Return of the Teacher

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Scott McCloud is on my short list of heroes. If you work in media, or education, or you’re curious about storytelling, you should read Scott’s book, Understanding Comics, at least once every five years. And if you happen to notice that he’s speaking nearby, change your plans and spend the hour watching his on-stage presentation (he posts his schedule here). During the past several years, Scott has been phenomenally busy—we’ve gotten to know one another a bit. He’s been writing, drawing and otherwise building a rather massive graphic novel (487 pages long) called The Sculptor. This is one of those one-person creative enterprises that completely dominates a professional life, where the plan is clear but the day to day execution becomes a kind of parallel universe. It’s a remarkable life: to be completely wrapped up not only in story but in visualization, too. No other medium demands this level of commitment from an artist, and no other medium affords so much creative control.

ScottIn book, lecture and conversation, Scott McCloud has taught me a lot. But it’s one thing to be a teacher and another to be the creator of the material. The expectations become unreasonably high. The student wants to see every lesson incorporated in exquisite elegant prose and picture. The story must be perfect. The storytelling, better than perfect.

His new book is not perfect. That’s an unreasonable demand. It is a very good book, well worth the $29.99 cover price (a lot for a graphic novel) and the two-and-a-half pounds of paper and binding (it’s a heavy book, both physically and metaphorically).

At the start, we meet the character pictured on the cover, the plainly-named David Smith, an artist who seems to have burned out early, speaking with his favorite uncle, Harry. They’re sitting in a coffee shop. David is miserable. His life is not working at all. He says, “My dreams keep growing, Harry, even while my options keep shrinking. It’s like they’re demanding that I make them, demanding to be seen, demanding to exist…and now I’m scared that I’ll never finish a single one.”
sculpt-bookAs David tells his story, the evidence of Scott’s visual storytelling skill propels the sense of reality. There are extreme close-ups and wide streetscapes, frames without dialog that communicate more than those with words, and an interesting isolation technique in which David is fully inked against a world that is rendered only in sketch form. There’s a girl, of course, an angel of sorts, and as in the second act of Stephen Sondheim’s Sunday in the Park with George, a difficult-to-fathom big city art scene (Scott and Stephen wrestle with some similar themes.) Main character David tells us that he hates parties and by extension, the whole scene, but those pages are among Scott’s very finest: a crowded multi-page sequence where you can feel the energy of a noisy large-scale party and the frustration in coping with the idiots who won’t leave you alone while you’re trying to keep some girl within your visual range, while you’re trying to chase her before she’s gone forever. (Gee, he does this well!)

In time, the world becomes malleable. David, the sculptor, can sculpt whatever he wants. He can reshape roads and bridges. He shouts, with truthful glee: “I am the master of the universe!” Physically, that’s true, and the graphic novel form is ideal for showing us what he can do. It’s not long before he reshapes everything in sight, and becomes one of our most prolific artists (the process is astonishingly fluid, and fast). The room is filled with sculptures of giant hands, strange totem poles, the girl (a girl, that girl, which girl?)—unbelievable creative output! But along the way, his soul may not emerge intact—a deal with the devil that every creative person somehow encounters and, to some extent, masters (or doesn’t). He may be running out of time—another deal with the devil (in this case, Uncle Harry).

If you’re getting a sense that Scott’s latest work is cinematic in the scope of its story and deeply personal in a way that only a hand-drawn graphic novel can be, then I’m interpreting what he did with a degree of accuracy. Sure, there are scenes of sex and violence, trippy explorations of time and space curving around one another, gut-wrenching sadness, extreme anger (nothing like a graphic novel to screech and blast anger with words, pictures, abstractions). And a ticking clock—actually, a ticking calendar marking the number of days that David has left in his life. Or so it seems. There’s no requirement for closure—the book is more interesting because it doesn’t quite lend itself to a complete understanding of what happened or why. It takes about two hours to read, maybe three, and after complete immersion, your mind is likely to be so connected to David’s mind, it’s okay to think in terms of possibilities, not a singular ending.

