Text
Text
Text
Kai Mikkonen
PART I
Time in Comics 31
1 Time in Comics 33
PART II
Graphic Showing and Style 71
2 Narration as Showing 73
3 Character as a Means of Narrative Continuity 90
4 Graphic Style, Subjectivity, and Narration 109
PART III
Narrative Transmission 127
PART V
Narrative Form and Publication Format 243
Afterword 277
Bibliography 279
Index 293
List of Figures
The writing of this book would have been impossible without the
University of Helsinki Visiting Fellowship at Clare Hall College, University
of Cambridge, 2014–2015. I am deeply grateful to Maria N ikolajeva,
Professor of Education and Director of Children’s Literature Centre of
Homerton College, for helping to make that happen. My special thanks
are also due to John Calton, Matti Hagelberg, Essi Varis, Philip J enkins,
and Mark Shackleton, and the anonymous readers of Routledge Advances
in Comics Studies, for reading earlier drafts of this work. Thank you,
Matti, for your artwork and the enjoyable experience of teaching a
course together on comics storytelling at the University of Helsinki in
2013. Over the past decade, my work has profited greatly from the input
from colleagues and friends involved in the Nordic Network for Comics
Research (NNCORE) and the comics studies research committee of the
International Comparative Literature Association (ICLA). I am very
grateful for the sense of scholarly community and real friendship that
I have enjoyed with the members of these two groups.
Portions of earlier versions of some chapters have first appeared in the
journals Partial Answers 6.2 (2008), American Studies/Amerikastudien
56.4 (2011), International Journal of Comic Art 13.2 (2011), and
Scandinavian Journal of Comic Art 1 (2012), and in the anthologies
The Rise and the Reason of Comics and Graphic Literature (Eds. Joyce
Goggin and Dan Hassler-Forest, 2010), From Comic Strips to Graphic
Novels (Eds. Daniel Stein and Jan-Noël Thon, 2013, 2nd edition 2015),
and Dialogue across Media (Eds. Jarmila Mildorf and Bronwen Thomas,
2017). I would like to express my gratitude to the publishers and the editors
for their permission to reproduce this material here. In the same vein,
I would like to extend great thanks to all the copyright holders who have
generously given the permission to reproduce the images included here.
Introduction
Comics, Narrative, and Medium
***
This book has two main objectives. First, by placing comics into lively
dialogue with narrative theory, The Narratology of Comic Art builds a
systematic theory of narrative comics. This involves not just the identifica
tion of those properties in comics that can be meaningfully investigated by
means of narrative theory, but a study of the potential in the narratolog
ical approach that has hitherto remained overlooked in this field as well.
Comics studies is experiencing an exciting period of growth and diversi
fication, and as interest in exploring the connections between comics and
narrative theory increases, it is all the more important to carefully think
through what is specific to the medium. A comprehensive narratological
engagement with comics will allow us to do just that, and contribute to our
understanding of comics’ narrative devices, conventions, and strategies.
Second, the development of the narratology of comic art entails the
identification of the kinds of problems that we encounter in employing
narrative theory in comics studies. Many of these problems stem from
the historical fact that narratology—the formal, systematic study of nar
rative representation—has been more extensively developed in literary
research than in other fields. This book, then, is not a mere application
of existing narratology to the medium, but it also offers a revision of
narratological concepts and approaches through the study of narrative
comics. Thus, while narrative theory is brought to bear on comics, com
ics are equally brought to bear on narrative theory.
In this investigation, the relation between narrative, or narrativity
(i.e. the capacity to inspire a narrative response), and medium is of
crucial interest.1 One key finding of this study is that narratological
insights into the organisation, presentation, and mediation of stories
cannot be transferred from one medium to another without due modi
fication. Thus, it is hoped that this investigation can contribute to nar
ratology in general, for instance, with regard to the emerging field of
transmedial studies that looks at narratives in different forms of expres
sion, communication, and art. 2 Furthermore, the challenges that the
medium of comics poses for narrative theory can potentially shed light
on related problems elsewhere, specifically in other forms of visual and
multimodal narratives. 3
Comics
There is not much use for a strictly formal definition of ‘comics’ in the
narratology of comic art. A formal definition would be, for instance,
to state that comics are “the phenomenon of juxtaposing images in a
sequence” (Duncan and Smith 2009, 3) or “juxtaposed pictorial and
other images in a deliberate sequence, intended to convey information
and/or produce an aesthetic response in the viewer” (McCloud 1993, 9).
We could also state, though less strictly, that “the necessary, if not suf
ficient, condition required to speak of comics is that the images will be
multiple and correlated in some fashion” (Groensteen 2007, 19). The
problem with these definitions is not so much that they are too broad
or too narrow, but that they qualify comics by reference to some single
component that is perceived as the necessary element for something to
be called comics. In comics scholarship, the futility of the definitional
project has come sharply into view.16
The core notion in most contemporary definitions is that comics are
juxtaposed pictorial images, a sequence of separate pictures or images,
or interdependent images in a series. Groensteen’s emphasis on what he
calls the foundational order of “iconic solidarity” (2007, 128) highlights
the idea of the interdependence of images in a series as the most relevant
feature of the medium17 and distinguishes comics from single images or
“unique enclosed images within a profusion of patterns and anecdotes”
(2007, 128). Such a distinction is indeed quite reasonable—the idea of
interdependent images seems crucial to the recognition of something as
comics in our contemporary understanding of this word. And yet, it is
also clearly problematic. It is problematic, in particular, in the sense that
the notion of a “unique enclosed image” is not always perfectly distin
guishable from a series of interdependent images, specifically if a single
image depicts several events or an unfolding situation. When does a sin
gle image become a series, or when can a group of images be perceived
as one image? As art history demonstrates to us, a sequence may be em
bedded in a single image; a single-panel image or painting can comprise
a series of images. And, we can find various kinds of image series outside
comics, for instance, church paintings, frescoes, or window art that may
also conform to this principle. In addition, a formal separation between
comics and other related visual media or forms of art, such as picture
books, cartoons (single-panel drawing), or animation, is irrelevant here.
Introduction 13
There will always be borderline cases between these forms of expression,
such as hybrid formations of picture books and comics (for example,
Maurice Sendak’s In the Night Kitchen), books illustrated with comics
and cartoons (Jeff Kinney’s Diary of a Wimpy Kid), or intermedia in
stallations (so-called ‘gallery comics’), which render the question of defi
nition difficult or impossible and point out the historically contingent
and relative nature of such categorisations.
In the various formal definitions of comics, a lot of ink has also been
spilled over the question of the interplay between image and word, and
whether it is the defining feature of the medium. The fundamentally
hybrid nature of the medium in this respect is also reflected in the fre
quent attempt in comics theory to reveal a hidden bias in scholarship in
favour of either the word (literature) or the image (art, visual culture). By
displaying these biases, comics theory has then sought to accommodate
the opposite argument, shifting the emphasis again to either literature or
visual art and leading to some kind of self-perpetuating dialectic.
For instance, Bart Beaty has identified, in his discussion of the
relationship between comics and the art world in the North American
context, Comics versus Art (2012), what he calls a ‘literary turn’, or
literary–narrativist prejudice, in the academic study of comics in re
cent decades. Beaty locates the beginnings of this prejudice in Colton
Waugh’s The Comics (1947), where Waugh highlighted the importance
of certain issues of narrative content, such as continuing characters and
narrative form, including sequential images and speech balloons, for all
comics (2012, 27). More recently, as Beaty claims, a similar bias, which
sees comics as popular narrative literature or mass culture but not as a
form of visual art, has only strengthened. This is mirrored, he goes on to
say, in the coalescence between narrative and literary medium, and the
easy slippage between arguments about comics as a narrative form to
the discourse of their literariness in academic comics studies (2012, 44).
