Experienced webcomics editor, currently seeking full-time work and working on strange and interesting new things...
Nicolas Juzda wrote me recently with some thoughts on
Klurkor 11. He describes his process of reading comics, especially during fight scenes, which struck me as so interesting that I wanted to share it with all of you.
My question, for those who care, is: does his way of reading comics sound familiar? If so, it might inspire a new official style of writing them...
"I disagree with your statement recently that the dialogue in comic panels shouldn't exceed the length of time of the action in the panel. Or rather, I disagree with what I believe you mean by that.
Most comic book panels are snapshots of frozen instants in time. There are a few tricks, such as speed lines, multiple images, and simultaneous depiction of sequential events within a panel, to extend that time, but not by much. The reader extrapolates from these instants the actions that are occuring. If I understand correctly, you judge the "time" of a panel to be the length of time for the entirety of the actions explicitly shown to be carried out. (eg a shot of someone with their fist in midflight equals one complete punch.) I think this underestimates the amount of extrapolated events.
Unless the events clearly follow immediately after one another, I would tend to think that there is a lag time between actions that often is visually undepicted. Characters circle and feint between the depicted punches, or even deliver a flurry of incidental blows between the ones that are shown. This is even more the case during a non-action scene, where vast amounts of time might
be spend doing nothing but standing there talking, which can be compressed into a few images due to the lack of changing visual information of any interest...
I'd like to make clear that I don't consciously fill in the space between panels with material of my own invention. But I would say that, for me, dialogue is driving the pacing of what I'm reading. So, a lot of dialogue creates a sense that the actions being sequentially depicted occur a certain interval apart; my point was that this doesn't necessarily translate to the specific actions depicted themselves taking that long.
Obviously, there are times when the imagery shows actions that lead directly one to the next without much time between them (such as, say, a gun being fired in one panel and striking the target in the next). Scott McCloud discussed in Understanding Comics the different ways that panels can lead to each other, but I don't have it handy.
On the other hand, I certainly agree that, for certain characters in certain circumstances, dialogue of any sort is inappropriate because it's a situation where people would probably not speak. But this has little to do with the amount of time the dialogue takes. You presented it as a timing issue involving the relationship between imagery and dialogue. Your original point in
your blog, as written, would allow Wolverine and Sabertooth to debate at great length, provided that there were a lot of panels depicting separate punches for each point and counterpoint.
I think a comparison to film might be appropriate. Sometimes, dialogue would be ridiculous; the actors shouldn't be doing more than grunting, even if they have plenty of screen time in which to speak. On the complete other side of the spectrum, you have, say, Wesley and Inigo chatting as they duel atop the Cliffs of Insanity..."
I'm gonna cut him off here because I think the example is a poor one and doesn't do justice to his point.
The Princess Bride is a self-consciously unrealistic movie (based on a similarly self-conscious book), and as such it's not terribly relevant to "a recipe for making worlds real." But what about a boxing match that involves a lot of trash talking? There, action and dialogue are both plentiful, but since one panel can depict (usually) only one action and many words, challenges ensue.
I'm tempted to declare this approach a third style of comics writing, Zoom Time, which combines some of the virtues of Klurkor 11 and StanChat.
(Update 12/08): Specifically, I think that if StanChat is cartoony expressionism and Klurkor 11 is relative naturalism, Zoom Time is impressionism-- clearly based on the way things might really happen but far less interested in delineating it blow-by-blow. Zoom Time and StanChat probably have fewer rules than Klurkor 11, but I haven't decided on a firm list.I'm curious as to how many people read comics the way Nic describes. Does his thinking sound familiar to you? What do you think?