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Sunday, January 04, 2009

The interface of humor and narrative

This Zippy the Pinhead strip from a week or so cuts to the core of the canonical joke pattern in comic strips:



What's interesting to me about this is the choice of descriptors here. "Conflict" and "punchline" here have to do with joke telling, and could correspond to varying parts of an actual narrative arc.

For example, narrative often features a denouement at its end preceded by the Peak of actions. The Punchline could go into both Peak or denouement. In one case, the Punchline would be the apex of the actions, what the strip has led up to. In the case of a denouement, the Punchline would be a reaction to or resolution of that Peak.

So, what we actually have is two separate "schema" for narrative and for jokes:

Jokes: Intro-Set up–Conflict–Punchline

Narrative: Establisher-Initiation-Peak-Release

You could imagine these running parallel to each other, and then different parts hooking up into each other in varying ways. How exactly these schema interface depends on on the desired pacing of the joke I suppose.

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Sunday, April 22, 2007

16 panels that are Still Conventional whether you think they work or not

I neglected posting this ealier in the week, but John Morris has a parody/homage to Wally Wood's 22 Panels that always work over at Comixpedia entitled 16 Panels That I Don't Think Work All That Well. There are a couple things I find theoretically interesting about it.

First off, it is a great compilation of conventionalized patterns used in many comics. Just like WW's 22 Panels and the Peanuts patterns I've been finding recently, this list excellently shows how there are systematic and conventionalized patterns in the visual language used in comics. This is in contrast to the view that graphic creation is unrestrained because it mimics perception, and thereby lacks an experss system of mentally stored patterns. Astute observations like these 16 panels excellently show that there is systematic and patterned visual vocabulary used by "visual language speakers" (and I wish more people would do work like this!).

The second thing this list shows is a preference for the use of some representations over others (WW's 22 Panels does this too, though positively as opposed to negatively). Linguistics has often been in perpetual debate with journalists/English teachers/etc. that believe there is a right or wrong way to use language. We are often told "not to end a sentence with a preposition," or "not to split infinitives" — though these are not in any way real rules of English grammar. (They were prescribed by grammar book writers in the 18th century who were enamored with Latin — so they advocated Latin's rules for English, not at all being sensitive to the fact that, y'know, they're totally different languages!!).

This list's intent is prescriptive in the same way. Despite these being consistent conventional trends used in this visual language, they are gauged by their value in usage. An additional aspect to this is the Art perspective most invoked in the comments below the article. Most people object to these panels simply because they are conventional! They're "overused," which means they aren't new and innovative/original — which makes them undesirable to the Art viewpoint.

However, none of this mitigates the fact that these panel types are conventional. The linguist would say "they're all part of language, let's observe how people use them" while the prescriptivist says "they're part of language, but they really shouldn't be, and those who use them are less sophisticated speakers."

It's interesting to note also that no matter how loudly prescriptivism might object to such "bad" usage, it never has an effect on shaping language usage. It's not like split infinitives have gone away because people advocate against them! Nor do I suspect these 16 panels to go away either.

In some ways both aspects of a list like this shows some good headway in recognition of this visual language as a language on the whole. Not only are people recognizing the patterns, they're also judging them prescriptively, just like any other language!

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Sunday, September 24, 2006

Playing with Reality and Limitations

While watching the local Boston public channel I stumbled across the end of a documentary about photography that "plays with reality". I only caught the last artist profiled, but his work was so amazing I had to find him online and post about it.



His name is Arno Rafael Minkkinen, and while seeing his photos I was literally watching TV with my jaw hanging open. Most all of his works are "self-portraits" where he uses his body in combination with nature to create truly unusual and amazing images.



On the documentary, he was talking a lot about how limitations can provide you with proper constraints to do things that are remarkable (he uses no digital tools or manipulation). I think this applies to many aspects of artistry, and of the human mind. In language, the constraints and limitations of our grammar make it so that we can understand each other. Breaking those rules makes problems occur.

I actually prefer constraints in artistry. It shows that one has a control and mastery over the specific set of rules and limitations that one is faced with.

Japanese arts do this a lot. Their poetry is highly structured with syllabic restrictions and content requirements (as in Haiku and Waka). The same is true of Noh and Kabuki plays, as well as traditional Japanese music. Indeed, the shakuhachi (a Japanese flute) "sheet music" uses Japanese characters that indicate finger positions only – not tonal notes. So, when musicians play correctly, they are encouraged strictly to do the proper fingering and head motions. The sound that comes out might be different for every player and every flute, and this is considered beautiful.

In terms of "comic" creation, this same tension appears in the "Infinite Canvas" versus standard formalism debates. Though I might be grouped in with Formalists, I think I prefer working with a structured page size most of the time. It gives me the proper constraints to then be creative within. If I recall correctly, at his MIT lecture, Scott McCloud intimated some of his own reflections about limitations. His preference for an Infinite Canvas stemmed from the idea that while limitations are good to have for art, self-imposed ones are better than those that come from sheer circumstance (like the size of a page having come from the history of printing). I intend to return to this idea once I ever get around to finishing off my next Comixpedia piece on visual language poetry (uh... hopefully soon).

In any case, go check out the work of Arno Rafael Minkkinen; it's well worth the time spent.

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Wednesday, August 23, 2006

Wally Wood's 22 Panels That Always Work

It's been interesting to see the explosion of blog entries about Joel Johnson's buying of Wally Wood's 22 Panels that always work. One part of me is a bit dismayed at the news, since a few months ago I actually contacted the seller contemplating buying it myself. I'm extremely greatful that with his new buy Mr. Johnson has made high resolution files available to the rest of us to share in this piece of history.



Theoretically 22 Panels... is an intriguing aspect of comics in America, because it gives a consistent panel sized unit that is (possibly) repeated in multiple books. Repetition (i.e. conventionality) of this sort is of course a hallmark of language. Like Mark Evanier I'd love to see a study probing just how widespread the use of these panels has become.

My own guess is that these compositions have become extremely widespread across authors, largely without them even referring to the 22 Panels... worksheet. That is, I think that some of these panels have become so common in usage that people imitate them without thinking about it, as they have just become a consistent part of the mental visual vocabulary. (As with all issues like this, if any enterprising students out there want to do a study on this, I'd be happy to advise and publish their piece!)

What's also been interesting about reading the various blog posts on this topic is seeing the teetering balance of the Art vs. Language viewpoints. You can really tell the tension between those who have no problem with using the repetition of these panels (Language) and those who scoff at how unoriginal and un-innovative using them would be (Art).

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