|
|
Departments Robert's
Raves The
European Scene Story Types Tips and Programs Festivals Reviews Panel
Reviews Joe's
Page Submissions
|
Story Types
We Are
Not Alone: Storytelling and Comic Books
At first glance storytelling and comic books appear to have little
in common. Storytelling, after all, is a performing art, as art
with an ancient tradition, an art almost anyone can engage in at
any time without special equipment or supplies. Comic books are
a print medium, combining literature and drawing, words and pictures.
Comic books are a relatively new artform, born in this century from
modern printing technology, child of the mass media, particularly
newspapers and magazines. Because comic books are printed, creators
must find publishers, printers, distributors, and retailers to get
their art to their audience. Yet beyond these differences, the two
artforms share a similar place, or lack of a place, in American
culture, and as a consequence face similar challenges and confrontations. Indeed, one can argue that neither artform actually has a place
in American culture. Both artforms remain obscure almost unto invisibility,
most Americans assuming them to be dead, or very nearly so. What
storyteller has not heard, "Oh, yes, storytelling is a dying
art, isnt it?" more times than they care to count? "Comic
books? I didnt think they still published those!" is
the common response of someone encountering a current issue of Superman,
much less an entire comic book store. This despite a storytelling
revival well into its third decade, and a comic book renaissance
well into its second. Those people who realize that storytelling/comic books do, in fact,
exist often hold a very limited view of each artforms capabilities.
Both artforms are dominated by a single genre, a single type of
story, which overshadows all else. Folktales dominate storytelling;
superhero tales (Superman, Batman, or SpiderMan, for example)
dominate comic books. Both artforms, of course, cover many other
kinds of stories. The personal story/autobiographical story flourishes
within both artforms. In some settings, such as the swapping grounds
at storytelling conferences, personal stories can even rival the
dominance of folktales. Harvey Pekars American Splendor,
which pioneered the autobiographical comic book story, has won numerous
awards and garnered considerable critical acclaim over the years.
Storytelling also includes ghost stories, historical stories of
both fiction and non-fiction, Biblical stories, stories adapted
from literature, and more. Comic books feature horror, humor, science
fiction, history, war, social commentary, satire, erotica. Each
artform is not only wonderfully diverse, but growing more so as
new artists test and expand the limits of these revitalized forms.
And yet very little of that creativity and diversity reaches the
general public. To most people, storytellers tell quaint, old-fashion
folktales and comic books chronicle the adventures of bright-clad
superheroes. And one must admit a certain truth in the stereotype. Folktales
do dominate storytelling. Most storytellers begin by learning and
telling folktales, and continue telling folktales throughout their
careers. Folktales make up a large part of most storytellers
repertoire and programs. Consequently, folktales are the tales most
people hear. So, too, with comic books. The vast majority of comic
books available feature superheroes, both in number of individual
series published and in number of individual issues sold. The print
runs of many non-superhero comic books are often only a small fraction
the size of the print runs of superhero comics. Some comic book
stores only stock superhero comic books. As a result, someone can
easily overlook nonsuperhero material, never even aware that it
exists. The dominance of a single genre creates problems for both artforms.
Such a dominance, even the perception of such a domiance, drives
away potential arts and audiences. When people think that storytelling
is limited to telling folktales or comic books to superheroes, only
people interested in those genres will check out the artform. Artists
who want to tell other sorts of stories may conclude that storytelling/comic
books holds no place for them and their stories. They will turn
to other artforms, taking with them the ideas, energy, creativity
that would have enriched our art. So, too, will potential audiences
stay away when they think we only tell one sort of story. Someone
convinced that storytelling is only folktales, and who has no interest
in folktales, will never come to hear a storyteller; someone with
no interest in superheroes may never bother to pick up a comic book
of any type. We face the danger, then, of falling into a vicious circle. As
artists interested in other genres leave for other artforms, the
artists who remain are increasingly those primarily interested in
the dominant genre. More of the work produced is in the dominant
genre. As a result, that genre grows even more dominant, driving
away even more potential artists, further restricting the artform.
