What are Comics ? How do they fit in with contemporary media?
I think McCloud brings up many good points in his arguments about comics. McCloud seems to imply that the comic media was not terribly successful when it was first attempted in being brought over in digital format during the 90's. Authors were publishing comic like stories on CD Rom's that incorporated different kinds of media combined, including moving pictures and sound. McCloud argues that film already does a better job of time based immersion. This CD Rom form of digital comics did not really represent the comic genre in a traditional way while incorporating new technology to re-invent the medium. It more acted as if to force the medium into being something that it is not.
McCloud also mentions that perhaps the digital comic medium could be limited due to processor performance and the resolution of computer monitors. As this material was published in 2000, I did some further research into how much the computer industry has grown during this time. Although experts have always speculated about the cost and availability of storage space decades before it was available, we have Really come along way in the last ten years. According to this Canadian website (http://ns1758.ca/winch/winchest.html) one gigabyte of hard drive space in Febuary of 2000 cost approximately $16. In 2004 one gig was down to $4, and now in 2010, with the introduction of the terabyte, one gig is around 16 cents. That is pretty incredible.
McCloud discusses the future of comics and design media as you might illustrate a text book out of the movie Tron at times, implying that comics could become any shape, could be endless, and are essentially limited only by our imagintion. This guy likes comics. He discusses the computer monitor as being not a sterile type of device interface, but a window into this medium. He illustrates this point very well, and say's " The page is an artifact of print, no more intrinsic to comics than staples or indie ink". (McCloud, 222) The way McCloud discusses comic theory in digital format on pages 224-229 reminds me of Prezi and its organizational interface.
I think it would be fascinating to see digital media including comics become more informative and interactive in nature. The graphic representation in comics would be especially appealing. If every graphic representation object and character had their own function, back story and narrative, and the digital interface let you navigate anywhere in the picture, it would provide the time of nonlinear dialogue I picture McCloud as talking about. Everything would act as hyper text and perhaps all of the story line's would share a similar plot and commonality, always linking the user back to the original plot line.
I think the future of comics and design have been very much represented in film and special effects. Films ability to portray the storyboards from comics with CGI and digital technology provides complete immersion in a moving medium. However, this is an expensive process and those in Hollywood have been known to turn on the glitz just to make a buck. This in my opinion could compromise an authors intentions in developing a story of credible literary value. I believe this is what originally made comics so unique in their literary text. The images and characters could be apart of stories that would never be feasible to put into film production due to cost and technological limitations. Also, it seems that the authors of popular comics are often the writers artist, and producers, of their medium. This makes comics unique as we don't see many Orson Well's in any other industries these days. This leads to a critique that includes that comics did, and do not have to always cater to popular ideas and norms, and often looked for a smaller, specialized audience. Perhaps that is why in the beginning, many of the stories appealed to a younger generation.
Comic Definition : “Juxtaposed pictorial and other images in deliberate sequence”. (McCloud, 200)
Essentially, the story boards movie producers use to conceptualize the filming process ARE comics.
For instance, what McCloud states about media becoming reality in relation to visual practices and emmersion is interesting. He says “ If you were a spiderman fan would you want to see him in partial motion or full motion ”. (McCloud, 212) Ironicly Spider man the movie was released in 2002. A venerable onslaught of comic book to movie films have since been produced since McCloud published his thoughts in 2000. All of which have been extremelysuccessful.
Comic Book Movies: Adaptations from comics first came to the screen in the form of serials, which were short films played before longer feature length movies. My research has led me to conclude that first comic book to be adapted for the big screen was Superman, which first appeared in the form of a 15-chapter serial in 1948. As for the first feature length adaptation, "Batman: The Movie" came out in 1966, but one can argue that it was not a direct comic to screen adaptation, having been based on the popular tv-series. In that case, 1978's "Superman: The Movie" gets the title of founding father, fitting since it did ignite the genre.
