The State of Visual Narrative In Film And Comics

Peter Chung examines the flaws of today's comics as he reveals the basic nature of visual narrative.

Comics creators are only too eager to perpetuate this cycle by offering characters tailored with an obvious eye toward movie deals and merchandising licenses. These characters can be recognized by their flashier costumes, bigger muscles, bigger breasts, wider array of props, weapons, and vehicles, and most importantly, their pre-stripped down personalities (mostly consisting of a single facial expression), ready for easy portrayal by untalented athletes/models. Hardly a comic book character appears today without this aim in mind, and the trend is effectively dumbing down the readership.

Text Vs. Image: The Unresolved Problem
There is very little care or interest on the part of today's comics artists in the craft of storytelling. The readers are not demanding (those who are have long left the store), therefore the artists feel no need to learn the brass tacks of visual continuity. The truth is that making a good comic book is a lot harder than most artists realize. (Knowing the difficulty has kept me from entering the field, in spite of occasional requests by editors for me to join in. Mostly, I'm dissuaded by witnessing the poor public response to artistically worthy comics.)

Recent American comics seem to fall into two camps:

1. The writer-oriented type, characterized by a narrative laden with running commentary (often the interior monologue of the main character) which makes the drawings seem gratuitous-- in fact, a hindrance to smooth reading, since the text seems complete without them-- and which makes me wonder why I don't just read a real book instead. To me, this style is antithetical to the nature of visual narrative. A comics writer who relies heavily on self-analyzing his own story as he tells it: a. doesn't trust the reader to get the point; and b. hasn't figured out how to stage events so that their meaning is revealed through clues of behavior, rather than direct pronouncements of a character's thoughts.

2. The artist-oriented type, characterized by nonstop action/glamour posing, a fetishistic emphasis on anatomy, unclear geography (due to the near absence of backgrounds), confusing chronology (due to the total absence of pacing), and the sense in the reader that the pages have been contrived to allow the artist to draw only what he enjoys drawing and leaving out what he does not, regardless of its function in the story being told. Many young artists aspire to work in comics because they enjoy drawing the human figure. Typically, they collect comics to study and copy the techniques of their favorite artists. The mastery of illustration technique is laborious in itself and they have no time or inclination to read the stories in the comics they buy. Then they eventually become working professionals, drawing comics which are bought only for their flashy artwork.

Comics Aren't Literature
What is rare to find is a work marked by the good integration of art and story; of form and content. I've found through working alongside comic book artists, that they have little awareness of the principles of film grammar. While I believe that the comics medium is more forgiving than film in the allowance for "cheated" continuity, I have no doubt that the legibility, and thus accessibility, of comics by a mainstream public would be improved greatly by the application of filmic language.

In order to approach a critical method of judging comics' value as visual narrative, we must first decide where they belong in the scale between visual media and literature. Because they are printed on paper, we refer to them in literary terms-- comic book; graphic novel. In practice, the fact that comics stories convey scenes through images rather than through description, make them work on the reader more like film. Still, I wouldn't insist that comics be judged according to the criteria we use on film, since no one seems to agree on what those are either.

Literature Vs. Film
People often repeat the fallacy that "film is a passive medium". The statement is usually elaborated like this: "When I read a story in a book, I have to use my imagination to conjure up what the characters look like, the sound of their voices, the appearance of their surroundings, the house, the landscape. When I see a movie, those things are all nailed down for me, so I don't feel as involved." What the person is describing are the most obvious aspects of a given story, that is, its physical properties. They are, in fact, the least interesting and least important components of a story. I do not read books in order to imagine the physical appearance of things.
























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