Category Archives: Comics

Final Fantasy 7 and Iconic Images

I closed Part One of my Final Fantasy 7 retrospective by saying that the Phoenix Rejuvenation Project, a mod designed to replace all the super-deformed field character models in the game with more detailed and realistically-proportioned ones, was the product of a lot of hard work by a lot of talented people…but just a bad idea on principle. The reason I believe this comes down to one essential point:

Final Fantasy 7 is ridiculous.

Now, the game has a huge fanbase, most of which was captivated by its epic story, cinematic atmosphere, and shocking moments. And I think that, given those elements, people tend to forget exactly how damn silly it is.

Here's an example. You're following Sephiroth — the man who left a trail of blood and bodies ending in a dead President, a man who burned the heroes' village to the ground — and his trail leads to…an amusement park. After you get your fortune told by a talking stuffed cat, and optionally ride the roller coaster and play an arcade game about the mating habits of Moogles, you find another trail of blood and bodies, these cut down by machine-gun fire. It's briefly implied that your colleague Barrett is the killer, but it turns out it's actually his best friend Dyne. Dyne's gone off the deep end and just wants to burn everything down; when he hears his daughter is still alive and Barrett's adopted her, he threatens to kill her and Barrett has to kill him first.

And then you go race a Chocobo.

Seriously. That is not an exaggeration. At all. The delay between Barrett having to gun down his best friend in order to protect his daughter and Cloud becoming a jockey in a race between giant pastel-colored birds is approximately thirty seconds.

The tone of FF7 shifts so often and so wildly that if you think too hard about it your brain will get whiplash. Do I even need to get into Wall Market and Don Corneo's Mansion? Do I ever want to see a realistically-proportioned Don Corneo thrusting his hips at me? (Actually, I looked for one from the Rejuvenation Project to inflict upon you, my audience, and couldn't find one. Maybe they don't want to see it any more than we do.)

And I can't stress this enough: one of your party members is a talking stuffed cat.

Final Fantasy games, at least since the 16-bit era, are a delicate balancing act of the serious and the silly, and 7 is probably the one that shows that contrast most clearly. And key to its balancing act is its use of exaggerated, iconic character models.

In the essential Understanding Comics, Scott McCloud explores the power of simple, iconic images:

Image: Understanding Comics

Image: Understanding Comics

It doesn't just apply to comics, of course; it works for any form of cartooning. Similarly, a few years back some dumbass critic wrote a review of Monster House where he loudly proclaimed that it was the most important animated film of all time, and summarily dismissed the entire history of animation on the grounds that, prior to performance capture, cartoons couldn't truly convey emotion. I'm convinced he was just trolling, but Amid Amidi at Cartoon Brew tore him a new one across multiple blog posts, including one with this side-by-side comparison:

Image: Monster House vs. Bugs Bunny

One's got a dead-eyed Uncanny Valley face, and the other one is Bugs goddamn Bunny. Bugs is an enduring icon who is recognized the world over and has remained popular for over 70 years, whereas Monster House…well, did you even remember what Monster House was when I mentioned it?

The point is, in cartooning, you take essential elements and exaggerate them. FF7's chibis do that: little bodies, big heads, and exaggerated movements in a story that is itself bigger-than-life. The Phoenix Rejuvenation Project injects more realistically-proportioned figures into those same exaggerated movements and bigger-than-life story, and the result is a pretty clear clash:

Image: Comparison of Barrett waving his arms, original vs. Rejuvenation

Image: Comparison of Barrett shaking his fist, original vs. Rejuvenation

FF7's field models lack even the basic facial emotions of FF6; each character has only one unchanging facial expression, and emotions are conveyed through exaggerated movement. In the Phoenix Rejuvenation Project, that doesn't change — and it's a lot easier to accept a static facial expression when it's just a couple of lines and dots than when it's more fully formed, easier to accept ridiculous arm-waving from a squat little Playmobil man than one who's more reasonably proportioned.

And even if they could somehow take all that out, give the characters emote animations that fit their new models, you'd still have the Honeybee Inn, Sephiroth tossing people around like ragdolls in Nibelheim, Yuffie leaping across the screen, and, oh yeah, a talking stuffed cat. There are large swaths of the game that simply cannot be made to fit this art style.

I'm not opposed to overhauling FF7's field graphics by any means — but Team Avalanche has the right idea: keep them chibi, just make them smoother and more detailed chibis.

Of course, even that approach is fraught with peril; FF9 tried it and we got a leading lady who doesn't look like a detailed chibi so much as, well, a dwarf.

Image: Final Fantasy 9's Princess Garnet


Next time: An attempt at a thorough critical analysis of Final Fantasy 7, what it did right and what it did wrong. Combat! Love triangles! Japanese nuclear anxiety! Recurring themes, both literary and musical! Keep goin'? Off course!

And in the meantime, don't forget to join the discussion currently raging at Brontoforumus!

Unison: File sync from Ubuntu to Windows 7

Hey, been awhile. Have been ignoring the blog (even my traditional New Year's Eve Post) and many of my other Internet habits in favor of various projects I've been hard at work on. I just pulled off a WordPress update; you're reading this so it looks like it went smoothly.