Whenever contemporary comics scholarship has equated narrative form
with literariness (the quality of being literary), this is usually justified as
an attempt to raise the low cultural status of comics in academia and, in
particular, in the field of literary studies. The opposite bias, however, of
treating comics as popular visual culture, instead of literature, has also
been quite common. For instance, one persistent trend in comics theory,
though less common today, has been to see comics as a ‘frozen’ and ‘im
mobile’ form of cinema, or a kind of storyboard for a film that conse
quently does not require a poetics of its own.18 More recently, comics have
also been subjected to broader theoretical frameworks of visual language
and meaning-making—semiotic, linguistic, or cognitive approaches, for
instance, or multimodal studies—in ways that may marginalise the ques
tion of comics as a self-respecting medium, literature, or art form.
The literary or narrativist bias in contemporary comics scholarship is
a complex issue. First, as most narratologists are happy to admit, there
14 Introduction
is no a priori connection between literary value and narrative form. In
literary studies, the concept of literariness—that is, what makes a given
work a literary work—is not associated with the question of narrativity
but, in the main, with the organisation and style of language that devi
ates from standard use, and may thus highlight the stylistic choices or
the act of expression itself.19 Literary value can also be defined through
the concept of imagination for instance, but a narrative form is hardly a
sufficient requirement for some work to qualify as literature. Second, al
though much comics theory today tends to see that comics are narratives,
it also recognises that there exist many predominantly non-narrative
forms of comics, such as abstract, educational, and lyrical comics.
As suggested earlier, the dispute about the biases of comics theory
and research can be taken as another reminder of the truly multimodal
nature of the medium. For instance, in her Comics and Language (2013),
Hannah Miodrag presents almost the opposite argument to Beaty in
challenging what she sees as the preoccupation with the visual content
in comics studies and criticism. Thus, she undermines the perception—
one that she sees as central in much scholarship in the field—that visual
content comes first and needs “to control the narrative and dominate
the text” (2013, 11). She further concludes that there have been a “gen
eral critical reluctance to focus on verbal content” (2013, 18) in comics
and a widespread “logophobia” in comics studies (i.e. a fear of words
subjugating comics’ visual form)20 in order to insist on the visual value
of comics. Miodrag then shows in her insightful analyses how the ver
bal content in comics, from George Herrimann to Lynda Barry, can be
conceived in terms of literary language and aesthetic effect, while she
also seeks to problematise, by focussing on linguistic features in comics,
what it means for a comic to be read as literature.
We could claim that by conceiving comics as literature, Hannah
Miodrag distances the medium from visual art and culture, while Bart
Beaty, by making a case for comics as an important form of visual art
in its own right, distances comics from the art of storytelling, which he
associates closely with literariness, literary value, and literary studies.
My focus on narrative comics is an important qualifier here. Comics can
be perceived as a form of literature and visual art, but to treat them as
narrative also allows us to avoid the word–image dichotomy. I am con
vinced that there is no particularly good reason to juxtapose the cate
gories of literature, narrative, and visual art in this respect. Comics tell
stories by verbal means and by showing images, through their visual and
spatial form, through their many combined visual–verbal signs and con
ventions, and through the interaction of these elements. The communi
cation of a story is, surely, not the only thing that pictures do in comics,
or what comics do, but it can also be a focus of its own.
What I wish to emphasise in this regard is mainly that it is quite pos
sible to avoid the circularity of the argument that has characterised
Introduction 15
some recent comics theory: When the pictorial or the verbal character of
comics (or the idea of images in succession) has been deemed to be too
prominent, the corrective move has shifted the theoretical perspective in
favour of the visual component and graphic art, or vice versa. However,
there is just so much variety in comics—that is, in works that are pro
duced, recognised as and called ‘comics’—in their blendings of images
and words, or their emphasis on one or the other, that the interplay
between words and images does not provide us with any self-evident
starting point for a comprehensive theory of narrative comics. The rich
tradition of wordless comics will also always be hard to accommodate
within such definitions.
This book will not discuss the issue of word and image interaction as a
separate aspect of narrative comics, but it will integrate their interaction
in all of its chapters. The focus on comics as narratives allows us to con
ceive comics in relation to narrative forms, conventions, and strategies,
but this does not necessarily make comics more recognisable as litera
ture or visual art. I do think favourably of both of these endeavours since
they can open up interesting research perspectives on intermedial and
interartistic relations and make us aware of any medium and art-specific
biases in our own aesthetic judgements. Furthermore, it can be import
ant to claim literary and artistic values for comics in contexts where seri
ous scholarly interest in this field still needs to be justified. However, it is
not the objective of a comprehensive narratology of comics to elevate the
value of comics as literature or art, but to study them as narratives and,
subsequently, illustrate their value as narratives. It is also to be hoped
that the literary and artistic merits of comics need no underscoring.
Therefore, instead of a formal, or even a reasonable, definition of com
ics, 21 comics are perceived here in terms of their social institution, that
is, the institution of making and reading comics. In other words, the
term ‘comics’ refers here to a medium or, if you like, a form of art and
literature that consists of works that are commonly recognised, called,
and intended to be read as comics.22 The institutional definition enables
us to avoid the formalist trap of focussing on a particular structure or de
vice as the distinguishing factor. This approach is not without caveats as
there may be some disagreement about what counts as comics today, but
the institutional definition suggests that we can appreciate these diver
gences instead of trying to resolve them according to formal definition.
Medium
It is a kind of truism in comics scholarship to consider comics as a me
dium of its own. The problem, again, is that the concept of medium can
be defined in various relevant ways. A basic division in the meanings
of the term is that a ‘medium’ can refer, on the one hand, to a channel
for transmitting information, such as television, newspaper, film, or the
internet, and, on the other hand, to the materials, the technical means
and physical instruments of expression, as in the sense of artistic ex
pression. 26 In addition, a medium can mean those social practices that
characterise the use of a particular medium. For instance, media his
torian Lisa Gitelman defines a medium not only as a technology that
enables communication but also as a set of associated “protocols” or
social and cultural practices, normative rules, and default conditions
that gather and adhere around that technology. The latter involve norms
18 Introduction
and standards about how and where the medium is used, and express
a variety of social, economic, and material relationships (2006, 5–7).
Conceived in this sense, the comics medium could then mean the ways
in which comics are made, published, and read; their reading protocols;
and reading culture. Here, ‘medium’ means in particular a system of
communication and information that has a certain material support and
is defined by a set of associated social practices, such as conventions of
reading, genres, the publication format, and channels of distribution.
Finally, different media can also be specified on the basis of their use
of one or more semiotic systems (linguistic, visual, auditory, gestural,
spatial) to transmit their contents, and which are linked to different ap
proaches to narrative. In this sense, comics is a multimodal, or multi
channel, medium that can make a unique contribution to the study of
the relation between narrative and medium.
Medium Specificity
Many of the presupposed medium-specific features of comics have close
parallels across media and narrative art forms. Compare, for instance,
the function of the gutter—the space in between the panels—and the
use of ellipses and gaps of information in written narrative fiction, such
as between paragraphs or scene and chapter breaks, acts and scenes in
theatre, shot transitions in films, the segmented structure of a narrative
mural painting or a fresco, or transitions between lines and stanzas in
a poem. Segmented sequences and fragmentation function as a provo
cation to meaning-making and problem-solving across the arts, invit
ing the audience to make a connection and fill the gap. Similarly, the
alternation between sequential reading and a more global perspective
on the composition can play a significant role in reading picture books,
and graphic design can create complex relations between words and im
ages comparable to comics. Nor are combined forms of text and image,
such as speech balloons, unique to comics, even if comics are famous
for them.
To hold a very strict notion of medium specificity can lead narrative
theory to focus on an unproductive guarding of borders between the
media. However, paying insufficient attention to the question of medium
can result in overly facile equations between the presupposed isomorphic
qualities across media. One simple alternative, therefore, is to study how
comics are, at once, different from and similar to other kinds of nar
rative media. The stance of this book in this respect is twofold. First,
The Narratology of Comic Art questions the idea of hermetic bound
aries between comics and other narrative media or arts, especially the
closely related forms of visual storytelling, such as single-panel cartoons,
picture books, and animation films, on the level of their formal qualities.
