, and the first thing out of their mouths are “so what have you been working on?” He gets the biggest thrill when he tells them “nothing,” because they don’t know how to react. It isn’t so much that they’re surprised that he isn’t working on a book; it is more that he doesn’t care. He doesn’t. He worked in comics awhile, and went hungry. He’s happy doing his design work and working in comics intermittently, because he actually enjoys the work in this capacity.

    While on vacation this past week, I’ve been thinking to myself about my career (or more appropriately, lack thereof) in comics, and where to go from here. To me, it is a fool’s game to try to keep up with the creative trends, because honestly, the trends are mostly crap. It isn’t a newsflash when I say there are a great many derivitave and poorly conceived material in comics. My theory is much of that is not from lack of talent. Far from it, since most of the people doing the work can draw or write circles around me. No, I think it is partly from a lack of time to do things well and partly from the fear of doing it all yourself (creating and publishing). I’m in a position to do work at my own pace since I am not reliant on comics work for a living (thank goodness). Why not take my time and do the next Blankets, Palestine, or Jimmy Corrigan. Hell, why not do a Charles Burns and release a chapter once a year?! Because in the long run… it isn’t that you went monthly for so many years, it isn’t how much money you had in the bank, and it isn’t how popular you were at conventions; it is about the work. If your work is rushed and crappy, it doesn’t mean a thing.

    I don’t want to do crappy work ever. I want to have my lines work more expressively for me, to help reinforce my themes and my storytelling, instead of rushing a bunch of crap down on the page and hoping some of it sticks right. I want to do graphic novels comparable to literary novels. To be a writer, one must be a wordsmith. Why am I not a linesmith (for that matter, why am I not also a wordsmith)? Good minimalist writing means choosing the absolute best word, not using adverbs, showing rather than telling. I subscribe to the belief that the best designs are those which take the simplest route for the most effective solution. I do this in all of my work. This blog is a testament to minimal design, and sometimes I feel I didn’t go far enough with it. It takes time and practice to develop the discipline for ‘simple.’

    Talent will take you so far, and I know that I can get better than where I am at right now with discipline. That takes time. I’m willing to put in the time now.

    Fredd Gorham
    Jul 12, 08:14 AM
    # 1

    Max,
    I got a kick out of your blog today. You have assessed me perfectly. I am proud of the work i do in comics, and though it’s not a huge body of work, it is more than a lot of current creators have ever done. I have had my hands in the business more than millions of others and of that i will always be proud.

    What gets me with that “What-Have-You-Done-Lately” schtick is it is both so demeaning AND self-destructive … and yet almost everyone in comics generates it… even those who are hurt by such attitudes. They strip themselves of their own self-worth as artists, based on purely publication dates of their works. What… are they not valid creators just because their last book was a year ago? Are they not people who helped build the industry? Thats always the take i get from it.

    To me, if artists and writers continue with this mindset, this industry will never achieve the artistic merit it deserves. You can’t build something if the very foundation from which it is built self-destructs.

    You are right on the money in terms of following artistic trends… especially right now, where there seems to be an open door policy on all sorts of styles. The truth is that the “standards” only work if you enforce them, and with your own work as an example, you do not need to conform to this “herd mentality”. Your work speaks for itself and will find people who appreciate your work. Let the zombies follow the herd.

    Heh, what a chatty bastard I am!

    -fredd

    max
    Jul 13, 03:30 AM
    # 2

    Heh, what a chatty bastard I am!

    Not at all! I wish you’d come by and drop some knowledge more often!

    Kenneth
    Jul 13, 04:00 AM
    # 3

    I agree completely. No matter what you do with your life, you need to do it to the best of your ability. It’s not about quantity, but about quality. That’s one of my biggest peeves in the design world, actually. So many designers get caught up in Flash or some other trend that lets them spit out sites faster than I can go from thumbnails to the first line of code. It doesn’t mean they’re better; it doesn’t mean their worse; but as far as I’m concerned, it means they care less about their work.

    max
    Jul 13, 04:25 AM
    # 4

    Especially in the design world! In fact, my “discipline of simple” came directly from one of my excellent design professors. I was designing a cover for the campus literary magazine, and I was ripping off David Carson (very poorly, I might add, but it was the mid-90s). I proudly showed it to my professor, who then proceeded to tear me a new one. She helped my decorating booty learn how to conceptualize and implement a design solution formulated from many hours of research, to get to the core of what you want to communicate and how to best visually represent it. That is when I learned how to design, when the lightbulb turned on, and for that I’ll always be thankful to her.

    Unfortunately, once entering the real world and its deadlines, I have much less time to sit and thumbnail endlessly at the library. Those skills have been sharpened enough where I don’t always have to. I still go back to them when everything I come up with is cliche.

    It really all goes back to storytelling. This is where I’m headed with my comics work. I’m not decorating per se, but I’m not reinforcing my message as well as I could be.

    You’re right though, Kenneth. It still bugs me when I see designers, especially newbies, just go straight to the computer. I do think with more experience, you can skip steps, but I’m always prepared to go back to them if I need to.

    Michael
    Jul 13, 05:14 PM
    # 5

    As soon as I saw the article I thought of you. Pretty awesome group of guys, hey?

