Narrative in Comics
Interactive Media & Lingo, taught by George Legrady
Design 157 UCLA Winter 1998

Interactive, non-linear multimedia projects are based on the combining of images with texts and sounds to create narratives, or interactive situations. Close relatives to this medium include cinema and comics. Cinema is produces meaning through the sequencing of time based scenes. Comics also use sequence but instead of time and sound, there is the addition of texts and the use of multiple images on the page to create meaning.

Understanding Comics, The Invisible Art, Scott McCloud, Harper

Sequential Art: Definition - p9
A story through the sequence of images and texts.

icons, p26
Comics rely on simplified visual symbols, icons to carry meaning. Simple signs allow the viewer to imagine without effort.

Abstraction, p50
Images are quickly recognized. Texts have to be learned and be decoded. They require more work.

Closure, p63-67
Closure: Observing parts of things/situations but perceiving the whole. Closure is the means by which we can group information and make sense of things.

Comic Narrative Sequence:*
Closure and narrative flow in comics can be achieved a number of ways. These are six transitions from the most natural to the hardest in terms of recognizing closure.

moment-to-moment, p70
Like frame sequences in films, requires little closure.

action-to-action
Ball comes to batter, batter hits ball.

subject-to-subject, p71
Couple are ready to kiss, the phone rings

scene-to-scene
Scenes where we are transported across time or space require more reasoning

aspect-to-aspect, p72
Where time goes by, transitions are like a wandering eye across aspects of a place, idea, mood.

non-sequitur
Sequences and juxtapositions which offer no logical relationship between them.

Large panel-to-detail segments, p77, p78*
Small panels providing close-up detail are set next to a large image.

Narrative reduction, p84-85
A narrative told in 50 panels can be reduced down to 4 to 6.

Text only panels, p87
Where texts become iconic they allow for different types of interpretation

panel shape creating a sense of time, p101, 102*
Long horizontal panels signify longer time.

non-linear sequence, p105
We are used to reading from left to right but this can be played with.

motion through static images, p110-114*
Action be represented through repeated showing of an image.

Visualizing emotions, p119-123
All icons can express moods, feelings, etc..

visual metaphors, p128, 129
Connotation - to imply rather than to describe, can also be done through simple icons (wavy lines to represent smell)

balloons, p134
Balloons are containers of texts can also be visually altered to signify - example: icy looking balloon to represent someone being cool/distant.

iconic representation, p141-147
Images are images but texts exist both as coded signs and visual elements.

montage, p154, 157-160**
The combination of scenes can be related in a number of different ways:

Word Specific
Combinations where pictures illustrate but don't add much to the text

Picture Specific
Where words do little more than add a soundtrack

Duo Specific
Panels in which words and pictures send the same message

Additive
Words amplify or elaborate on the image or vice versa

Parallel
Where words and pictures follow very different courses without intersections

Montage
Where words are treated as integral parts of the picture

Interdependent
Where words and pictures go hand-in-hand to convey an idea

The more is said with words, the more the pictures can be freed to go exploring, and vice versa.

The six steps to creating comics, p174-184
1. Content, 2. form, 3. genre (style), 4. composition/editing/planning (putting it together), 5. production, 6. final finish, review, correction