Second, this book argues nonetheless that certain qualities, conventions
Introduction 19
and strategies, and their combinations are more expected of the medium
of comics. The challenge, then, is to explain how the (relative) distinc
tiveness of certain devices, conventions, and forms of comics can be un
derstood, without seeking some ahistorical essence or formal purity for
the medium.
The medium-specificity thesis often has a normative dimension,
recommending that artists exploit the distinctive possibilities of the me
dium and, consequently, define artistic accomplishment and skill on this
basis. In its most radical forms, then, the doctrine of medium specificity
can contribute to a species of purism. A more relativising understand
ing of medium specificity, and the one that is sensitive to the historical
changes of intermedial relations, holds that media have a range of repre
sentational, expressive, and formal capacities, some of which are typical
to them, even if subject to appropriation by other media, while they also
have other capacities that they share with other media but may put to
different uses. For instance, in his discussion of the medium-specificity
thesis, the philosopher Noël Carroll has usefully specified “distinctive”
to mean two things in this context: the notion that certain of the effects
of the given medium are managed both (1) better than other things the
medium does and (2) “better than said effects are managed by the media
possessed by any other artform” (2008, 36). For Carroll, a ‘medium’
refers especially to the artistic materials—paint in paintings and sounds
in music—and the material instruments, such as a paintbrush or a film
camera, used in shaping these materials. Thus, for Carroll, media are
the physical media. However, I see no particular reason why the same
notion of specificity could not be extended to refer to the uses and ef
fects of the semiotic resources—words, images, and sounds—that char
acterise a given medium. For instance, many narrative media are capable
of creating the impression of a character’s inner life, sense perception,
and personal voice, but they manage these effects differently, by using
and combining different materials and resources such as words, images,
sounds, and graphic style. Where one medium may have the advantage
over other media and do something better, it may detract in some other
way or must find ways to circumvent the challenges posed by the materi
als, instruments, and resources by which it is characterised.
Medium specificity in this sense, then, is not a determinative cate
gory, but a relative and graded one. The notion of ‘affordance’, derived
from environmental psychology and redefined more recently in multi
modal research, and which refers to the potentialities and constraints
of different resources (or modes) of meaning-making, provides us with
one further specification of medium specificity in this sense. In multi
modal research, affordance means, more precisely, “the materially,
culturally, socially and historically developed ways in which meaning
is made with particular semiotic resources” (MODE 2012. Glossary
of multimodal terms). 27 For instance, an affordance of images is the
20 Introduction
capacity to describe visual experience in visual and spatial detail, while
in language, it may be relatively easier to convey the idea of changing
temporal perspective, negation, or causal relations than in single im
ages. The affordances of a medium are conditioned by those semiotic
resources that the medium uses and that it may maximise to a greater
effect than other media.
Yet another useful way to conceptualise medium specificity, and one
which complements the idea of affordance, is the notion of the con
straint. A constraint in this respect can mean a restriction imposed by
the material form, the semiotic source, the combination of the material
form and the resources, or the publication format. To better illustrate
this, let us take two perspectives on the concept of the constraint, one
from comics scholarship and the other from the poetics of experimental
comics.
In their Power of Comics (2009), Randy Duncan and Matthew
J. Smith argue that the comic book is characterised by the following
formal constraints:
In fact, many of the constraints included here reflect the general capa
cities of comics as a medium and not just the comic book format. These
qualities comprise, in particular, the limited chance to control the order
or reading, or the ability to read linearly for the panel sequence and
at once freely look at the overall arrangement of the panels. Likewise,
the importance of the page layout as a unit of composition, the notion
of the panel as a unit of time, the cartoonist’s artistic skill, and the in
terdependence of words and images are common features in the medium
across various genres and publication formats. By contrast, the con
straints of unrealistic images and the conception of images as “frozen”
moments of action are open to discussion. I will revisit these questions
later in the book.
Introduction 21
The close connection between a medium-specific constraint and a
capacity becomes evident in experimental comics that have used con
straints as a means to investigate the basic conventions of the me
dium. In particular, the activities of the group of French cartoonists
and comics theorists known as OuBaPO (Ouvroir de bande dessinée
potentielle), founded in 1992, have exposed, by inventing deliberate
limitations according to which comics should be made and proposing
changes to existing norms and practices, some of the medium’s most
persistent norms and limitations. 28 In the first volume of the OuBaPO
group’s works, Oupus 1, published by L’Association in 1996, Thierry
Groensteen enumerated the medium-specific constraints that could
be performed on comics and grouped these constraints into two basic
categories: generative constraints, which can be employed to produce
new works, and transformative constraints, which alter existing works.
The original typology included ten generative and seven transformative
constraints. 29
The deliberate generative constraints are as follows:
Choice of Examples
This book focusses on conceptual issues and is theoretically motivated.
As such, the choice of examples is consistent with the need to investigate
the medium-specific capacities, constraints, and expectations of story
telling in comics. Individual works in comics have a seminal role in this
book as the ultimate testing ground for all theoretical claims. A great
number of the examples included here are formally innovative works
that explore the possibilities of storytelling and, in many cases, also take
issue with their medium, i.e. explore the limitations, affordances, and
constraints of the medium. Some examples, from Chris Ware to Fred, go
beyond the expressive potential of current practices. Such works, where
the narrative medium itself becomes in some way a question, serve parti
cularly well to distinguish major narrative conventions, capacities, and
constraints of comic art. However, my main focus is not formal innova
tion in its own right. Also, many popular comics, from Disney comics
to Calvin and Hobbes, are included in the discussion to illustrate how
popular comics may explore their affordances and constraints.
Although my focus is on narrative forms and conventions, I do not
wish the approach to be wholly synchronic vis-à-vis the history of com
ics, that is, limited to concerns about the presupposed narrative univer
sals of the medium in a more or less contemporaneous moment of time.
Thus, in the course of the discussion, I will make some forays into the
history of the medium, including a whole chapter dedicated to the ques
tion of the development of narrative forms in ‘premodern’ comic strips
of the early nineteenth-century British satirical journals.
Certain strong trends that have marked the art of comics in the
European and North American contexts over the past three decades
are reflected in my choice of examples. These trends include, in parti
cular, the independent comics revolution, the emergence of autobiogra
phy and other forms of nonfiction comics, the revision of the superhero
genre, the influence and predominance of manga, and the development
of the graphic novel. The majority of my examples represent European
comics traditions and American comics. In the European context,
I devote particular attention to Franco-Belgian and British comics, but
some examples of Italian and Finnish comics are also included. Most
English-language studies in the history, theory, and culture of comics
focus on American comic books and comics scene, whereas French com
ics theory is concentrated on the French–Belgian tradition of the comic
album. This book clearly goes against the grain in this sense, developing
24 Introduction
extensive dialogue between Francophone and Anglo-American comics
theory and artists. Manga is generally not included in these readings
even if Jiro Taniguchi’s A Distant Neighborhood has a central role in
the discussion of the narrator concept offered here. Note, however, that
Taniguchi’s graphic novel is a Europeanised and Westernised manga to
begin with. Not only is its reading order reversed from the Japanese stan
dard, but also many elements of the visual style in the original Japanese
version are closer to Western comics than manga.
Despite the emphasis on longer, sustained narratives in comics, I con
tend that most of the theoretical claims in this book, exempting ques
tions relating to page layout and the overall appearance on the page, are
general enough to be extended to the shorter form of the comic strip.