Similarly, when audiences interested in other genres depart, it
becomes harder and harder for an artist to find an audience for
work outside the dominant genre. This, in turn, places pressure,
especially economic pressure, on the artist to start producing stories
in the one genre that the audience will accept. We have seen this
happen quite dramatically to comic books. Superhero stories were
once only one genre among many, but as comic books grew increasingly
identified with the superhero genre in the 1960s and 70s, other
genreswar, westerns, romance, humorwithered away. By
the early 1980s other genres had virtually all died out, leaving
superhero stories as the only genre around. In the last decade,
many artists have moved beyond the superhero genre again, but almost
no one outside the world of comic fans, and even many within that
world, knows that these alternatives exist. The recent surge of interest in personal stories promises to break
this single genre conception of storytelling. The mass medias
fascination with these storieswitness the large number of
National Public Radio "commentators" who are really storytellers
relating personal storiescertainly helps break the publics
view of storytelling as only folktales. Yet to the extent that this
attention focuses only on personal stories, we risk public perception
broadening only slightly: storytelling means folktales or personal
stories. The most serious problem of this single genre identification, however,
stems from the nature of each genre. The public, rightly or wrongly,
perceives folktales and superheroes as "just for kids."
By extension, storytelling and comic books become "just for
kids" as well. Once again, we lose potential artists as those
interested in communicating with adults turn to other artforms.
Once again, our audience shrinks as adults assume we have nothing
to say to them, so they do not consider attending a storytelling
event or picking up a comic book. Indeed, what audience we have
is expected to soon out-grow us and move on to "real"
artforms. In the end, we risk "just for kids" becoming
a self-fulfilling prophecy. Since our main audience becomes kids,
we tell stories for that audience, particularly if we are dependant
on that audience for our income. More than once, for example, I
have attended a workshop where everyone began by complaining that
the public sees storytelling as "just for kids," only
to spend the rest of the workshop talking about the best way to
tell stories to kids. With effort, we can escape the trap. Science fiction, after all,
has managed to (mostly) shed its image as strictly juvenile fiction.
Just as the National Storytelling Association sponsors Tellabration
to attract attention to storytelling aimed at adults, so, too, has
DC Comics founded Vertigo, a separate publishing imprint producing
dark fantasy aimed at adult readers. Both efforts have proved successful
over the years, and yet the number of converts, while substantial,
represents only a tiny fraction of the public at large. We need
more such efforts, sustained over long periods of time. (It took
science fiction decades to shed its juvenile status.) Yet that very effort carries risk. When we start telling stories
intended for adults but not children, we attract the attention of
people who perceive, correctly, that the stories are not suitable
for children, but assume, incorrectly, that we intend to tell them
to children. These people quickly move to protect the children and
stop the artist. All artforms face the specter of censorship, of
course, but storytelling and comic books remain particularly vulnerable.
Many people who would otherwise decry censorship react quite differently
when the issue is presented as protecting innocent children. In
many cases, the offending artist is even accused of corrupting an
entire artform which must be preserved for children in its childlike
innocence. Comic books, sitting out on shelves in stores open to the general
public, available to be perused by anyone wandering into the shop,
are more vulnerable to such attacks. As a result, it is the shopkeepers,
not the artists, who are the main targets. In recent years retailers
have been arrested, lost their livelihoods, faced prison for selling
comic books never intended for children. Storytellers have not faced censorship of this level. And what
we do face is usually of a slightly different nature; not a matter
of someone mistaking the audience we plan to reach, but of someone
insisting that they have a better idea of what is suitable material
for that audience, of someone protecting children from the storyteller
who is trying to corrupt them. Most storytellers can tell of someone
who insisted that they not tell certain storiesnot tell any
ghost stories, or stories about magic, or stories containing violenceor
that they change elements of a story to conform with what is considered
suitable for children. Because told stories are more fluid than printed stories, storytellers
can quickly respond to such pressure and alter a story or rearrange
a program. We thus avoid the more severe penalties that comic book
retailers and artists face. And yet, that very fluidity can make
us more vulnerable to such pressures: since we can alter stories
with relative ease, people feel relatively comfortable in pressuring
us to do so. Yielding to this pressure, however, is even more dangerous
in the long term. It once again reinforces the idea that storytelling
is "just for kids," safe and innocuous. Every time an
authority successfully limits a storytelling program to what they
consider safe for children, they choke off some of our artistic
energy and potential. Comic books faced this situation in the 1950s
when prominent critics attacked comic books as harmful to children.