photo-texasFor me, that’s the treat, same as reading Understanding Comics, same as watching Scott lecture, same as spending time with him. We’re living in a world filled with stories and ideas, and clever ways of communicating. If it’s all as simple as A-B-C, then the magic isn’t so magical. Life’s more complicated than a straight series of logical events—and that’s the beauty of a well0-crafted graphic novel. No shopping mall cinema audiences to satisfy with a clearly articulated happy ending. No need for extreme helicopter crashes or uncomfortable explosions punctuated with graphic violence. The story can be personal, it can be told by a single storyteller (provided the storyteller is willing and able to spend several years writing and drawing his epic), and it can be somewhat nonlinear. With that, a reader’s note: do it in one day. That is, find yourself a good stormy day, turn off the cell phone, and just lose yourself. Don’t think too much—just allow the storyteller control your mind for a few hours. We do this for movies all the time—with this book, you don’t want to disengage. You want to pay attention, and grab the ideas as they’re unfolding, then return to study the craft. Last weekend, I read the book. Today, a Saturday, I returned to study the construction of the visual sequences, the use of characters, my favorite scenes and how they were put together.

My next step: start recommending The Sculptor by Scott McCloud to others. That process has now begun.

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An Old Master

Kudos to Jules Feiffer for creating, writing and illustrating a graphic novel in a fantasy space that he clearly adores. Why the kudos? Who cares that the guy is in his 80s—he tells a helluva story.

FeifferobamaOkay, more about Jules before begin. Actually, you get a fair sense of him from his 2008 cartoon for NYC’s Village Voice. I found it on Wikipedia. He won a Pulitzer Prize for political cartooning, was awarded a lifetime achievement award by the Writer’s Guild of America, and he’s got his place in the Comic Book Hall of Fame. And now, he’s got this new book.

It’s called “Kill My Mother,” and I like this description: it’s a “noir-action-romance.” It’s a story dominated by powerful, smart women—a story where men are rather foolish, easily misled, or weak. The plot winds through 1940s Los Angeles, and through a World War II battle zone—it looks and feels like a cross between a graphic novel and a rough storyboard for a post war-time black-and-white film, one that has its doubts about what happened and why. In fact, it’s the sort of noir tale that works best when it makes it way through dark and ambiguous questions. Annie is the protagonist (and the gal on the cover of the book). Her dad is dead. He was a cop. Somebody killed him. She wants to know who did the deed and why. Her mother, well, Annie despises her mother, in Annie’s eyes, a coward of a woman who deserves the worst.

Feiffer bookIn theory, it’s the book that drives the story, but in practice, here, it’s the pictures. Actually, it’s the whole page, the whole well-designed, elegantly organized duotone watercolors and pen-and-ink that feel so dark, so thick with intrigue. Most of the book is rendered in sepia—not the old tones of photographs, but lively, contrasty, vaguely seedy renditions of what otherwise might have been black. The accent is usually a very pale green, the color of a Hollywood swimming pool on page, a cadaver on the next.

It’s vengeful and bluesy, jivey and filled with songs sung way too late at night by a tall woman with a long past. It’s not jokey—this is serious work by a serious creative pro whose resume is dates back before most of the people who will read this article, or that book. There’s nudity and violence, crude language and tenderness, idiotic situations that feel quite real, and a wonderful sense of place and time.

What works best for me? Just scanning every page, considering the creative decisions that a long life are capable of producing. This isn’t just a good graphic novel. It’s a late stage work by one of our twentieth, and now, twenty-first century masters. I love the way he sets up a page, brings his print characters to life on the page, uses flowing line and dabs of color to fill my head, and feed my imagination. Gosh, he’s good.

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Brooke’s Illustrated Guide to Media Theory

On the Media host Brooke Gladstone, in cartoon form, illustrated by Josh Neufeld for The Influencing Machine, “a media manifesto.”