Comic strips have their particular generic outlook, expectations, and
narrative poetics that differ, in the main, from longer formats. Perhaps
most typically, in conventional gag-a-day comic strips with three or four
panels, narrative breakdown is based on a specific effect in the given
limited space so that the last panel, or sometimes the penultimate panel,
functions as the gag panel. However, serial or continuity strips follow
two different kinds of narrative logic at the same time—to be meaning
ful in three or four panels and as a longer narrative—and, at least since
the 1950s, reflecting this double logic and expectation, many strips have
been republished as magazines or albums. Therefore, the boundaries
between the comic strip and a sustained narrative work in comics are
not always that clear-cut, and it is not in the interests of this project to
try to enforce that distinction.
Notes
1 Mary-Laure Ryan argues that while a narrative is a “semiotic object”, nar-
rativity refers to the quality of “being able to inspire a narrative response”
(2006, 10–11). See also Wolf (2003).
2 See Ryan (2004, 1–40, 2006, 4–7).
3 Kress and van Leeuwen define a multimodal document as “any text whose
meanings are realised through more than one semiotic code” (2006, 177).
See also Stöckl (2004).
28 Introduction
4 See David Herman’s definition: “Postclassical narratology […] contains clas
sical narratology as one of its ‘moments’ but is marked by a profusion of new
methodologies and research hypotheses; the result is a host of new perspec
tives on the forms and functions of narrative itself” (1999, 2–3).
5 See Ryan (2005, 2013), Ryan and Thon (2014, 12–13), Jenkins (2006,
195–196) for the definition of transmedial storytelling.
6 Writing about the contribution that narratology can make in visual studies,
Bal emphasises that “the analysis cannot be limited to the application of
narratological concepts to visual representations (‘How do images tell?’)”
(1990, 744). Rather, she claims, “the confrontation between the narratolog
ical apparatus and the visual image inevitably changes or even subverts the
categories” (ibid.).
7 See, for instance, Bordwell (1985) and Branigan (1984, 1992).
8 In his 1988 article “Narration as Supplement” (2014, 179), Groensteen also
“dreams” of founding a narratology that would be specific to comics.
9 Chatman develops this distinction on the basis of Roland Barthes’s notions
of nuclei and catalysers, explained in “Introduction to the Structural Ana
lysis of Narrative”, in Image Music Text. Trans. Stephen Heath. New York:
Hill and Wang, 1977, 79–124.
10 Such narratologically informed textbooks include, for instance, Saraceni
(2003), Miller (2007), Kukkonen (2013b), and Postema (2013).
11 For Genette, the narrative mood concerns techniques of filtering the narra
tive, such as focalisation and techniques of speech and thought representa
tion (1980, 161–211).
12 Steven Surdiacourt also proposes a model of comics narratology in his PhD
dissertation (2015), divided into the issues of segmentivity/sequentiality/
structure, focalisation, and narrative voice.
13 I side with Marc Singer, for whom “putting narrative theory into practice
is primarily a matter of conducting an informed, close reading of the text,
looking at all the ways the narrative elements contribute to its meaning”
(2012, 59).
14 For instance, as much research shows, forms of speech and thought represen
tation, such as free indirect discourse, can realise a multitude of functions in
the nineteenth-century novel (McHale 1978, 274–284, 1993, 60–62; Cohn
1999, 163–180).
15 See, for instance, Jared Gardner, on how the popularity of the comic book
raised the question of page composition to a new level, both in terms of a
new kind of visual whole and narrative breakdown (2013, 249–250).
16 See, for instance, Groensteen (1999), Meskin (2007, 376), Hatfield (2010, 5),
and Beaty (2012, 31–44). Samuel R. Delany has argued that instead of a
definition, we need a “careful, analytic description of what is vital, intrigu
ing, newly noticed, and wondrous about comics (what they are; how they
work)” (1999, 245).
17 For Groensteen, iconic solidarity means “interdependent images that, partici
pating in a series, present the double characteristic of being separated—this
definition dismisses unique disclosed images within a profusion of patterns
or anecdotes—and which are plastically and semantically overdetermined
by the fact of their coexistence in praesentia” (2007, 17).
18 For instance, Jules Feiffer argues (1965, 68) that “comics are movies on
paper—the final dream!”. Elisabeth Potsch and Robert F. William voice the
same view: “Comics is cinema without motion or sound” (2012, 13).
19 See also Miodrag, who points out that literary quality (literariness) in com
ics has much less to do with the ability to tell a story than using language in
particular self-reflexive and poetic ways (2013, 18).
Introduction 29
20 Miodrag derives the term logophobia from Dylan Horrocks, who argues
that, for Scott McCloud, it is “as if the very presence of words—any words—
in a comic is a potential threat to its identity as a comic. To protect that iden
tity, it is essential for the pictures to dominate the words” (2001, 5).
21 Groensteen conceives his definition of comics as “reasonable”, i.e. one that
pertains not to all comics, but “the totality of historical manifestations of
the medium” (2007, 17).
22 Beaty argues, similarly, for an institutional definition of comics (2012,
31–44). A social and institutional definition of comics is also used in Hague
(2014, 16–18) and Barker (1989, 8).
23 For Gerald Prince, for instance, a narrative is “the representation (as product
and process, object and act, structure and structuration) of one or more real
or fictive events communicated by one, two, or several (more or less overt)
narrators to one, two, or several (more or less overt) narratees” (2003a, 58).
24 Following Monika Fludernik’s definition of the term “experientiality”,
i.e. the communication of anthropomorphic experience (1996, 30).
25 The term has refered to different kinds of long-form comics since Will Eisner
called his A Contract with God (1978) a “graphic novel”. For the debate
over this term, see Labio (2011, 125–126) and Hatfield (2005).
26 See Ryan (2004, 15–20) and Carroll (2008, 35).
27 The notion of affordance derives from James J. Gibson’s interactionist eco
logical theory, where an affordance is a way of perceiving a given environ
ment in relation to what the various elements of that environment afford one
to do—‘one’ referring here to both people and animals (1979). The notion
has been widely applied in the study of multimodality since Günther Kress
adopted the term (2010). See also Kukkonen (2013b, 167).
28 The group’s cartoonists have included, for instance, François Ayroles, Anne
Baraou, Gilles Ciment, Patrice Killoffer, Jean-Christophe Menu, and Lewis
Trondheim.
29 The transformative constraints include the means of manipulating an
already-existing comic by expansion, reduction, substitution graphic rein
terpretation, reframing, and other techniques.
30 I am using Brad Brooks’s translation of these constraints, and some of his
wording in the definition of the terms. Please see http://www.paolacarbone.
com/cultura/2011/oubapo.pdf. Jacques Dürrenmatt claims that the two es
sential constraints in the medium are the page layout and the constraints that
the writer and the cartoonist, even when they are the same person, impose
on each other (2013, 129). He distinguishes these from stylistic constraints
(the expectation of stylistic unity) and self-imposed constraints, such as the
OuBaPo activities.
Part I
Time in Comics
1 Time in Comics
Figure 1.1 April 20th, 2005. Building Stories (2012) © Chris Ware.
The book gives an exact date, 23 September 2000, for a one-day story
in a three-floor Chicago apartment building. Consequently, this date,
which is also the title of the instalment, and the flash-forward of the last
page in this instalment (20 April 2005), may be used to determine the
order of the other events in the other instalments, where there is no such
precision, or at least assess what might be the most coherent arrange
ments in this regard (Figure 1.1).
It is possible to read Building Stories as a network of events and mem
ories to be found and links to be made, and perhaps again to be remade
as other instalments offer new information. Yet, there is also much sup
port for a chronological understanding of the events. Thus, chronolog
ical order and the network of interconnected moments are not opposite
temporal structures, but they can be conceived of as complementary op
tions and in terms of their interaction. Building Stories both undermines
and reinforces the distinction between the order of the events in the story
and the order of their presentation. The readers need to be particularly
active in creating a sense of chronology out of the seemingly intercon
nected moments.
