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Post 80

Wednesday, February 8, 2006 - 4:15pmSanction this postReply
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Interlude:
Bosch Fawstin is wrong if he doesn't think George Perez is a great storyteller.

Lovable George Perez is a giant amongst comics storytellers.

End of interlude. Back to Landon and Michael. Btw, I agree with the two of you regarding the differences between fine art and storytelling art.


Post 81

Wednesday, February 8, 2006 - 5:04pmSanction this postReply
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     From a cinematic-story about a near-vigilante to analysis of conflicting probs re different graphic art-medias.

     Wow!

     Hey guys: continue. You're fascinatingly...worth reading.

LLAP
J:D


Post 82

Wednesday, February 8, 2006 - 6:07pmSanction this postReply
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Bob,
Sanction to the Infinity Gauntlet!

Post 83

Wednesday, February 8, 2006 - 6:33pmSanction this postReply
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Thanks to everyone who's chimed in.

Joe, Thanks for the McCloud reference for further clarification on some of the points I was making. 

Re: Bob

I might be taking the discussion out of context (I can't refer back to the original because his forum got hacked) but he wasn't saying the man was a bad storyteller, but just that his point by point illustration was far stronger than his storytelling (I believe it was in reference to an illustration book he was having published). 

But if it puts any context on the subject, Fawstin's a hard-core Alex Toth man. Lots of pared down simplicity, everything ties into the story. Come to think of it when you talk to him everyone falls short of Toth.

It's kind of weird though because this interaction has finally put some big things about my personal aesthetics in context. 

I've always had a fondness for expressionism in painting, but the more I think about it I'm not so sure it really does have a place in the realm of fine art but it still has some great value in storytelling.

Many of the great original Silent Films had a strong expressionist element to their overall design, which lent itself to deeper abstraction applied to the stories.  Like how in the Cabinet of Dr. Caligari each piece of set dressing lends itself to the overall impression of fear which the film's premise demands. After Metropolis films demanded a more literalistic set dressing which has strong points and down sides.

The literalistic set dressing of modern films lends itself to the idea of actually experiencing an event happening before your eyes... this leads to deeper immersion but it also allows for too much potential distraction.  When a story takes place within a room, every element in the room is reproduced on the screen.  If a director uses this to an advantage it can have great effect. This would entail only using set dressing that directly forwards the premise. But on the off chance that you choose a plant, piece or art, piece of furniture, or photo that might draw someone's attention away from what your prime focus is... you take the chance of diverting the viewer's attention away from where you want it.  A truly good director would always be aware of this but that breed is getting more rare as time passes.

Selective and even abstract set dressing has the down side that it pulls itself away from literal interpretation and it requires a bit more abstract thought on the part of the viewer.  But since it operates on a more abstract level it lends itself to selectivity.  Every piece has to fit the abstract concept, and every piece leads the viewer exactly where it is supposed to be, and pulls him deeper into the premise.

While this approach no longer works well in film, it is quite effective for both comics and stage plays.  I think a lot of this has to do with the fact that one of comics biggest innovators (Will Eisner) had a father who had a background in set design for the stage. It also comes down to the fact that, both of these mediums tend to be more essential based.  If it doesn't directly forward the premise, you're not going to build it onto the stage or draw it.

Just a little digression, but it's been good to get a better handle on it.

---Landon


Post 84

Wednesday, February 8, 2006 - 7:55pmSanction this postReply
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Landon,

I am impressed by your comments.

Michael


Post 85

Thursday, February 9, 2006 - 2:39pmSanction this postReply
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Thanks Michael, that means a lot coming from you.

---Landon


Post 86

Thursday, February 9, 2006 - 6:32pmSanction this postReply
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Also Joe I just realized you brought up a point that's also been on my mind. 

The iconography in comics is kind of a double edged sword.  In comic strips/straight drama it already draws on a large amount of shared human experience.  So in that context something like Garfield, Dilbert, or on the level of deeper narrative Strangers in Paradise or Hepcats requires that people be able to place themselves in the story as easily as possible, it's important as many people as possible should be able to see themselves as Charlie Brown, (or Lucy or Schroder) as Dilbert (or Dogbert or Wally), as Francine (or David or Katchoo).  It's common experience brought to the lowest common denominator and exaggerated to the point of abstraction.

But you tend to notice that the artwork in adventure (super-hero, sci-fi, fantasy) comics tends to be far more realistic.  I think this has to do with the fact that you're introducing a premise that takes a greater degree of abstraction to find something which can be applied to your life and consciousness.  Superman needs to be seen as a real person that you could (and should) bump into on the street (or at the very least someone who you could believe would be on the cover of Newsweek or Time).  Brian Michael Bendis had some interesting thoughts on this in reference to his work on Daredevil. I'm paraphrasing but it was to the effect of "I'm asking you to make a pretty big leap initially. I'm asking you to believe this guy got hit in the eyes by radioactive waste... DIDN'T DIE, and to top that off even though he was blinded, he can now do things that most Olympic athletes can't. That's a lot to ask out of someone right off the bat.  Since the audience paid their part of their bargain (they're still reading aren't they?) I owe it to them to keep the rest of it as believable and relevant to life as I possibly can." 

That may sound like a plea to naturalism, in Bendis' case it might even have been (I can't speak for him).  But I take it as recognizing the bond which art must have to reality and the reader's consciousness to be valid.

Ironically another book Bendis writes points out an exception to this rule.  His comic "Powers" is the story of a few officers on the "Powers" division of a city's police force.  It is written very realistically (as realistically as can be) and thus employs a cartoony style in the art.  It's kind of like a special bond between the creators and readers.  Since the key points are done so well it works on a more relatable level than most comics in this genre.

But back on point, this is why normal fantasy and sci-fi sometimes looses my interest.  Sometimes (not as a hard and fast rule but enough that I've noticed) the writers can get tempted by flights of fancy that take them away from anything relating to either reality or any reader's consciousness.  I'm not really speaking of the goals involved in the story, goals are always valid even if heavily abstracted and or simplified.  What I'm speaking of is when writers seem to get mired in the minutiae of the rules of their own world (lengthy digressions on the struggles between orcs & elves or the extensive comings and goings of various species of aliens etc.) I can still see why people could be drawn to the entertainment value of stories like this, but that is my reason for preferring super-heroics and or straight up realism. 

And there I go on another little tangent.

---Landon


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