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The DC Comics Guide to Writing Comics
 
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The DC Comics Guide to Writing Comics [Paperback]

Dennis O'Neil
3.7 out of 5 stars  See all reviews (15 customer reviews)
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Product Description

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There must be dozens of books on how to draw comics, but even the best artists need to tell a good story. Who can teach them? Dennis O'Neil. A comics writer and editor for more than 20 years, O'Neil oversees DC Comics' Batman titles--one of the most successful comics franchises ever. In addition, he's a bestselling novelist, a screenwriter, and a writing teacher. So when it comes to storytelling, O'Neil knows his stuff. In this guide he delivers his knowledge in a succinct, no-nonsense style.

O'Neil explains three-act story structure and examines subplots, characterization, and methods for developing drama and suspense. He then applies these concepts to comics' specific forms: graphic novels, miniseries, maxiseries, and the rare megaseries (such as Batman: No Man's Land, a year-long über-narrative played out across five comics titles). As in good comics, words and images work together in this book. Every idea is illustrated by panels or pages from great moments in DC Comics lore. Especially illuminating are the script excerpts that come paired with the comic book pages they describe.

Strangely, the book ignores the visual side of comics writing. Modern comics scripts specify shots, angles, and blocking in movie-director fashion, but that craft is never addressed. (DC has a good opportunity here for a second volume.) However, what this book sets out to teach--storytelling--it does quite well. Aspiring comics writers won't just learn theory, they'll be empowered, because O'Neil provides a framework for crafting new tales. --J.B. Peck

From School Library Journal

Adult/High School-This witty, clear, and concise guide is tailored to those who want to create comics. O'Neil is adamant that there is no One True Way, although he stresses the importance of practice. He discusses story structure, characterization, script preparation, and other general writing topics. He also covers those more specific to comics writing such as miniseries, maxiseries, and continuity. O'Neil addresses the visual component of the art, the importance of page layout, and the relationship between the writer and the artist. He concludes with a short essay, "Writing Humor Comics," by Mark Evanier. The book is lavishly illustrated with black-and-white examples from various DC comics. In addition, the author includes many pages of scripts, which are usually juxtaposed with the finished page. He provides excellent advice and guidance for beginners. Although the examples focus on DC characters and stories, the content should have broad appeal. This is a nice balance to the many how-to-draw-comics books in most collections. Even for nonwriters, the book is interesting for the background look it provides into how comics are created.

Susan Salpini, Fairfax County Public Schools, VA

Copyright 2002 Cahners Business Information, Inc.


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3.7 out of 5 stars (15 customer reviews)
 
 
 
 
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4 of 5 people found the following review helpful
2.0 out of 5 stars DISAPPOINTING., Dec 11 2003
By 
steven pond - See all my reviews
(REAL NAME)   
This review is from: The DC Comics Guide to Writing Comics (Paperback)
Half of this thin volume consists of B&W repro's of DC comics pages. 3/4 of the rest consists of tips cribbed from Hollywood Screenwriting books. (Note to O'Neil, comics are not movies. Or TV shows.)

What's in the guide specifically for comics writing? Well, the answer to one beginner's question - "What format do I use?" is: "There's no one right way." The answer to another beginner's question: "Do I write out the whole script, panel by panel, balloon by balloon, before the artist gets it, or do I just write a plot outline for the artist, then script the captions and balloons after the penciller is finished?" is: "There's no one right way."

Mr. O'Neil repeats "There's no one right way" about 53 more times, just in case you can't read.

The only thing interesting and worthwhile here is "the Levitz Paradigm" a way to organize plots and subplots across different issues or even across titles. But as O'Neil notes, nobody gets a chance to do anything like that at DC unless they have already been working there for many years.

O'Neil has been writing comics a long time. He must know what he's doing. Maybe he can't articulate it. Maybe he doesn't want to release the REAL secrets and foster competition.

I just don't know.