In what follows, this chapter will evaluate the relevance of the funda
mental narratological distinction between story-time (the order of the
events) and discourse-time (the order of their presentation) in the con
text of narrative comics. However, this framework needs to be related
to the conventions and expectations of reading comics, such as the con
vention of a kind of synchronic look that Genette mentions above. It is
not merely a matter of formal analysis. Also, Building Stories highlights
the significance of these conventions through its great variety of shapes
and formats of comics, from pamphlets and tabloid-size magazines to
cloth-bound books.
36 Time in Comics
Story and Discourse in Narrative Comics
The temporal structure of narratives has been among the most central
questions of narratology throughout the history of this discipline.3 The
key distinction in this respect is between story-time, meaning the tem
poral order or succession of the events in the story, and discourse-time
(or narrative time), in the sense of how the events and the story contents
are arranged and presented. Narratology has not invented this distinc
tion, but has systematised its study, providing us with a much-tested ap
proach for analysing temporal organisation in narratives on that basis.4
However, what complicates the matter is that the scope of this distinc
tion has always been under some debate. 5 The Genettean understanding
of ‘discourse’ comprises, besides narrative time, the entire expression
plane of narrative mood and voice. Narrative mood refers to the regu
lation of narrative information through distance from the things that
are told, such as by means of perspective, while narrative voice means
the act of narrating through a narrative situation, in particular by a
narrator. Other broader definitions contend that ‘discourse’ comprises
elements of style or what is specific to a medium. Similarly, the ‘story’
(the ‘what’ that is narrated) is not always limited to the chronological or
der of the recounted events of the story, but it may refer to the basic ele
ments of the story content, in particular the characters and their world.
The problems that result from maintaining the broadest definitions
of these two terms have not remained unnoticed by narratologists who
have turned their attention to visual narratives. There are, at least, two
main objections that we can level against the broad definition of dis
course in this context.
First of these is the difficulty in differentiating between graphic style,
or the materiality of the image, and the narrative meaning of the images.
Martin Schüwer has problematised the usefulness of the story-discourse
distinction on this basis (2008, 23), by arguing that this divide can
not be as clear-cut in comics as it may be in the linguistic structures of
verbal narratives. The second challenge is that posed by Genette: the
global or synchronic look, or what is called “tabular” reading in refer
ence to a tableau (picture, painting, table), originally defined by Pierre
Fresnault-Deruelle (1976). More precisely, the notion of tabular reading
refers to features in comics that invite a nonlinear, or not only sequential,
reading of the panels and where, thus, the whole of the spatial arrange
ment merits a more global look and appreciation. There are great differ
ences between comics in this respect. For instance, certain “exploded”
scenes that are typical of Guido Crépax’s Valentina invite a pronouncedly
tabular reading: the panels on the page are not integrated into a logical
continuum in terms of a sequence, but these reflect the protagonist’s
mental state through relations of contiguity that are sometimes quite
complex (see Fresnault-Deruelle 1976, 23). Here, the composition invites
Time in Comics 37
a synchronic look at the whole as a unit of graphic design and narra
tion. Such arrangements defy the story-discourse distinction: is there any
sense of temporal order in scenes that focus on the protagonist’s mental
state or the various perspectives of the situation at hand?
Schüwer’s advice, which I follow here, is to restrict the application
of this distinction to the study of temporal structure.6 The limitation
will be beneficial for our analysis of perspective (focalisation), voice
(narrative mediation, the narrator), characterisation, and style in later
sections of this book. The issues of mood and voice will be discussed,
independently of the story and discourse divide, in chapters dedicated to
narrative agency, style, perspective, and the presentation of speech and
thought.
Temporal Order
The narratological analysis of time focusses on “anachronous” sequences,
or anachronies that depart from the sense of narrative present that is es
tablished in the given narrative7 and thus involve some shift of balance
between the levels of story-time and discourse-time. The basic categories
of asynchrony in this regard are retrospection (flashback), anticipation
(flashforward), and the lack of temporal chronology, or what Genette
calls ‘achronism’.8 Retrospection involves the narration of past events
in relation to the narrative present, and anticipation involves the narra
tion of future events in relation to the narrative present (1980, 40). Such
anachronies can be more or less explicit, or take multiple (or embedded)
forms so that, for instance, an anticipatory passage includes retrospec
tion or a flashback includes further flashbacks (1980, 79). As a case of
‘achronism’, Genette treats certain passages in Marcel Proust’s In Search
of Lost Time, where the told events are cut loose from any temporal
situation, or their relation is random in this respect. For instance, the
succession of train stations that are described at the end of Sodome et
Gomorrhe evokes in the narrator’s mind a series of stories from different
times, only connected by the same space or a theme. Similar to stories
38 Time in Comics
that are connected through the same building in Building Stories, mem
ories are thus organised according to a sequence of places, or spatial
contiguity, rather than temporal continuity.
In narrative comics, anachronies can be identified in any significant
changes with regard to the progress of time in the story world. Tempo
ral gaps are perhaps the most obvious starting point for the analysis.
The gaps, and other types of temporal shifts such as flashbacks, can
take place between formal elements of the composition, such as panels,
strips or tiers of panels, pages, and double spreads, or between narrative
units, such as passages, scenes,9 chapters, and instalments. The follow
ing discussion of temporal order will proceed in three steps by looking
at the temporal function of the panel relation, the means of connectivity
between the panels, and the levels of sequencing.
Thus, we must recognise the importance of the panel relation, not the
space in between. Second, in their critique of the closure theory, Baetens
and Frey point out that panels in comics, at least in longer works such
as the graphic novel, are structured on various levels simultaneously, in
cluding the strip or tier, which can be organised horizontally, vertically,
or as a combination of both; the page, which can have a wide variety
of sizes and formats; and the book, where the size and format can also
diverge widely (2015, 104–5). To these three levels, we could further add
forms of layout and panel organisation that go beyond the structure of
the strip and the grid, such as the impression of depth through stacked or
superimposed panels and the directionality of the strip/tier (see Bateman
et al. 2016), or the treatment of the whole page as a geometrical shape.
Consequently, the contact between the panels can, on all these levels, be
either sequential or more autonomous, that is, have a painterly function,
or prompt a global look at the composition as a whole.
Let us consider the manipulation of temporal order through some
panel relations in Nicolas de Crécy’s wordless comic album Prosopopus
(2003). The ‘mute’ quality of the story creates certain representational
pressures in its own right and promotes an associative mode of visual
reading that prompts the readers to pay attention to the breakdown of
the story on the visual plane alone.11 Beyond attending to the panel rela
tions, juxtapositions, and transitions, this also involves inferences about
changes in viewpoint, and paying careful attention to various visual
cues, such as facial features, gestures, clothes, and details of the objects.
Specific ‘time props’ and time cues are also highlighted. These include,
for instance, empty panels that indicate the duration of time, symbols
like numbers or the clock face, pictures within pictures, or changing
ratios of light and shadow, details in the landscape, or changing seasons.
Part of the challenge in reading Prosopopus and understanding the
chronology of its events is due to the effects of juxtaposition and montage
between the panels. Events and scenes that are spatially and temporarily
Time in Comics 41
removed from each other can follow each other without any explana
tory frame. What is particularly remarkable in this respect are larger
intrapictorial relations, including tiers of panels, a page or a double-page
setup, or panel-to-panel references throughout the whole album, that
may convey information about temporal relations through repetition,
visual analogy, or other meaningful correspondences between the panels
and their sequences. At times, De Crécy employs an analogous technique
to the cinematic match cut to indicate a simultaneous change of scene
and/or temporal frame: transitional panels that lead from one scene or
temporal frame to another through some visual detail in the image
(a spot on the floor, a tile on the wall, hands holding a tool/weapon,
fragment of a paintings, and so on), or the effect of zooming into a de
tail that ‘connects’ somewhere else, thereby establishing a graphic match
between the panels. In some panels, by contrast, the depiction of a video
camera viewpoint, supposedly held by the story’s namesake, the mon
ster Prosopopus, helps to create the narrative effect of condensed layers
of time. On a page towards the end of the story, one flashback follows
another, including the scene of assassination seen in the beginning of the
story. Here, the panels of the earlier scene are marked off by two (nearly)
blank panels, while the sequence is at the same time sped up by dimin
ishing and narrowing the size of the panels. This is a flashback of a flash
back that, we may assume, takes place in the main character’s mind.