Anyhow. One of the aforementioned projects (and the thing you came here to read, if you found this page by Googling an error message — and if you did, you may want to skip my meandering explanation and go straight for the numbered steps at the bottom of this post): I recently decided to set up a file sync system across the computers in my house. It's useful for syncing things like savegames, RSS feeds, and the public-domain ebooks I've been grabbing from Project Gutenberg and MobileRead and comics from Digital Comic Museum across multiple devices.

I'd done some command-line RSS before, and also set up backup systems with Toucan, but figured I'd try something different on this one. I gave Ubuntu One a shot and it seemed promising until I realized it isn't open-source and I can't set up my own server. Canonical is swiftly becoming the Apple of the Linux world — good at taking open-source software and making it pretty and usable, but not so great at giving back to the open-source community.

Ultimately I settled on Unison, which proved to be a bit of a headache — frankly if anybody has a better solution I'd be happy to hear it, but here's how I got it to work.

First of all, the Unison GUI requires GTK. Hardly a problem on the Linux side, but under Windows, extracting the binaries from gtk.org and setting the PATH variable didn't work, no matter what I did. Maybe it's a Windows 7 thing, or maybe it's a Unison thing, but either way, Unison threw up "This application has failed to start because libgtk-win32-2.0-0.dll was not found. Re-installing the application may fix this problem." every time I ran it. Sticking it directly in the GTK\bin directory worked but is an ugly solution; multiple sites suggested installing Pidgin, which comes with GTK, but produces the same problem as Unison doesn't find it in the path.

(Actually, let me back up a bit: I couldn't get Unison to work with 64-bit GTK at all. The only Unison binaries I could find were 32-bit; I opted to install a 32-bit version of GTK rather than stick Cygwin on my HTPC and compile Unison from source.)

Ultimately, I found a binary Windows installer for GTK (conveniently the first Google match for gtk windows binary installer); whatever my PATH problem was, this installer fixed it. The Unison GUI was up and running, from its own folder.

Next problem, though: SSH. Unison did not play nice with PuTTy.

Googling the problem, I found a page called Unison-ssh, which includes a wrapper named ssh.exe for download. If you've read this far you've probably already installed PuTTy, but in case you haven't, you'll only need it if you want to use public key authentication — this ssh.exe will automatically install a copy of PuTTy's command-line SSH utility, plink.exe, if it can't find it. (Well, hypothetically. It tries to stick it in WINDIR and if you're not running it with admin privileges it'll fail.)

Now, I should add that this ssh.exe doesn't work properly under Windows 7; it'll prompt you for a username but only let you type one character and then automatically Enter it. Same problem with the password prompt. The comments thread in the page is filled with people who have the same problem. Maybe a clean compile would fix it, I don't know; again, I didn't want to go to the trouble of setting up compilers on my HTPC.

There's a solution a ways down the comments thread. Unison stores its data in the .unison directory, even under Windows. (That'd be \Users\name\.unison under Win7.) They're simple text files with the .prf extension. And you can add an "sshargs" line to give command-line arguments. If you're comfortable sticking your password in plain text, you can add the line "sshargs = -pw [pass]" and you're done. But if you're not, you can set it up with RSA keys. A later comment links a post on Palin's Technical Blog that runs down how to generate a keypair with puttygen — the problem is, I couldn't get my Linux server to accept it; I kept getting a "Server refused our key" error.

I found the solution on Andre Molnar's blog: you need to generate the keypair on the Linux server, using ssh-keygen, add the public key to your authorized_keys file, then move the private key over to the Windows machine and use puttygen to import it and then save as a PuTTy .ppk file. From there, add "sshargs = -i [path to private key]" to the appropriate .prf file.

Almost done, but the Unison GUI still has path issues, even if you stick ssh.exe in the same directory as PuTTy and add that to your PATH. I got around it by sticking a shortcut on the desktop with the PuTTy directory as the working directory.

In summary:

  1. Install openssh-server on your Linux server and PuTTy on your Windows client.
  2. Install Unison and its dependencies on your Linux server. (It's offered in the Ubuntu repos; command-line is unison, GUI is unison-gtk.)
  3. Install Unison on the Windows client.
  4. If you want to use Unison's GUI, install GTK on Windows.
  5. Download the ssh.exe wrapper for PuTTy. Stick ssh.exe in the same directory as PuTTy and put that directory in your PATH.
  6. Generate an RSA keypair on your Linux server using ssh-keygen. By default it will put the keys in ~/.ssh/id_rsa and id_rsa.pub.
  7. Copy the contents of the public key (id_rsa.pub) to ~/.ssh/authorized_keys. Remember to set perms on ~/.ssh to 700 and authorized_keys to 600.
  8. Move the private key (id_rsa) to the Windows machine. That's move, not copy; delete it from the Linux side as you don't want to store the same private key in more than one place.
  9. Run puttygen.exe. Import your existing private key, then save the result as a new .ppk file. Delete the original key file. Again, only the owner should have read perms on this file.
  10. At a minimum, your \Users\name\.unison\foo.prf file should contain the following:

    root = [Windows path]
    root = ssh://[user]@[host]//[Linux path]
    sshargs = -i [path to private key]

  11. To get the Unison GUI to run ssh.exe properly, create a shortcut and set its working directory to the PuTTy directory.
  12. You can schedule regular syncs using Windows Task Scheduler; run the command-line Unison executable, with args "-batch [name of pref file]". Don't include path or extension, just the filename ("foo" in my example above).

