20 posts categorized "ADVENTURES IN PUBLISHING"

November 22, 2005

VISUAL STORYTELLING ROUNDTABLE IN SAN FRANCISCO: PART 4 of 4

Games01


More from the panelists, about what they took away from the conference between Graphic Novels and Video Games (both of which we all agreed, are misnomers). This time, from John Hight of Sony Playstation...

WHAT DID YOU TAKE AWAY FROM THE CONFERENCE?

Hight_1

...And point A) may be born out by this Saturday late-night sketch by JESSICA ABEL:

Jabel

But in all fairness to John Hight, he had a lot more to say. One bit caught me in particular when he wrote:

"Games and graphic novels can take about 2 years to make. Graphic novels are [often] the work of a single author/artist. Games used to be designed by a single person, now they are big budget, big team productions. This makes it hard for games to have a voice and consistent quality.

A graphic novel that sells 15,000 units is successful. A game that sells 200,000 units is a flop.

One possible future for games is to distribute episodic, story-driven content on-line. This might be a way for graphic novelists to reach more people too."

And right there is something I took away from the whole discussion. I learned that when Derek Kirk Kim serialized his gem SAME DIFFERENCE online, when the last episode posted, he got a million hits.

Samediffcover

SERIALIZATION has had a long love affair with comics already, from the very beginning. In the 70's and 80's in France, the print magazine (A SUIVRE), the name of which translates to (TO BE CONTINUED) was a phenomenally fertile farmland for many of the greatest European graphic-novel talent. As comics magazines went belly-up one after another, they folded too. But today, with new avenues to release comics episodes -- not just online, like the talented bunch on Serializer, but also on other venues, from podcasts to cellphones, to game stations -- perhaps something needs to happen again, anew.

To serialize or not to serialize?

Comments and views are most welcome. Especially from readers.

November 21, 2005

Revised strip

After Robert's comment on my two panel strip, here it is revised because he's absolutely right.

Thanks, Robert!

Games03_1

(click to enlarge)

VISUAL STORYTELLING ROUNDTABLE IN SAN FRANCISCO: PART 3 of 4

Games02_1


One of the problems facing the videogame world is similar to the one faced by Hollywood studios: creative risk taking and real R&D gets left behind when so much money is at stake. The graphic novel on the other hand, is exploding with personal vision and creative exploration.

I asked some of the panelists to tell me what they took away from this conference. Marc Weidenbaum, from VIZ's SHONEN JUMP reported back:

"I could comment that it was interesting to sit at dinner between one person explaining the surprising difficulty in reducing from 20,000 square feet to 17,000 the size of the home she's building, and someone else discussing how instant ramen had helped extend the life of a book advance. But why go there?

Instead, I'd reiterate something on which I hadn't really focused until we sat up on that stage, which is how exciting it is to be working in comics at a moment when the graphic novel, rather than the 20-page pamphlet or mini-comic, or a collection thereof, defines the size of the terrarium in which creators' imaginations are taking root."

And from noted science fiction author Syne Mitchell

"For me, what was most interesting is that no matter the technology, how whifty the art or graphics, what attracts and holds an audience's attention is a compelling story. Since the dawn of time, story is how humans encode and pass on information; this is as true today as when early man sat around a camp fire."

TO BE CONTINUED...

November 18, 2005

VISUAL STORYTELLING ROUNDTABLE IN SAN FRANCISCO: PART 2 of 4

And for your pleasure, a few moments from this conference from the sketchbook of Matt Madden...

*TO BE CONTINUED.*

Mm_dondaglow


Mm_anjali


Mm_halbarwood

Mm_greg_bear_1

VISUAL STORYTELLING ROUNDTABLE IN SAN FRANCISCO: PART 1

VISUAL STORYTELLING was the title of this summit at the San-Francisco Academy of Art. Two panels were held, one with some of us from the graphic novel world, and one with major players of the videogame world, for a roundtable discussion and meeting between these two rapidly growing media.

THE GRAPHIC NOVEL PANEL was made up of literary agent Bob Mecoy, Jessica Abel, Matt Madden, Derek Kirk Kim (all of whom have excellent projects forthcoming with FIRST SECOND), Marc Weidenbaum, Editor from VIZ for their magazine SHONEN JUMP , and Anjali Singh, Senior Editor from Pantheon Books.

We were faced off with another panel of major writers and developers from the videogame world; among them creators and contributors on everything from DEMONSTONE, to ODDWORLD , to HALF-LIFE2 and lots and lots more.


Oddworld

Among them were talented novelists and screenwriters such as Eric Nylund, Greg Bear, and Hal Barwood of Finite Arts -- whose contributions to film include choosing the location of Devil's Tower for CLOSE ENCOUNTERS OF THE THIRD KIND, and thereby one of my favorite movie sequences of all time, beginning with the mashed potatoes.

Closeencounters_1


So what did we find out? Was it any use? Do game and comics creators have anything for one another?

Well, it was a fertile discussion, and some interesting things came of it. So I'd like to share some of these here, over the next few blog entries.

Graphic novels may be the fastest growing category in publishing, and games may be the fastest growing category in electronic media, but the comparison stops when we talk business and sales figures.

Games03

TO BE CONTINUED...

November 16, 2005

About Donkey & Mule . . .

About Donkey & Mule, the two corporate publishers: NO, THEY DO NOT WORK IN A HOLTZBRINCK COMPANY. And that's the truth. They're elsewhere, maybe in several different houses. Doodles & Dailies reserves the right to make strips of any reliable rumor from friends in the publishing business!

MORE GLIMPSES FROM THE WONDERFUL WORLD OF CORPORATE PUBLISHING

Donkeys3_lores_3

November 10, 2005

MORE GLIMPSES OF THE WONDERFUL WORLD OF CORPORATE PUBLISHING

Continuing with these little fly-on-the-wall moments to report.

Donkeys2web

November 09, 2005

GLIMPSES OF THE WONDERFUL WORLD OF CORPORATE PUBLISHING IN AMERICA TODAY

What really goes on in the mightiest publishing corporations?

What dark conspiracies are spawned in their sinister board meetings, way up in the high floors of their skyscrapers?

What really goes on behind closed doors, among the power players who shape today's book market?

To answer these troublesome questions, every now and then we'll include some ACTUALLY HEARD moments from within the corporate publishing world! Yes, really heard! Some by me, and others reported by reliable sources, friends and friends of friends. No, seriously. Really heard. And the identities of the people mentioned shall be (ever so slightly) concealed.


Donkeys1web

(click to enlarge)

August 22, 2005

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