Prosopopus illustrates to us how non-verbal information alone can
serve to construct complex temporal layers and relations in the story
and, thus, require that the reader engages in a lot of back-and-forth
checking of story elements beyond the immediate panel sequence. More
over, it makes manifest the significance of the narrative context, such
as a passage or scene, which allows us to determine the temporal or
other meaning of a given panel transition. The narratological potential
of McCloud’s six types of transition between the panels—moment-to-
moment, action-to-action, subject-to-subject, scene-to-scene, aspect-to-
aspect, and non-sequitur (serving no narrative purpose) transitions—is
compromised by the fact that the typology does not take the context into
consideration. Furthermore, the categories describe panel relations at
varying levels of organisation and meaning-making. As Bart Beaty has
pointed out, the category of scene-to-scene transition actually describes
a transition between larger units of narrative, that is, scenes of narra
tive, rather than just between two subsequent panels. The other types
of transition reflect more micro-level shifts of temporal frame, perspec
tive, subject matter, or causal connections. In contrast, the non-sequitur
transition involves a non-narrative relation between panels, such as a
challenge to narrative logic (Beaty 1999, 70).12
At the same time, McCloud’s understanding of the function of panel
transitions does not capture the full flexibility, instability, and hetero
geneity of their functions. Still other types include changes of narrative
42 Time in Comics
voice and mood, such as perspectival shifts between characters, or al
tering effects of angle, focus, and objectivity and subjectivity in the
viewpoint.13 One rather common type of transition is the change of
truth-value (modality in the linguistic sense) with regard to the image
content in the panels. The modality-to-modality transition, involving a
transition in the truth-value or credibility of what is seen, for instance,
in a dream, fantasy, hallucination, or memory sequence, is regularly
accompanied by stylistic markers, such as changes in the graphic line,
lettering, and colour, or alterations in verbal narration, layout, and per
spective. For example, in the Doll’s House story arc in The Sandman,
the powers of Rose Walker’s “dream vortex”, which threaten the sta
bility of the fictional world of The Dreaming, are made evident to
the readers by the fact that the panels of the sequence turn sideways.
Later, when Rose’s dreaming becomes even more powerful, the dream
sequence creates a vortex on two double spreads, where the few remain
ing panels give the impression of having been thrown around the space
of the composition.
My intention here, however, is not to expand McCloud’s typology
on its own terms, but to integrate the general notion of panel transi
tion, or panel relation—rather than the gutter—to the narratological
analysis of temporal order, rhythm, and frequency. Many of the short
comings of the closure theory can be mended by Thierry Groensteen’s
much more comprehensive model of ‘arthrology’ that seeks to cover the
entirety of the relations between panels in the spatial organisation of
comics.14 Beyond the pure linearity of subsequent panels, the question
of panel transitions is conceived here in relation to the two-directional
dependence of panels in a sequence (the notion of ‘iconic solidarity’ bet
ween the panels).15 The main degrees of articulating panel relations in
this model are the elementary, linear panel-to-panel organisation (linear
or restricted arthrology) and the principle of braiding (translinear and
distant or general arthrology) that concerns panel relations other than
those between immediately juxtaposed images. The latter can include,
for instance, interrelations between panels in different parts of the page,
such as the panels at the right end of each strip on the opening page
of the Tintin album The Red Sea Sharks,16 a composition that sets the
two pages of a double spread in contrast or harmonious relationship
(the famous central spread of Watchmen), or more distant relations bet
ween different parts of the story. The linear organisation of the panels
is governed by the idea of narrative breakdown, that is, the process of
dividing the narrative into images (in a strip or a larger zone of compo
sition, such as the page), and “most often subordinated to the narrative
ends”, whereas braiding involves a more elaborate integration between
narrative progression and the spatio-topical form of comics (2007, 22).
Another advantage in Groensteen’s multidirectional approach is that it
sheds light on how breakdown and page layout interact and are mutually
Time in Comics 43
informative. Their rapport is an important formal aspect of study, given
the fact that comics can vary greatly in this regard.
The all-inclusiveness of arthrology may become a problem: where
should one draw the line of possibly significant relations between panels
or other units of a comic narrative? However, the problem seems less
serious if we consider that the salience of a given relation must always be
justified, on a case-by-case basis, in text analysis. The point in identifying
any ‘tabular’ or ‘translinear’ panel relations, or relations between larger
segments of the narrative, is precisely to explain how the given relation
is significant, for instance, in terms of temporal information, in contrast
with a multitude of other relations that are not relevant to consider.17
Groensteen’s capacious theoretical model of panel relations can easily
accommodate those forms of temporality in comics that move beyond
linear connections between single panels. These include, for instance,
forms of open-ended temporal logic, or the effect of simultaneity bet
ween different storylines or two acts of telling. Think, for instance, of
the dramatically different pace and tempo between words and images
in the “Paper Doll” passage in Building Stories, where the old land
lady tells about her memories relating to her dislike of dolls, but the
reader simultaneously sees her aging in this passage from a young child
into an old woman. The woman’s descent down the stairs also reflects
the aging process.18 Consider also the effect of the simultaneity in
the panel-within-panel structure in Matti Hagelberg’s imaginary bio
graphy of the Finnish president Urho Kaleva Kekkonen (1900–1986)
(Figure 1.3). The arrangement in this passage allows the reader to either
choose one sequence or alternate between two sequences, the small
panels-within-panels storyline that depicts an interview of the cartoon
ist Hagelberg. The main story portrays Kekkonen, as the President, on a
fishing trip to Iceland where he is swallowed by a great whale and gets
to meet the treacherous Pinocchio in the whale’s belly. In the interview
that progresses in the corners of the main panels, Hagelberg answers
the question about the sports that he would like to practise if he were
elected President of Finland. The two storylines are not only distinct but
also complementary; there are not only two linear sequences in the same
pages but also a thematic connection through space.
Despite the many advantages of this approach, one serious narratolog
ical problem that we encounter in Groensteen’s theory of spatial articula
tion is the argument that mere spatial arrangement of the elements of the
page can somehow in itself create a sense of time. More precisely, Groen
steen’s notion of multiframe (multicadre) refers to the complete spatial
composition in a work of comics, pertaining especially to the arrange
ment of panels on a page, in the sense that this arrangement interacts
with narrativity (or “narrative flux”, 1999, 27) and the sense of time. In
spired by the Belgian philosopher Henri Van Lier, the notion thus presup
poses that spatial structure in comics has an inbuilt temporal meaning.
44 Time in Comics
Levels of Sequencing
In order to study the logic of connectivity further, we can turn to lit
erary stylistics where narrative sequencing has been conceived in a
more multi-faceted and reader-oriented way. One particularly helpful
point of departure in this respect is Geoffrey Leech and Mick Short’s
approach, in Style in Fiction (2007, 2nd edition), to narrative fiction
that considers three basic principles of narrative organisation on which
writers rely in determining the choice of a particular kind of sequence.
These categories—chronological, psychological, and presentational
sequencing—apply in a general sense, mutatis mutandis, to comics sto
rytelling. The model allows us to consider narrative order, respectively,
from the viewpoint of chronological order, the character’s perspective
and experience, the reader’s response, as well as expectations implied
in the comic, based on the author’s concern for the reader’s interest in
the story. In actual narrative comics, all these dimensions are mutually
inclusive and interactive.
