Wednesday, June 17, 2009

New Simpleton: What I've Learned so Far

Today's Simpleton offers a mini-essay on things I've been thinking about as a result of producing Simpleton itself. Mostly it's about photography and my lack of skill in that art.

There have been a few other Simpleton strips since I last linked from the blog here, but they weren't very good. I might not go so far as to say today's is good either--but it's purposeful, and that's a definite improvement.

Wednesday, June 10, 2009

On Experimentation & Collaboration

As those of you who read my comics know, I don’t tend to write very many traditional linear narratives. In larger works, I also tend to steer clear of identifiable central protagonists. I like non-linearity, I like fragmented storytelling (including linked short stories), and I like ensemble casts.

As many of you also know, I’m currently working on a book with Shelli Paroline called The Trouble Is. Trouble Is is different from much of what I’ve done before. Oh, thematically it’s similar—a precocious girl, a spectral companion/competitor, an overwhelmingly incompetent (though well-meaning) parent. A lot of the same stuff I played with in Portraits of Nervous Children and Amy’s Picture Stories. But structurally, it’s a whole other beast.

You see, The Trouble Is is a linear narrative that tells a single straightforward story revolving around a clear central protagonist. There’s nothing experimental about it.

In other words, it’s a huge experiment…because I’ve never done these things before.

I felt much the same way about Panel One. Sure, that strip had plenty of formal play, and metafictional goofiness, the sort of stuff that gets a comic branded as experimental. But for me, those traits were my safety net—to me, the real experiment of Panel One was just the simple act of doing a daily humor strip. That’s the part I wasn’t sure I could pull off. That’s the part I was trying to gain a better understanding of.

But there’s one big difference; unlike Panel One, I really truly care whether or not The Trouble Is turns out to be good. I want this to be a good, fun, rewarding book. I want people to be glad they’ve read it. So it’s not enough to just play around with these traditional storytelling techniques; I have to actually succeed at them.

Now, I’m pretty confident I can do that. I’m pretty confident that I am doing that. But there have been some bumps along the way. My tendency toward ensemble casts gets me in trouble: I wrote in too many secondary characters (I’ve since cut one of them out entirely); I kept the protagonist’s Mom at the foreground of the story well past the point where she should have faded into the background (some reorganization of scenes has mostly solved that); and I haven’t kept my main character active enough in her own story, instead over-relying on the quirkiness of my supporting cast (this has improved, but I’m still working on it).

I’m learning a lot from this project. I’m becoming a better writer. And sure, after this I’m still going to want to do some crazy non-linear experiment—but I’ll do it better for having spent some time honing my abilities in basic techniques.

But just as important as seeing the value of practicing basic craft is this: WRITERS: LISTEN TO YOUR ARTISTS. They may not be writers themselves, but they still know what they’re talking about at least as often as you do.

Because, the thing is, while I’m sitting here pointing out the errors I’ve made in scripting this story, the bits that didn’t work or that went off in the wrong direction, I’m not telling you about problems I found. I’m telling you about problems Shelli found. And Shelli’s been great: she’s honest, she’s critical, and when she doesn’t like something, she lets me know. And sometimes I’m resistant. Sometimes what she’s telling me completely contradicts my own Great Idea. Sometimes I feel like she’s missed my point completely.

But then I go home and I mull over her comments. I sit with them a while. I think about what the consequences would be for the story if I took her suggestion, made a few changes. And usually I realize that the main consequence of taking her suggestion is that the story actually gets a little better. The characters get more interesting. The tone gets less glum. And then I start to realize that my original Great Idea was actually a Pretty Sucky Idea disguised as a Great Idea. And then I go back to my script and start revising, and improving, and reorganizing, and suddenly I have a much better book than I started with.

And that’s really the goal of collaboration after all—to make a really good book by taking the best parts of what each person has to offer. Not just by doing the part we’re good at, but by helping each other see when we’re not doing our own best work.

And that means always being honest.

And that means always listening to criticism given honestly.

Monday, June 8, 2009

MoCCA 2009

I’m not going to do a big recap of MoCCA, since many others will do a better job of it than I would, but I just wanted to add a few thoughts to the discussion of the new venue. There have been some very strong reactions to the Armory, mostly negative. The two specific complaints worth noting:
  • The Armory is ugly and looks like a gym.

  • The Armory is oppressively hot and lacks air conditioning.

Both of these complaints are entirely accurate, and should certainly be taken into consideration in choosing next year’s venue. But I would like to offer a couple of counterpoints to these complaints:
  • The Armory is much easier to navigate than The Puck Building. I wasn’t exhibiting this year, and spent all my time wandering the aisles—which I was able to do at my own pace, without getting bogged down in narrow, clogged walkways. This made browsing much more pleasant than it was in the tight aisles of the old venue. And it was also very easy to find out of the way corners to have a conversation or pull up a spot of floor to sit and eat your lunch. I find tight crowds very stressful—the new location was much easier on me in this regard.

  • The Armory wasn’t any hotter than the upstairs portion of The Puck Building, which suffered a terrible greenhouse effect. Yes, it was wonderfully pretty up there, but it came at a price.

  • Food was readily and easily available. More than anything else, the thing that frustrated me about The Puck Building was that it took me forever to figure out where I could get a quick meal that was both good and cheap. At the Armory, finding a great sandwich was as easy as crossing the street. I had a terrific Cuban hero at Latin Thing on Saturday, and an odd but tasty Asian-fusion pork sandwich at Baogette on Sunday. Both were affordable, fast, and easy to find, and I heard rumor of other wonderful places I could have tried if I’d just gone one more block around the corner. Food options are a vital consideration, and The Armory has it all over The Puck Building on that count.

Thursday, June 4, 2009

BCR in The Phoenix

The Boston Comics Roundtable was featured in The Boston Phoenix today. Read the full article here.

Most of the work done by the Roundtable's members "has an indie-comics look," Kender concedes. "But I sometimes wonder whether we may be pushing away people who are into mainstream comics, like superheroes. I see people drawing in cafés and I strike up conversations with them and find out they've drawn for Marvel or DC or Image Comics. And they've never heard about our group. I'm trying to bring in as many different genres as I can."

Monday, June 1, 2009

New Simpleton in which Lives are Lived!

Huge new Simpleton update today--this one took several days to put together, and is compiled from a whole bunch of Neal's Underhunt strips, chopped and reassembled, with some additional details added. It's a big multi-linear infinite canvas, and it's probably a complete mess, but I like it anyway.

Unfortunately, I'm having trouble making my content management software display it the way I want it to--it's insisting on laying my ad bar over the comic. Fortunately, there's some big white space in the top right corner of the comic, and I think I've managed to push the ad bar far enough that it's not covering any real panels of comic. Hopefully that's consistent across different browsers & OSes.