Brooke Gladstone is a brave woman. In the interest of explaining why media matters, she loses her head, plays the fool, embeds an Intel chip in her skull, becomes the robotic vitruvian woman, takes on the whole American political system (from its start in the 1700s), allows herself to be drawn in a hundred goofy ways by cartoonist Josh Neufeld, and…while on the high-wire, without a net…attempts to tell the truth about media and its influence on the ways that we think, believe, and act. In the early stages of this graphic non-novel’s development, it was “a media manifesto in comic book form.” Close enough. (If you’re interested, here’s how they did it.)

The Influencing Machine is now a paperback comic, the equivalent of a graphic novel, I guess, but it’s not easy reading. It’s a well-researched, deeply thoughtful examination of why media behaves as it does, how media interacts with law and government, and the interaction of history and philosophy. Pictures and the graphic novel style keep things light, and concise, but this is not a book to be read once, and it’s not a book to be read quickly. The starting point is news and public information, which may seem appropriate, but for most people, most media consumption is not news or information, it’s entertainment. And in that domain–which should include children’s programming, scripted comedy, scripted drama, and the variety shows that keep the masses satisfied (and have for centuries)–media’s influence is powerful, but rarely mentioned here.

She begins with a Victorian era story about machines that control people’s minds–or the fears that such a thing might someday exist.

Then, she explores the ideal of a perfect balance between effective governance and free flow of truthful information…only to find that such a balance is always outweighed by the government’s need for control.

Quoting German philosopher Arthur Schopenhauer (1788-1860):

Journalists are like dogs–whenever anything moves, they begin to bark.”

Most profound–and most evident in today’s journalism–is “The Great Refusal.” Simply stated, by Gladstone, “Few reporters proclaim their own convictions. Fewer still act on them to serve what they believe to be the greater good.” With pressure from government to suppress potentially important information (for example, think: embedded journalists and the trade-offs they must make), and lacking the necessary resources to provide information based upon research and time to consider the story so that it can be presented in context, most journalists simply parrot press releases or official statements. Along the way, they must steer clear of various biases, and play within what most people perceived as reasonable boundaries. This behavior gets everybody into trouble because the whole point of journalism should be uncovering stories that ask the difficult questions…but the system is not set up to encourage, fund, or accept that kind of journalism. Instead, posits Gladstone, we live within a comfortable doughnut. What’s more, any journalist who strays finds himself or herself either (a) famous, at least for a while, or (b) difficult to employ. The risk of the latter is very real, and so, the status quo rules.

And so it goes, as Gladstone attempts (and is drawn to be) a bird of a feather, flocking together in homophily while watching global warming destroy habitat–she calls the phenomenon of groupthink “incestuous amplification” and illustrates it with references to global warming and weapons of mass destruction. She considers reasons to be okay and reasons to panic. She wonders about dumbing down and frets about the half  of Americans who never read literature. She briefly touches on intellectual property laws, and G.K. Chesterton’s statement about journalism:

Journalism largely consists of saying ‘Lord Jones is dead’ to people who never knew Lord Jones was alive.”

And she wraps up with notions of globalism, and the ways that news is now a 24/7 global enterprise whose stories may affect us all.

There are few answers here, and the questions, well, they’re often difficult to shape and impossible to answer. At least she’s asking the questions, and placing herself in the middle of a digital storm. Thank you, Brooke, for steering clear of the obvious text presentation (mea culpa here, I’ll admit, as I write another few hundred words of text). The visual presentation, and the illustrations by Josh Neufeld, bring important ideas to life. And if there’s any interest in continuing the adventure to explore the many unexamined territories in the media landscape, count me among your first readers.

We need to talk about all of this stuff because the forces that demand silence are both powerful and ubiquitous. Even if it’s complex, even though it’s difficult to form into digestible bites, even if most people wonder why we’re obsessed with the way that media works, ought to work, and, sometimes, doesn’t work at all.

Below, some sample pages:

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