The impression of chronological order follows the presumption that
the passage of time in a narrative imitates chronological real time; that
is, it reflects an order where an event is represented before another
event simply because that event takes place before the other event.
C hronological sequencing, therefore, coincides with the narratological
study of order and anachrony—how the sense of chronology is created,
and how the presentation of the events may digress from it.
Beyond chronological sequencing, we can distinguish two other prin
ciples of sequencing that contribute to a temporal logic between the pan
els. Psychological sequencing can take precedence over the chronological
principle, especially in fiction. In psychological sequencing, the textual
order of presenting the narrative, that is, discourse-time, “reflects the
order in which impressions occur in the mind” (Leech and Short 2007,
190), that is, as they occur in a particular character’s or narrator’s mind
Time in Comics 49
and perception. This involves, perhaps most importantly, the port
rayal of events, and their chronologies and causal connections, viewed
through a sentient agent or an experiencing consciousness. One seminal
technique in this regard is the use of fictional point of view (or inter
nal focalisation) where information about the events and situations of a
story is limited to a particular character’s mind and perception. Another
common method is first-person verbal narration that focusses on the
narrator’s thoughts and emotions, or the use of subjective viewpoints.
In comics, as in literature and cinema, psychological sequencing con
tributes to the order in the arrangement of panels. Sometimes, especially
in stories that focus on a particular character’s experience or psyche, this
principle may become particularly prominent. 25 Such passages can, for
instance, be organised along psychological continuities that the reader
establishes between panels and their groupings and associates with a
certain character. For instance, in Bastien Vivès’s A Taste of Chlorine,
various scenes at the swimming pool are subjectified through the pro
tagonist’s perspective in the images that show him looking at something
or show his field of vision behind his back. By contrast, the various cen
tralised images—masks or kinds of paper dolls—in the double spreads
of Chris Ware’s Building Stories, especially ones including images of the
main characters’ faces with closed eyes, create a psychological frame or
a kind of embedding for the viewing of the surrounding panels by asso
ciation. In Jeffrey Brown’s autobiographical graphic narrative Clumsy
(2002), in turn, the diary-like perspective and style of drawing suggests
that the non-chronological episodic structure of this work, which de
picts a one-year long-distance relationship through a series of significant
situations and scenes, reflects the order in which the impressions may
have occurred in the author’s mind. The emphasis lies on the personal
experience of time, not chronology.
In addition, what is equally significant in terms of psychological sequenc
ing are the potential, but unrealised, alternatives in the evolving events—
things that could happen but are not realised. A character may anticipate
or hope for an event that does not take place, goals may not be attained,
a retrospection of past events may be unreliable, and the narrative may
foreshadow events that do not take place. Such hypothetical, unrealised,
temporal scenarios can have a significant role in the story and its reading.26
Thus, it may be useful, in order to perceive temporality in narrative comics
more fully, to think beyond the question of anachronies and mere sequenc
ing, to the relation between the chronology of the events and the network
of unrealised possibilities that evolves as the narrative progresses.
Finally, the principle of presentational sequencing considers the logic
of narrative sequence from the viewpoint of intelligibility and narrative
tension. We can conceive this principle also as the cartoonist’s or the
storyteller’s concern for the audience’s interest in the projected sequence.
Thus, choices in the sequential organisation of narrative comics are
50 Time in Comics
dictated by the potential of the given organisation to create kinds of audi
ence responses that encourage the reader to keep reading. Leech and Short
formulate the principle as a question: “What is the appropriate order in
which the reader should learn the elements of the fiction?” (2007, 143).27
Thus, presentational sequencing reflects the cartoonist’s choices that are
dictated by the necessity to gradually build a sense of a world, an event,
or a character and, moreover, to do this in a way that maintains the au
dience’s interest in the evolving story. The building of narrative tension
also has an artistic dimension, i.e. the art of holding back information
so that it heightens interest in and curiosity about the story, or creates
effects of surprise and suspense. This is, then, another motivation for the
divergence of story-time and discourse-time: their distance may increase
the reader’s interest in the story. Presentational sequencing is operative
at several levels simultaneously, including the order of the events, their
experiential order, and their psychological significance for the characters,
as well as knowledge about the characters—all perceived through the
author’s and the reader’s shared interest in the evolving story.
Another rationale for distinguishing presentational sequencing from
chronological and psychological levels of sequence is that the structures
of temporal order in narratives cannot be totally cut off from the issue
of knowledge about the fictional world. The manipulation of the chrono
logical order has various effects on our knowledge about the story world,
characterisation, the salience of a particular experience or situation, and
so on. One basic rule of intelligibility is that things that require less back
ground information will come first in the story, that is, that the story
develops “from elements which presuppose the least prior knowledge to
those which presuppose the most” (2007, 143). If this rule is undermined,
as happens in Building Stories, the transgression should serve a particu
lar purpose, since discourse-time is thus foregrounded. The comic may
start in medias res, or important information concerning the story world
is postponed, and this increases narrative tension in the tale.
In actual narrative comics, the three types of sequencing coincide and
create combined effects. The manipulation of chronology can, for in
stance, bring the character’s mental state into better view, or a scene
shift may reflect transformations at all of these levels at once. Finally, it
needs to be stressed that forms of nonlinear temporal order, ambivalent
time frames and unrealistic time are also possible in comics, including
types of circular or contradictory time. 28 The creation of such effects
may require the undermining of all these levels of sequencing and, thus,
the applicability of the narratological model can be noticeably limited.
events in the story and the space given to their representation in some
narrative unit, such as a scene, with another unit or the narrative as a
whole. In literary narratives, films, and comics alike, variations of tempo
involve a number of conventional patterns that distinguish, for instance,
a scene from other scenes, or between different modes of narration (dia
logue, thought report, representation of action, and so on).
The manipulation of rhythm is perhaps even more frequent than
anachronies in narratives, regardless of media. In fact, Gérard Genette
has argued in relation to literary narratives that “it is hard to imag
ine the existence of a narrative that would admit of no variation in
speed—and even this banal observation is somewhat important: a nar
rative can do without anachronies, but not without anisochronies, or, if
Time in Comics 53
one prefers (as one probably does), effects of rhythm” (1980, 88, italics
original). Reflecting on the conventions in the history of the modern
novel, Genette then goes on to typify four canonical forms of novelistic
tempo, or what he calls narrative movements. These include the two
extremes of ellipsis (maximal speed) and descriptive pause (maximally
slow rhythm), and their two intermediaries: a scene, most typically in
the form of a conversational scene (dialogue), and which “realizes con
ventionally the equality of time between narrative and story”, and a
summary. Summary, as Genette specifies, typically has a variable and
greatly flexible tempo, which “covers the entire range included between
scene and ellipsis” (1980, 94).
Genette schematises the conventional rhythmic variations, or canon
ical forms of novelistic tempo, with the following formulas, where ST
designates story-time and NT discourse-time (or narrative time), the
sign ∞ meaning either infinitely greater (∞ >) or infinitely less time (< ∞).
0 indicates elision, that is, either that a section of discourse, such as a
descriptive pause, corresponds to no duration in the story, or some part
of story-time is absent from the narrative (ellipsis)31:
What is left out from these formulas is the fifth logical option, i.e. that
the effect of rhythm in discourse-time could be slower than in story-time
(NT > ST). Genette admits that this rhythmic formula may be possible,
but only in experimental narration—“the reading of which often seems
to take longer, much longer, than the diegetic time that such scenes are
supposed to be covering” (1980, 95)—or in slow-motion techniques
in film. Later, other narratologists have problematised this exclusion.