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2 of 2 people found the following review helpful
4.0 out of 5 stars An solid introduction, but it leaves you wanting much more, Jan 1 2003
By 
Lawrance M. Bernabo (The Zenith City, Duluth, Minnesota) - See all my reviews
(TOP 50 REVIEWER)    (HALL OF FAME)   
"The DC Comics Guide to Writing Comics" is author by Dennis O'Neil, who wrote some of the classic Green Lantern and Batman stories (usually drawn by Neal Adams). In this volume O'Neil covers the various methods of writing scripts, procedures for developing a story structure, creating well-rounded characters, and more. Although most of what is covered in here is basic to all forms of writing, O'Neil does keep the focus on how these key concepts apply to the writing of comic books. The book is divided into two parts, with an appendix:

Part One: (1) What are Comics? is answered in terms of a comprehensive vocabulary of comic book terms such as speech balloon, story arc, and inker; (2) A Full-Script Versus Plot-First compares the latter, which is the Marvel method developed by Stan Lee, with the former, the traditional approach for writing film and television scripts, with the strengths and weaknesses of each; (3) Story Structure provides a listing of the basic kinds of structure used in comics, including a detailed look at different examples of "The Hook"; (4) Creating Drama looks at the importance of keeping the action going and offers a key distinction between suspense and surprise; (5) Subplots presents the advantages and inherent dangers of subplotting; (6) Characterization spends as much time talking about dialogue and humor as well as about the hero and other characters; and (7) Script Preparation is about the physical act of writing and producing something that can be turned over to an artist (assuming, for the sake of argument, you are not going to do the whole comic book yourself in the spirit of Dave Sims, the early years).

Part Two starts by covering the rules for different types of comic book stories: (1) Miniseries give you a title with a predetermined number of issues, usually between three and six; (2) Graphic Novels are, for want of a better definition, long fictional narratives (sidestepping graphic novel miniseries like "The Dark Knight Returns"); (3) Maxiseries are essentially longer miniseries, like "The Watchmen" or "Crisis on Infinite Earths"; and (4) Ongoing Series, which are the staple of DC Comics and include titles like "Action Comics" and "Batman" that have been published continuously for over 60 years. Basically the same general rules are applied to all of these forms, with a different balance of consideration. The rest of this unit looks at (5) Story Arcs as ways of doing a miniseries in an ongoing series; (6) The Levitz Paradigm for tracking plots and characters over the course of multiple issues; (7) Megaseries, which is O'Neil's newly coined term for stories that cut across multiple titles for the same characters, such as Batman's "No Man's Land"; (8) Adaptations, which in this case applies not to turning great works of literature into comic books but rather adapting Batman movies back into the comic books that inspired them; (9) Continuity, or rather three types of continuity; and (10) Denouement, which is O'Neil's final pat on the back to his readers.

The Appendix has Mark Evanier's thoughts on "Writing Humor Comics," and a list of suggestions for the Comic Book Writer's Library. Overall, the book is much more descriptive than anything else, which ends up being both its strength and its weakness. Still, O'Neil does try to crystallize his thoughts into specific rules whenever possible. If anything, O'Neil is guilty of trying to cover too much and sacrificing, to some degree, depth for breadth. Throughout "The DC Comics Guide to Writing Comics" the best examples are when O'Neil can go into detail (especially if it is regards to a comic we have actually read). The book is illustrated with examples from comics throughout DC's history, but the best examples are rough or finished pages paired up with the pages written up for the artist by the writer. This is where we get our best sense of how comic books are written and produced in the real world.

The companion volume to this work, "The DC Comics Guide to Pencilling Comics," is written by Klaus Janson. There is actually a minimum of overlap between these two volumes, which offer a complimentary approach to the creation of comic books. These two DC volumes are worthy additions to the limited library that every aspiring comic book writer/artist should own, which would include Will Eisner's "Comics and Sequential Art" and "Graphic Storytelling," Scott McCloud's "Understanding Comics" and "Reinventing Comics," and even John Buscema's "How to Draw Comics the Marvel Way."

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3.0 out of 5 stars Not What I expected, Oct 3 2003
By A Customer
This review is from: The DC Comics Guide to Writing Comics (Paperback)
Although the book covers the various methods (2) of writing scripts, procedures for developing a story structure and creating well-rounded characters. It is not thorough enough to help the reader make solid decisions. Basically, this book gets you off to a good start. However, you will need to suppliment this book with more material that goes in depth. For ex: When the book discuss the methods of writing scripts, it does not introduce a method at all. Instead, the book shows 2 examples of previously written scripts. Thus, introducing the reader to the idea of writing a script, but you'll need to get a book that goes deeper into script writing to be successful. Overall, it was good reading and introduces the basics.
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