So there you go: a cross-platform syncing solution. Good for backups, for keeping files consistent between your desktop and your laptop, or for anything else that requires keeping the same files on multiple machines.


Playing: Just finished playing a fan translation of Act Raiser. Maybe a bit more on that soon.

Reading: Blood of the Elves. As I await The Witcher 2.

Local Business

So today is Read Comics in Public Day, or, as it's called in my house, a day I walked out the front door. I got to read a bit of Paul Cornell's Action Comics while waiting for a haircut. Nice to see the local barbershop doing good business: the one-two punch of road construction and SB1070 has made it tough for businesses in that area.

So if you happen to be in the neighborhood, Chavez Barbershop is recommended — you can't beat their prices, they're open long hours, and I didn't have to wait long enough to finish my comic. The haircut's pretty good too.

Steve Perry

I was 26 before I heard Steve Perry's name, but I was probably 2 the first time I saw his work.

Perry was a writer for Thundercats, a cartoon that's always been dear to my heart. He made the news on comics sites last year, when Steve Bissette revealed Perry was dying of cancer and didn't have a dime to his name.

With help from the Hero Initiative, Perry pulled through, but this past Friday, news came out that he's missing and possibly murdered. Details are incomplete and grisly, and I feel like repeating them here would be exploitative; I'll just give a link to Bissette's blog instead.

But one thing that jumped out at me from that post:

I would welcome a complete listing of Steve's writing credits for [Thundercats and Silverhawks]; please note that the imdb listing for 'Steve Perry' is incorrect, conflating his TV writing credits with another animation writer named Steve Perry (http://www.imdb.com/name/nm0675310/), who is possibly the science-fiction novelist Steve Perry. My friend Steve Perry only scripted for story editor Peter Lawrence on the two Rankin/Bass series noted here.

On top of everything else that's horrible about this story, it's not right that Perry's work is not known. And so I've gone through and compiled a list of the writers for each Thundercats episode myself — I'll publish it in full shortly, but in the meantime, here's a list of Perry's episodes.

  • The Doomgaze
  • Safari Joe
  • Queen of 8 Legs
  • Feliner (2-parter)
  • Tight Squeeze
  • Trapped

(There may be a few more; I'll have to break out my VHS collection to check, as Warner decided some of the episodes on the DVD's didn't need title cards. Or background music. Or to be listed in the correct order. And that the last three years of the show were all the same season.)

Thundercats meant a lot to me. Perry and others filled my youth with fantasy and science fiction and magic and good and evil, with dreams of heroism and nightmares of Mumm-Ra watching me in his cauldron. The news about Perry serves as a jarring reminder of how nasty the real world is, and how unlike those fantasy worlds, where good always triumphs, evil fears its own reflection (at least until season 2), and despite an abundance of weapons, nobody ever really gets hurt.

Gail Simone has suggested honoring Perry by donating to the Hero Initiative, the organization responsible for giving Perry hope this past year. His plight is a tragically common one; there are a whole lot of people in the comics industry who don't see royalties from their work and who can't support themselves later in life.

Thank you, Steve Perry. Justice, truth, honor, and loyalty.

On the other hand…

Two posts ago, I argued for more 8-page comic book stories.

A couple weeks back, I picked up Nation X #4, because it had a Milligan/Allred story with Doop. Now, that was pretty awesome…

…but then I realized I'd paid $4 for an 8-page story. I would not have bought the book for any of the other stories in it. The one where the kids raid the fridge was fun, but still not enough to justify the purchase.

So, all this to say, I'd love to see more anthologies like Nation X…except, you know, good.


Playing: Mega Man 10

Reading: Just wrapped Men of Tomorrow.

The King's Ransom

So, another month, another piece of news on Jack Kirby's heirs seeking termination of copyright transfer from Marvel. And another thread made up of the exact same absurd comments.

For the sake of my time and blood pressure, I've decided to just copy down all the very very stupid comments people keep making, followed by explanations of why they are very very stupid, and just preemptively copy-paste it into the comments thread of every article I see on the subject from now on.

I'll probably come back and revise this post here and there, so if it pops up new in your RSS feed every now and again, well, consider it a Living Document.

(Thanks to Nat Gertler for feedback and corrections.)


Thad Boyd's Preemptive Response to Comments We Are Definitely Going to See in This Thread

  1. "Kirby's heirs didn't do the work, Kirby himself did! Therefore, they don't deserve any money for it!"

    Yes, that money should go to the people who actually did the work. Like Disney. Who could forget Bob Iger's classic run on Fantastic Four?