    While my ambition, as you know, is not to be a comic book artist or graphic novelist, we are on similar paths. I think that is why I connect with what you write so often. That compulsion you speak of, it is something I feel too. The moments you dramatize, the discoveries you make: they always hit close to home.

    It’s the same game for the literary set: you’re nothing if you don’t have a book out or coming soon. And hell, you could have a book you’re shopping around that no one wants to publish. The question is the same, though: “What have you been working on?” Or: “How’s your writing?” Not much room to say anything besides: “Good. Thanks.”

    Like you, I’m learning patience, I’m learning not to be in a hurry. Because you’re right: ultimately, it’s about the work. I may not be able to achieve greatness, but I’m going to give it my best shot.

    In the words of J. M. Coetzee, “Many are called; few are chosen.”

    Aim high, Max. Your audience will be there when you’re good and ready.

    Fredd Gorham
    Jul 14, 03:34 AM
    # 6

    >So many designers get caught up in
    >Flash or some other trend that lets
    > them spit out sites faster than I
    > can go from thumbnails to the first
    > line of code. It doesn’t mean
    > they’re better; it doesn’t mean
    > their worse; but as far as I’m
    >concerned, it means they care less
    > about their work.

    VERY well put.

    Lots of designers are simply not willing to stop and think about what they are doing or how to do it; most are just wanting to be the first one to do SOMETHING. In the web world, this fact rears it’s ugly head each time some new “standard” (i say this with the greatest sarcasm, btw) is unvieled. Often a designer will use this new standard regardless if it is appropriate or not. The best designers, imho, are the ones willing to stop and consider the relevance of said “standard” in any work he/she is working on.

    As a Flash developer, i see exactly what your referring to, and it also makes me shake my head. Flash is a wonderful tool WHEN USED PROPERLY. In the issue you site, i often think people choose to use Flash because it is easier than actually having to deal with code issues.

    In the comics world, the standard tends to be towards a popular artist’s style or technique. This is driven by both fan response and editorial direction (comics editors often time tutor their artists into different storytelling techniques), and often times results in a mass swing towards this one particular style. In the past this was done out of a need to get work, but today, that herd mentality is not relevant since so many different styles are currently available.

    In graphic design, some people flock towards the work of great designers because (imho of course) they feel that they aren’t supposed to do anything else BUT emulate others. They often think that emulation IS design.

    Personally i think a lot of designers/artists could use a bit of a pat on the shoulder, and confidence that they have something to contribute that is unique. Alas this is rarely reality though.

    Kenneth
    Jul 14, 06:13 AM
    # 7

    A lot designers, too, realize that having something pretty and (no pun) flashy on the screen can instantly win over a client. The client, however, isn’t the most important person in this decision; their users are. If the site goes slow, or you can’t search it, or you can’t copy text from it, then no one’s going to want to use it more than once. That just ends up hurting the client and, by that wonderful blame chain, the designer.

    I just wish more people thought about the end line instead of the bottom line. Get it done, get paid, forget about it. That’s so obviously not the way to think in the services world of design.

    Btw, what standards do you think are too quickly snatched up, Fredd? I’m a big advocate of XHTML and CSS (and XML, once it’s more easily used).

    Fredd Gorham
    Jul 15, 06:06 AM
    # 8

    >Btw, what standards do you think are too quickly snatched up, Fredd?
    >I’m a big advocate of XHTML and CSS (and XML, once it’s more easily used).

    You and I are in the same choir in regards to XHTML, CSS and XML, Kenneth. These tools are strong standards that are not utilized to their fullest potential.

    Even though i am a Macromedia developer, i too think Flash is utilized waaay too much for exactly the wrong reasons. It’s easy to see why, especially since using it requires in no way that the designer worry about layout or how to code their work proper.

    (of course, these guys may stop using Flash now that Flash MX is not as easy to use as previous versions. The action scripting has been altered quite a bit.)

    Another “standard” is DHTML. I know so many people who still use DHTML, but do not bother to LEARN how to use it for other browsers and formats beyond the one they personally use. I can not count the number of times i have had to revise someone else’s DHTML documents because they do not display properly on this browser or that, only to find out that the code itself was written only for one browser type (often times only for a certain RELEASE). I love DHTML, but MAN why is it that i have to totally code my code twice so that the two main browsers can see it??

    Oh it just makes my head hurt.

    max
    Jul 15, 11:13 AM
    # 9

    Not that I couldn’t go on about design forever, but I’m going to rein this back on topic a bit. Did anyone get the new Eightball? Hit the pavement hunting for it if you haven’t. Dan Clowes on superheroes is not to be missed, and it is the perfect example of using the fullest of the form to tell the story. I used to just enjoy his stories for their content and the uncomfort it brought, but he fully realizes and utilizes the graphical narrative in this issue like a master. And of course, it creeped me out a bit.

    I’d expect nothing less.

    max
    Jul 19, 02:15 AM
    # 10

    Jamie Rich, former editor of Oni Press, rails against the NYT article and brings up several great points. Once again, I like, no, love discerning viewpoints like this. Rich brings up one of my favorite creators, Chynna Clugston-Major, and if you haven’t bought Scooter Girl yet, you should! It was one of my favorite reads of the last year.

    You can also browse through the Parlor archives.


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