As McCloud discusses the sequential order of story telling, he reveals that many ancient peoples used the format of comics I their artistic commentary. In cave paintings, in Egyptian tombs, and Trojan columns. We still seem to find these mediums extremely relevant. So perhaps it is just the medium that helps define the culture that uses it. This still conveys a valid message, so the story told within comics is still valid and not outdated. The pictures are more of a tool as opposed to ‘being’ the media itself. Like a picture book. Are picture books comics? I don’t think McCloud would consider them so.
If the print medium as McCloud says, “folded in upon itself” in the form of books, then the digital medium might represent something of a black hole. Space and time existing at once on many different planes.
A think the next mainstream phenomenon is 3D projected imaging. Interactivity with this medium is already happening with video games like the X-Box Kinect. Digital viewing is also going this direction with 3D technology taking off, 'every where you look'. HaHa!
As we see more comics and graphic novels become feature films it is the severe appreciation and cult following of this media, the artists and the stories they tell, that make people want to see a heightened version of this medium. Also, I think we are seeing video games that are a bit more specialized in their audience while they are beginning to embody more and more characteristics of film.
So as promises of Virtual Reality have fell by the waste side, and as McCloud says the user wishes to emerge themselves in the medium, we have begun to redefine com=ntemporary meanig of VR. Video games have becoming as much about narrative and character function as the actual control aesthetic, which combine a literary story and interactivity. When I think of VR I think of like the movie Virtuosity or even the Matrix. Perhaps the Danger Room in X-men comics or the Holladeck from Star Trek the Next Generation.
Windows to Other Worlds
McCloud recognizes a computer monitor as a window to view information and images around the world through. This is true. I was surprised however that McCloud referred to portable reading devices as an expense that could side track digital comics for years. Having a book, comic, or graphic novel in your hand not being held back by resolution, monitor size or location goes a long way. It only makes sense that we may try to find comfort and functionality in recreating that aesthetic. For instance, it is said Amazon's Kindle out sold paper copies last year during Christmas. The Kindle uses real ink to emulate that of reading an actual document, which also tends to be easier on the eyes.
I think as PDA’s and computers continue to evolve into the same similar, superior device, many forms of reading and learning will become successful in digital format. The kindle and Ipad are hybrid machines that resemble a book style interface. For instance the zoom in effect on Iphones would be successful for exploring hyperlinks through a comic. The interface would just have to be bigger. If you are going to be stuck in front of a stationary monitor or tv it is common to feel as if the pictures should be moving for you. The pathos of recreation is omnipresent. I think there is something to be said of a ‘silent medium’, not being bombarded by sensory information allows some of us at times to appreciate literary and artistic style mediums more, without interruption.
So yes, monitors and digital interfaces are windows. They are a culmination of every tool humans have come to create. A computer and monitor together represent like a Cyber Swiss Army knife. With the aid of this and a blanket, you could travel the universe comfortably and objectively.
The book I would save would maybe be something by Philip K. Dick, like Do androids Dream of Electric Sheep (Bladerunner) or a Scanner Darkly, or perhaps Nueromancer by William Gibson (which consequently won the Philip K. Dick award) I have not read Nueromancer but researched it further after McCloud mentioned it in the reading. I would not save these books so much for my enjoyment as for what they mean and say conceptually during the time they were written. Since our world has developed out of some of these conventions that they mention such as Cyberspace, I think these are historic important texts that provide a social, artistic, and technological commentary. I was easily and quickly able to find out more about the book Neuromancer and author on Wikipedia, which is why this is the ultimate text medium to me right now. I can easily spend more time on Wikipedia than watching television and that is a very refreshing sediment.
In closing, I would just like to mention that films like Sin City and Scott Pilgrim vs The World have brought the comic medium to life like never imagined before. By incorporating text elements and comic like cinematography they allowed the viewer to approach these films as more of a literary medium than a strictly visual experience. Allowing us to create our own rhetorical images and meaning. It also allows an appropriation quality which I believe to be important and relevant in postmodern art.
As McCloud states " Storytellers in all media and all cultures are, at least partially, in the business of creating worlds". I personally become more immersed in worlds of story and imaginative development, than the world of special effects and over the top production.
Work Cited:
mccloud, scott. reinventing comics. Print.
http://www.chasingthefrog.com/Most/most_comicb/most_comicbook.php