    Snark aside, there's a valid point to the argument that Kirby's heirs shouldn't get the rights. I personally believe that copyright law lasts far too long and these characters shouldn't belong to Kirby's heirs OR Disney/Marvel at this point, and should be in the public domain. But until that day comes, can we at least acknowledge that Bob Iger didn't contribute any more to the development of these characters than Kirby's heirs did? And that, if Kirby had made more money in his lifetime, he would have left it to his children?

  2. "Isn't it convenient how Kirby's heirs waited until there were successful film franchises based on his work before they asked for the rights back? If it's so important to them, why didn't they do this years ago?"

    Because they couldn't. Copyright transfers can't be terminated until 56 years after the property's creation.

  3. "The Kirby kids should just get jobs!"

    The youngest of the Kirby "kids" was born in 1960. Do you really think they've all just been sitting around, unemployed, for the past several decades, waiting for the moment when they could try and get Dad's copyrights back?

  4. "It was work for hire, so Kirby never had any claim to the rights."

    No, it wasn't. There was no work-for-hire contract. Jack Kirby was a freelancer, and therefore entitled to his share in his creations.

    EDIT 2011-08-02: As of July 28, a federal judge has ruled that Kirby's work WAS in fact for-hire. This is because the Kirbys were the parties filing for termination and therefore had the burden of proof — unfortunately putting them in the situation of having to prove that Kirby's work was NOT for-hire. They failed to prove a negative, and the judge had no choice but to side with Marvel. While I must concede the legal burden of proof was on the Kirbys, I still maintain that the LOGICAL burden of proof is on Marvel, so my point stands, even if it's unfortunately proven to be insufficient in court.

  5. "Kirby was an employee of Marvel, so he never had any claim to the rights."

    No, he wasn't. There was no employment contract. Jack Kirby was a freelancer, and therefore entitled to his share in his creations.

  6. "But he KNEW it was work for hire, because that's just how things were DONE in those days."

    The law does not recognize "just how things were done", it recognizes contracts. If Kirby did not sign a work-for-hire contract, BEFORE the work was produced, then it was not work-for-hire.

    EDIT 2011-08-02: Marvel's key documents in its defense were agreements Kirby signed in 1972 and 1986 claiming his previous work had been done on a for-hire basis. Kirby's agreement, in writing, that this was the case is legally damning, but still not hard evidence that the works actually WERE for-hire; Kirby signed these documents under duress, and the 1986 one was famously a condition for Marvel returning his original art.

    It bears noting that work-for-hire agreements cannot be made retroactively; if Kirby's 1963 work was not for-hire, he couldn't MAKE it for-hire in 1972. Furthermore, the 1972 document itself is contradictory — it asks Kirby to assign all his copyrights to Marvel, and then suggests he never had any.

  7. "This will destroy Marvel Comics and all my beloved characters!"

    Yes, just like ten years ago when Jerry Siegel's heirs got their half of the Superman rights back, and now there are no Superman comics anymore. Wait, what?

    Most of Kirby's characters were co-created with Stan Lee. Stan has already agreed not to seek termination of copyright transfer (presumably because Marvel gave him a much, much better deal than Kirby), so that means Marvel will keep a 50% stake in them no matter what. The Kirbys will not be given editorial control and will not have veto power over Marvel's decisions; all they get is royalty payments — which, incidentally, Jack never got from Marvel.

    And that's relevant here: stuff like this doesn't happen in a vacuum. It's too late for Jack or Jerry to get their due, but these legal battles have an impact on still-living creators — chiefly, publishers will give better deals to their talent in order to keep them happy and avoid future lawsuits. Every time a writer or artist gets a royalty check from Marvel or DC, he has guys like Siegel and Kirby — and their heirs — to thank for fighting that fight.

  8. "I work hard at my job, and I don't expect an ownership stake in my work."

    Unless you were doing freelance work in the comics industry prior to 1978, your job is not analogous to Jack Kirby's job, your agreement with the company you work for is not the same as Jack's agreement with the company he worked for, and your heirs' claim to the work you do is not equivalent to Jack's heirs' claim to the work he did.

  9. "So if I built a house –"

    Copyrights are not houses.

  10. "So if I bought a house –"

    Copyrights are not houses.

  11. "So if I sold my house –"

    Copyrights are not houses.

  12. "So if I filed for a patent –"

    Getting closer, but copyrights are not patents, either.

  13. "Marvel lived up to its end of the bargain and doesn't owe Jack anything."

    Even assuming this is true (and I think the King would have something to say about that if he were still with us), you could just as easily frame this as "Kirby lived up to his end of the bargain and his heirs don't owe Marvel anything." Marvel got sole ownership of the copyrights for 56 years, which is exactly what Jack agreed to. That agreement is about to expire. What you're suggesting is that Marvel should automatically get to keep the copyrights for 29 more years than Kirby ever agreed to, in exchange for nothing.

  14. "This is an insult to Jack's memory! He would have wanted all the money to go to Marvel, not his family!"

    Have you ever noticed how most people on the Internet would rather crank out an ill-informed, knee-jerk response than spend the same amount of time using Google to find out whether they're actually right or not?