Fearing official censorship, most publishing companies adopted a
strict code of what could and could not be included in a story.
Anything considered potentially harmful to children (an extensive
list) could not. Almost overnight, the code choked the vitality
out of an artform which had been in the throes of great experimentation
and creativity. Stories did become "just for kids," and
the term "comic book" took on the connotation of "mindless."
Close to 30 years passed before comic books seriously dared attempt
to tell stories for adults again. Since storytellers face less immediate risk than comic book retailers
and artists, our response to the problem has so far been more tentativeinformal
discussions and occasional conference presentations. The comic book
world, faced with the actuality of legal action, has formed the
Comic Book Legal Defense Fund to provide financial support and legal
expertise to those retailers and artists under attack, a model which
storytelling will hopefully never have to emulate. In addition to sharing a common place in American culture, along
with the potential dangers of that place, comic books and storytelling
also share a unique social structure. Since both are obscure artforms,
with relatively small communities of fans and artists, both communities
find it possible to gather together on a regular basis, for artists
and fans to meet each other face-to-face. Unlike in most artforms,
in storytelling and comic books (and also science fiction) fans,
amateur artists, and professional artists mingle on an equal footing
on a number of occasions. Comic book conventions and storytelling
conferences bring fans and professionals together to discuss, debate,
learn, eat, drink, and hang-out together. Artists can connect with
their audiences in these settings and explore ideas and projects
with them. New artists can learn from the more established, display
their talents, try to garner recognition for their efforts. All
of these effects keep the artform vital and alive. The trade-off, however, is that the professional artists have no
place, no organization of their own, no conference or organization
that specifically addresses their concerns and needs. The National
Storytelling Association, for example, is open to anyone with an
interest in storytelling, which allows it to speak to a number of
broad concerns about the place of storytelling in our culture. Since
full-time professional storytellers make up only a small part of
the NSAs membership, it does not devote time or resources
to the needs of these artists. But professional artists do have
needs and concerns different from those of the fans: they need to
discuss techniques and theory at a different level, they need a
place to "talk shop," they need to meet practical concerns
like health insurance and retirement funds. When the social world
of the artform is open to everyone, professional artists lose their
place to gather and address their issues. Just as science fiction writers did years ago with the formation
of the Science Fiction Writers of America, the comic book community
has begun to address this problem. For the last couple of years,
professionals working in comic books have had their own conference
(Pro/Con) in advance of the San Diego Comics Con (comic books
equivalent of the National Storytelling Conference.) Out of this
conference has come an organization specifically for those professionals,
addressing concerns like copyright laws, contract negotiations,
health insurance and retirement funds for free-lance artists. Such
an organization need not threaten the open and equal social structure
of the overall community. Indeed, by guaranteeing professionals
a place to "talk shop" with each other, it frees up their
time at conventions, conferences, festivals to talk with everyone
else. In the end, however, it is not how the comic book community has met specific problems that is most important to us. It is, rather, the simple fact that comic books and storytelling face similar challenges and difficulties. The solutions one artform finds to these situations may, or may not, prove useful to the other, but they do suggest possibilities to explore. The experience of one artform over the years can even warn the other of potential dangers looming ahead. Examining storytellings similarities with comic books also shows us that, despite our sometimes ill-fit in the world of American arts and culture, in the end, we are not alone. published in WIP Summer 1997 |
Special Features Why I Hate Lady Ragnell Alan Irvine's article and the rebuttal it engendered. Variations on Storycrafting: Thomas the Rymer
|