    Leaving aside the question of how many people would REALLY rather see the profits from their work go to the company they work for than their children, Kirby's relationship with Marvel is a matter of public record, and it wasn't a positive one. He did not feel that he received either the compensation or the credit that he deserved.

  15. "If it was so bad, why did he keep working there?"

    He actually quit, on several occasions, due to disputes with the company: once in the 1940's, again in the 1960's, and finally for good in the 1970's.

  16. "If it was so bad, why did he keep coming back?"

    He came back in the 1950's because the market was crashing and many of the other publishers were going out of business. He came back in the 1970's because he had been offered a better deal than he'd had before — that was the point at which he sold his rights, though it bears repeating that this was prior to 1978 and the sale would have expired at 56 years from the date of each character's creation.

  17. "Jack Kirby didn't create anything; all he did was design costumes for characters Stan Lee came up with."

    Have you ever noticed how most people on the Internet would rather crank out an ill-informed, knee-jerk response than spend the same amount of time using Google to find out whether they're actually right or not?

    Even if all Kirby had ever done was design the look of characters, that would be sufficient for an ownership stake. But he did considerably more than that.

    Writing at Marvel was a collaborative process. The "Marvel Method" was that Stan would float a plot outline, the artist would draw the pages, and then Stan would fill in the dialogue. Sometimes Stan's outline was detailed, sometimes it was rough, and sometimes there was no outline at all and he wouldn't know what was in the comic until he saw the art. In those cases he'd just write the dialogue — and even then, he would often use the artist's dialogue suggestions.

    Artists at Marvel had an active role in developing characters and stories. Kirby, Ditko, and others felt that they were not given the credit they were due, and their contributions were underplayed. The fact that you didn't know how much Kirby did and believed all the heavy lifting was done by Lee would seem to prove that point.

  18. "What about Spider-Man? Kirby didn't create him!"

    Kirby worked on an early version of Spider-Man that bore little resemblance to Ditko's final version. I would tend to agree that his claim to Spider-Man is tenuous, but the court may decide that his heirs are entitled to some share in the copyright — probably not the 50% they'd expect for the Fantastic Four, but some smaller portion.

    I've seen some commenters speculate that the Kirbys don't expect to win the Spider-Man rights but are asking for them as a tactical maneuver — in a legal dispute, it's good practice to ask for more than you want, wait for a counter-offer, and negotiate from there. This seems plausible, but Kirby DID claim that he had co-created Spider-Man.

  19. "This is unethical!"

    Ethics are personal and subjective. I think it's unethical for a company to pocket billions of dollars on the back of a man it never paid more than a modest page rate, 15 years after his death. You, presumably, believe it's unethical for a dead artist's next-of-kin to try to turn a profit from characters he willingly sold off 40 years ago. We can agree to disagree on the ethics of the situation.

    The law, on the other hand, is much less ambiguous. When Jack Kirby sold his rights in 1972, he did so under a copyright law that stated they would go into the public domain starting in 2014. When Congress changed that law in 1976 (effective in 1978), it changed the terms of the agreements Jack and others had signed. As such, the new law included an escape clause for anyone who had sold his copyright under the old law: he — or, in the very likely event that he didn't live long enough, his statutory heirs — could terminate the transfer when the original expiration date came up.

    Whether you think the law is ethical or not, it's the law, and it's not being disputed in this case. If Kirby's work was not for-hire, and he didn't sign any contracts giving his characters away BEFORE he actually created them, then he owned a portion of their copyrights, and his heirs are legally entitled to reclaim that portion.

    The size of the portion, and that "if", are the only legal points in question here. Did Kirby sign any work-for-hire contracts? His heirs contend that he didn't, and will attempt to make that case in court. And if Marvel fails to produce any contracts, and simply makes the argument that that's the way things were in those days, that's going to make for a pretty weak case.

    EDIT 2011-08-02: As noted above, Marvel's case was strong enough to win. I must stress that they never produced any original contracts or hard evidence of any kind, and I believe this ruling to be a case where legal burden-of-proof is at odds with logical burden-of-proof. Marvel has still not actually proven that Jack's work was for-hire — his heirs have just FAILED to prove that it WASN'T.

I grant permission for anybody to reuse this post, in whole or in part, so long as they grant attribution. And don't go nuts with that "or in part" part; no selectively excerpting partial sentences to make it seem like I meant the opposite of what I did.

And, for further reading, check out the following links, which have much more thorough rundowns of what copyright law says, why it says it, and how it specifically applies in the Kirby case:

Form and Function

A few weeks back, I rented Hellboy: Sword of Storms. It was a neat little movie, and adhered pretty well to the the comics' folklore vibe. The highlight was a sequence adapting Heads.

And it occurred to me, you know, the best Hellboy stories are 8-page adaptations of folk tales, in which Hellboy himself plays only a minor role. Similarly, wouldn't it be great to see some 10-minute Hellboy animated shorts?

It's a real pity that both 8-page comic stories and 10-minute animated shorts have fallen by the wayside. DC, at least, seems interested in bringing them back: they've been doing 8-page "secondary features" in some of their popular titles, and next week's animated Crisis on Two Earths will also include a 10-minute Spectre short. Which is the perfect length for a Spectre story.

And of course all this has me thinking, Why 22 pages? Why 22 minutes? Why 6-issue arcs? Stories should take all the time they need; no more and no less.

Which isn't to say that rigid parameters can't foster creativity. The BioWare Writing Contest I participated in a few years back had some very tight guidelines — only so many characters, only one location allowed, and that location has to be a pretty tiny square. But in a way, that stimulated creativity. Sometimes, you need parameters.

Douglas Adams is a favorite example. His best Hitchhiker's Guide work was written for radio, with a rigid three-act structure and length requirement for each episode, with the requisite pacing those things entail. Those episodes were adapted as the first two books of the Trilogy. The third, Life, the Universe and Everything, was adapted from an unused Doctor Who pitch, so it was conceived around a predefined structure as well. The last two books, where Adams took a more freestyle approach, tended to flail a bit; they were adapted by Dirk Maggs for radio a few years back and, for my money, worked much better with his judicious editing.

(The awesomeness of The Long Dark Tea-Time of the Soul does not fit my narrative as, to the best of my knowledge, it wasn't adapted from a radio or TV format. The first Dirk book was, though.)

There are plenty of writers who could benefit from tighter restrictions. Will Eisner put as much plot in a 7-page Spirit story as Brian Michael Bendis does in a 132-page Avengers arc. Sometimes I like longer, decompressed stories that spend more time on the scenery and the atmosphere. But there should still be a place for those weird little Hellboy stories.

I recently read Fables: 1001 Nights of Snowfall. Its pacing and form were noticeably different from the typical Fables books, because of its format: it was written as a graphic novel, rather than simply collecting 6 issues of a serial comic.

(A tangent on nomenclature: I absolutely despise the term graphic novel as it is commonly used, ie as a synonym for "comic book" used by people who think they're too cool for Spider-Man. However, it is a useful term when used in its original sense, ie a comic written in long form instead of being serialized in stapled, 22-page, monthly increments.)

Of course, 1001 Nights isn't a graphic novel so much as a graphic short story collection — far from being a longform Fables story that takes its time, it's a series of stories which are shorter and tighter than a typical issue of Fables. So actually, it's more along the lines of those 8-page Hellboy stories I've been yammering about.

More in the "paced like a novel" vein would be DC's upcoming Earth One books. While it is obvious that these stories need to be published, as nobody has retold Superman's origin story in over three weeks, it's going to be interesting seeing them told with a little more breathing room, without the overwhelming, breakneck pace of Superman: Secret Origin.

I kid, but you know, the nice thing about constantly retelling Superman's origin is that now the Siegel heirs get a cut.

At any rate, once the rehashes are done, it would be quite nice to see DC tell some new stories with these characters in this format — stories as long or as short as they need to be, at whatever pace suits the piece, without having to speed toward a cliffhanger every 22 pages.

V for Vendetta is actually a decent example — yes, it was serialized, but its chapters don't fit into a consistent, forced length or pace. And while some of the chapters were climactic action sequences of V stabbing people a lot, others had him simply soliloquizing about anarchy.

(And funnily enough, the guy writing Earth One: Superman is J Michael Straczynski, the same guy whose The Brave and the Bold is currently the best 22-page superhero book that actually tells 22-page stories — but whose run on Thor was decompressed, organic, and even meandering. Which is not a criticism, as I loved his Thor; it's just a statement that the man can write very well in different formats.)

If the world is a just and beautiful place, Dr. Horrible's Sing-Along Blog is a template for the future of television. It manages the rather neat trick of adhering to a rigid structure that also just happens to be noticeably different from the traditional structure of a TV show: three 13-minute acts, each itself featuring a beginning, a middle, an end, and four songs. It's similar to, but distinct from, the standard three-act structure and 44-minute length of an American TV show.

Even The Daily Show — God, not a week goes by anymore but one of the interviews goes over. Which is swell, but the way this is handled online is completely boneheaded: if you go to Full Episodes on thedailyshow.com, or view an episode on Hulu, you get the broadcast episode, which shows the truncated interview, followed by an admonition to check out the website, followed by Moment of Zen and credits. I can see this as an unfortunate requirement for broadcast, but guys, Internet videos can be more than 22 minutes. Why in the hell do I have to click through to a different page on the site (or, if I'm watching from Hulu, a different site entirely) to watch the rest of the interview? It's viewer-unfriendly, especially if you use your PC as a media center hooked up to your TV. Cut the full interview into the damn episode. Add an extra commercial in the middle if you have to. (It would be swell if you didn't show the exact same commercial at every single break, but that's a separate presumably-silly-and-useless "rant".)

At least they've wised up a little and started showing just the first part of the interview in the broadcast episode and then showing the rest in the "Full Interview" link on the website. It used to be they'd show a chopped-up version of the interview in the broadcast episode, meaning that instead of the Full Interview link picking up where the show left off, it had five minutes' worth of the same content spread out across it.

You know, it seems like the youngest of the major media is also the one with the least rigid requirements for length. Video games can be anything from a three-second WarioWare microgame to a persistent world that players sink years into. People may grouse a bit that Portal or Arkham Asylum is too short, but it doesn't prevent them from being highly-regarded, bestselling titles.

Which is, of course, not to say that longer games don't have to function under tight restrictions. They're often very high-budget affairs with a hell of a lot of people involved (as Dragon Age tries to forcibly remind you with its absurdly slow credits crawl) — programmers, writers, artists, and so on. The Mass Effect games have voiced player dialogue and let the player choose Shepard's sex, which means every single one of those lines has to be recorded twice. (And frankly that doesn't seem like enough variety — I have a Samuel L Jackson lookalike who says "aboot".)

And those restrictions are probably why every dialogue choice in ME is broken up into a predictable paragon/neutral/renegade choice. That kind of very-unsubtle delineation is exactly the sort of thing western RPG developers have been trying to get out of (as in both The Witcher and Dragon Age), but in the context of ME it works quite well — I've even tried my hand at writing in a three-choices, no-hubs dialogue style and it works very organically. (For the ludicrous amount of dialogue in Dragon Age, there were places I could see the seams showing — spots where I'd have three dialogue options and, as soon as the NPC spoke, knew that all three led to that exact same response. But that's probably a lot harder to notice if you've never written a dialogue tree yourself, and it's certainly an artform in and of itself, giving a response that works equally well for three different questions. I can only think of one occasion in the dozens of hours of Dragon Age where a writer screwed up and had a question hub that began with an NPC answering a specific question in a way that didn't make any sense if the dialogue looped back.)

And of course it's the medium that allows this kind of longform storytelling. Game length is no longer restricted by the arcade environment. Which is, of course, not to say that short-play games don't get made anymore — Street Fighter 4 is a high-budget, "hardcore gamer" example, but Nintendo's entire business is built around games a casual player can pick up and play for ten minutes at a time. Ditto every Flash game on the Web, and most games on the iPhone.

And, indeed, Internet delivery is going to liberate other media from their restrictions. Eventually, we're bound to see shows like The Daily Show just run more than 22 minutes if they have to, and, God willing, we'll see more offbeat stuff like Dr. Horrible. The Web's given us comics as diverse as Achewood, Dr. McNinja, Templar, Arizona, and FreakAngels, and cartoons from Adventure Time to Homestar Runner to Charlie the Unicorn to Gotham Girls to the complete version of Turtles Forever. It's also allowed MST3K to continue in the form of the downloadable RiffTrax and the direct-order Cinematic Titanic.

Variety is the spice of life. I love comics — and yeah, that includes mainstream superhero comics. But I'm sick of all of them having the exact same structure. Fortunately, I think we're on the edge of an age of experimentation.

Or another damn market crash. It is an odd-numbered decade now, after all.

Pointless Nostalgia on an Aribtrary Date

Yeah, okay, so it's been awhile. It's been a busy year. Looks like I missed this site's tenth anniversary by a few weeks, but it was December 9, apparently.

2009. 2009, 2009, 2009. You know, the last two years were straight-up law-of-averages affairs, though in different ways. '08 was pretty mediocre all around; no real highs and no real lows. '09…well, if '08 was a flatline, '09 was a sine wave. It was like the "That's good! That's bad." bit on Simpsons. Alternating highs and lows. The best part of '09 was meeting a very nice girl and finding myself, for the first time in my adult life, in an actual relationship. The worst was losing my uncle. And there were peaks and troughs aplenty in-between.

In other nostalgia-y not-quite-news, I've gone and started another damn KateStory — I didn't miss that anniversary. The sucker's 15 years old now. I can't believe it's already been 5 years since the 10th anniversary.

I reread all 17 previous installments in preparation. In reverse order. And you know, I learned some things.

  • Brent was right about pretty much everything. Books I-III should probably all be considered one book, VI shouldn't be in there at all, comedy is more important than strict adherence to whether or not I have replaced my watch battery, and Final Fantasy VII is not nearly as good as I thought it was when I was 15. (Chrono Trigger, on the other hand…)
  • Speaking of which, IX isn't nearly as horrifying on a reread as it was a year ago when I had to go through and excise all (well, most of) the adolescent bickering. It's actually better than X. X just fucking drags.
  • Going through the old books looking for "best lines" to reuse in the first chapter of XVIII, most of them were written by Brent. I had a pretty good number of runners-up, but there really weren't any with my name on them where I went, "Yes. That is the best line in this book." Though I threw a couple of mine in anyway for the sake of balance. (Of course, I also focused on lines that would work with the phrase "It was [year], and" prepended to them.)
  • I kinda miss the old days when chapters would cut off in mid-sentence. I should try doing more of those.
  • I've named every single book except KateStory Gaiden, which was McDohl's title. Some of them are well-named (I know Brent's a fan of "Midnight Falls. And can't get up.") and some aren't (I think the reason Book III is "Searching for a Plot" instead of "The Search for Plot" is that the latter was the title of Mad's Star Trek III parody).

I'm seeing end-of-the-decade lists pop up everywhere, but have no great urge to put up any of my own. I can't fucking believe I've got my 10-year high school reunion coming up. Feels like I don't have much to show for it, but on the other hand, I've got a pretty good life, all things considered.

Which isn't to say it can't get better. Here's hoping 2010 continues the past year's trend of wonderful things while ending its trend of terrible ones.

Happy New Year.


Reading: Jeez, haven't read a prose book in months; spending entirely too much money on comics. I just finished Fables vol 7 and Usagi Yojimbo vol 1.

Playing: New Super Mario Bros. and Dragon Age: Origins.

Love and Rockets: New Stories #1

So, people on the messageboard have recently been prodding me about the fact that there are threads there that consist largely of me posting and nobody replying, yet meanwhile I have let my blog languish since February. It is a fair point, and so I'm going to start putting my posts about things nobody else apparently wants to talk about up here instead of on the boards.

Sadly, Love and Rockets seems to be one of those things, and that's a shame — anything involving Skrulls or written by Mark Millar provokes lively discussion, yet when I bring up one of the seminal series in comics history (and, for my money, a fantastic piece of American literature)? Nada.

So this week marked the debut of Love and Rockets: New Stories, the third volume of the series and a new format — a beefy 100-page annual. I suspect that the reason they titled it New Stories instead of simply Volume 3 is that, at a glance, it looks like a trade; they want to emphasize that it is not, in fact, a collection of old stuff.

The presentation is 7 short Gilbert stories (one of which is written by Mario) bookended by a Jaime story in two 24-page installments.

Jaime's story is set, loosely, in Locas continuity — it features Penny Century and Xo, and Maggie appears briefly — but it doesn't fit with the series' usual realistic themes; it's a superhero story. It recalls the early Maggie the Mechanic stories, where dinosaurs and robots appeared as casual, everyday parts of life, and Love and Rockets was actually a fairly accurate description of what you were likely to see in the book.

That aside, needless to say, it's not everday superhero fare. There's plenty of Kirby love to go around, but this is still a Love and Rockets story — it's about family issues, old friends reuniting, and strong women.

That element of the familiar pervades Gilbert's stories, too, but he abandons his established world — there's no Palomar here, nor even any of its tangentially related characters like Venus or Fritz. They're also short — Jaime devotes 48 pages to a single story, while Beto's longest is 16.

Papa, The New Adventures of Duke and Sammy, and Victory Dance form a trilogy of sorts, increasingly surreal as they go. Mario's story, Chiro El Indio, is not so much surreal as whimsical, and has a certain 1920's vibe to it. Never Say Never is a funny animal story about luck and sharing the wealth, while the aptly-named ? is a thick-lined, surreal pictures-only story that recalls Owly or Frank.

Beto's stories show a good deal of stylistic range — I'm not an artist and I'm likely to stumble in trying to describe what he does with lines and shading, but each story is visually distinct.

Anyway. Love and Rockets. One of the all-time greats, and I love that it's still being published — even if we only get one a year now.

Looking forward to Beto's story in this year's Treehouse of Horror comic.


Playing: Just finished Mass Effect for the second time; working my way through various Mega Man titles in preparation for 9.

Reading: Our Dumb World, in-between various comics. The local Atomic Comics had a 20% off sale on Labor Day and I picked up a stack; so far I've read Astonishing X-Men vol 4: Unstoppable and Batman: Gotham by Gaslight.

When a City Goes to War…

I'm involved, off and on, in a lengthy project to try and consolidate my nearly 20 years' worth of comics, bag, board, and sort them. (Precisely how to sort them presents a rub — presumably first by year and then by title, but figuring out how many months' worth of comics will fit in any given box creates a huge headache. And many comics do not print the goddamn year on the cover.)

Tonight's run through about 100 different comics from ten to fifteen years ago was largely discouraging — most of them were from my unfortunate X-Men phase. (There was even a Clone Saga ish of Spidey in there.) As I started going through issues of Generation X, I felt a burning desire to apologize to myself for all the stupid, stupid things that seemed like a good idea when I was a teenager. I'm big on taking responsibility for my mistakes, no matter how young and misguided I was when I made them.

But then I hit on my nearly-complete run of TMNT: City at War and that reminded me that, dammit, I made mistakes, but I still had pretty damn good judgement at times, too. It's a source of constant consternation to me that I am missing one issue of that arc — #56, to be exact.

If you have a copy you want to part with, let me know. I'll trade you a #48, as I have two copies of it for some reason.

Meantime, guess I'll keep an eye on eBay — I was briefly thrilled to see somebody selling a TMNT #56 there, but it turned out to be the Archie comic, not the Mirage one.

And I really should start checking out comic shops in my neighborhood. I've still been shopping at my old store in Tempe despite it being 30 miles away, because they've been good to me over the past ten years or more and I am a loyal customer. But they don't have a great back issue selection, and they're also 30 miles away.

Edit, 2007-05-20: I got a message today from somebody asking if I was still looking for TMNT #56. The answer is no; I found it — and filled the rest of the gaps in my vol 1 collection, too — on nostalgiazone.com a few months back. Thanks anyway.

I am still missing the bulk of the original Tales series, so if anyone has any hot tips on those, let me know. Thanks.