B eyond literary experiments with repetition, where the same event or
the statement of that event recurs several times, Seymour Chatman ar
gues that the verbal rendition of a character’s mental events is bound
to be much slower than what has transpired in the character’s mind
(1978, 73). Chatman thus adds the fifth formula, stretch (1978, 72–73),
to the basic variations. For Christine Brooke-Rose, the missing for
mula of NT > ST, or what she calls the ‘slowed down scene’, has an
even broader scope than this. She argues that any narrator’s commen
tary on “gestures or sighs or sinking hearts”, or “thoughts, memories,
emotions and observations” in a dialogue scene, expand the scene to
“a much ‘slowed down scene’” (1981, 315). Therefore, Brooke-Rose
argues, NT = ST can be reserved for pure dialogue only (1981, 315).
Consequently, there should be plenty of room to consider the rhythmic
formula of NT > ST in fiction.
54 Time in Comics
All five basic types of narrative rhythm can be found in comics story
telling. In fact, in visual narratives, such as films and comics, the rhyth
mic formula of stretch seems to be one of the basic rhythmic variations.
In film narratives, a stretch may be realised, beyond slow motion, by a
number of techniques, such as overlapping (or repetitious) editing, types
of camera movement—the camera moves slowly around close-up details
of an image or a scene without action, for instance—and an extended
shot of a static subject. In comics, cartoonists have various graphic and
spatial techniques at their disposal to slow down discourse-time consid
erably. This can be done, for instance, with a descriptive passage that
shows various aspects of the same object or scene in the same instant, a
page layout that breaks down the sense of temporal progress by means of
multidirectional or ambivalent panel relations, or a scene where hardly
anything changes from one panel to the next. One striking example of a
stretch is a page from Scott McCloud’s The Sculptor (2015), where the
protagonist, the sculptor David Smith, is lying on his bed with his lover,
Meg, seen from above, and becomes excruciatingly aware of the passing
of time. Here, a close-up image of David’s face is replaced, in a sequence
of panels, by four images of a clock on the wall in a kind of zoomed-in
effect. The hands of this clock are not moving, but we ‘hear’ it ticking six
times—as shown in the gradually growing and ever bolder letters of an
onomatopoeic ‘tic’ that accompanies the panels, depicting the clock and
again the protagonist’s distressed face. This suggests that the length of
the scene is only a few seconds. In this time, the protagonist, becoming
aware of the clock’s ticking, closes and opens his eyes. The last panel on
this page, a bleed image in the corner of the page, shows David’s horri
fied face with the last ‘tic’ superimposed on his mouth.
To summarise, the techniques for diversifying narrative rhythm involve:
• means of layout:
• changing panel size, shape, or colour
• rhythmic function of the panel frames32
• changing layout style
• creating relations between the panels and the page layout that
undermine the expectation of temporal progress through linear
sequence (many panels form one image, page as a geometrical
shape, stacked panels, etc.)
• rhythm-activating and reinforcing relations between speech and
thought balloons and captions (or words in the images) in and
across the panels
• means of drawing and style:
• change of style
• collapsing the distinction between the spatial composition and
the narrative space and time
• increasing density of visual information
Time in Comics 55
• means of verbal narration:
• changing amount of verbal narration and information
• narrative summary that speeds up narrative time
• distancing verbal narration from visual information
• size of the page and the form of the book.
All narrative comics share the basic expectation that their space can be
perceived in terms of duration. However, depending on the narrative
context, the panel shapes and sizes, sequences, and layout techniques,
or other formal aspects of comics, can suggest a great variety of effects
of temporal duration. To use Thierry Groensteen’s formulation of this
point, there is no automatic correspondence or direct proportionality
between the shape or size of the panel and the duration of the action
presented in the image (1999, 56). Instead of conveying some standard
temporal effect, such as an increase or decrease in speed, the relation
between panel sizes, sequences, and duration is only suggestive of some
temporally organised meaning, or a condition of such meaning. A series
of multiplying panels can create an impression of speed, as happens, for
instance, in the flashback passage in Prosopopus, but the multiplication
of panels may equally well indicate the impact of repetition, or give an
effect of slow motion. Therefore, the nature of the relation between spa
tial form and temporal effect needs to be estimated on a case-by-case
basis. Ultimately, the sense of time in each picture panel, sequence, or
other narrative unit depends on the context, i.e. the local means and
aims of narrative breakdown, the relations between the panels, and the
reader’s active cognitive mapping of these relations.
Frequency
Frequency is the third and last determinant in the relationship between
story-time and discourse-time in Genette’s model of narrative temporal
organisation. Variations in this regard are based, on the one hand, on
how often a particular event of the story is recounted and, on the other
hand, how often a narrative statement concerning an event is repeated
in the story. Thus, Genette distinguishes between four basic types of
Time in Comics 61
relations of frequency that he calls ‘singulative narratives’ (two forms),
repeating narratives, and iterative narratives:
The first form of singulative (a) in this scheme involves a ‘natural’ corre
spondence between the narrated events (of the story) and the narrative
statements (of the text). Thereby, something unique and singular happens
once and is told once (1980, 114). By contrast, the more general formula
of singulative (b) is a pattern of repetition where several similar events
are recounted several times (as many times as they occur). In this case,
repetitions of the narrative correspond to the repetitions of the story
(1980, 115) so that Donald Duck is humiliated several times in the same
story, Corto Maltese is repeatedly shown smoking, or Wonder Woman
confronts several villains in a row. Like the first type, singulative (b) also
follows the natural frequency of the events, or the baseline mode of as
sumption, where each event is perceived as unique and only occurs once.
By contrast, repeating and iterative narratives (c and d) comprise at once
more obvious and more elaborate cases of repetition and manipulation
of the relationship between an event and its recounting.
In comics, all cases of singulative, repetitive, and iterative, and their
various combinations, are equally possible. Yet, what is specifically chal
lenging to the analysis of narrative frequency in this medium is that we
need to take into consideration repetition at various levels of represen
tation: the images, the layout, visual style, the words, and their interac
tion. For instance, on one wordless page in Bastien Vivès’s graphic novel
A Taste of Chlorine, the sense of repetition in action is created and rein
forced by at the same time the means of perspective, visual showing, and
the means of layout (Figure 1.6). The nine panels of the page, organised
in three tiers on a regular grid pattern, show the swimming protagonist
turning at the same end of the pool three times. The perspective of the
panels always remains the same, thus emphasising the effect of repeti
tion, i.e. the swimmer’s repeated movements in the corner of the pool.
Visual details of his movement, strength, and speed further suggest that
the swimmer’s technique keeps improving and, further, that time passes
between the three depicted lapses. The layout has an important function
in suggesting the sense of repetition here since similar small panels in a
regular grid are not used elsewhere in the story. In terms of Genette’s
model, the case represents a blend of singulative (b), where the narrative
tells n times what happened n times, and an iterative, where the showing
implies that the action has in fact happened many more times than what
is shown.
62 Time in Comics
Notes
1 See, for instance, Scott McCloud’s influential claim that “In learning to read
comics we all learned to perceive time spatially, for in the world of comics,
time and space are one and the same” (1993, 100).
2 Ware has emphasised that by allowing readers to shape the order of their
reading, he wanted to explore the way in which “stories and memories are
available from all sides and moments in our memories, and not really part
of a continuum” http://www.tcj.com/i-hoped-that-the-book-would-just-be-
fun-a-brief-interview-with-chris-ware/.
3 This is partly due to the privileged position that the notion of event has
enjoyed as the basic constituent of narratives. See, for instance, Prince
(2003, 58) or Abbott (2008, 15).
4 The distinction between fabula and syuzhet was first conceived in theoret
ical terms by the Russian formalists. See, for instance, Boris Tomashevsky
(1965, 66–67).
5 See also Herman (2002, 214–215).
6 Surprisingly, however, Schüwer does not employ the narratological frame
work of temporal organisation in any systematic way. Surdiacourt contends
that Schüwer’s understanding of the story-discourse distinction is, in fact,
based “on a traditional (read: structuralist) conception in which the story
provides the raw material for a particular narrative representation (or dis
course) and thus logically precedes this representation” (2012).
68 Time in Comics
7 The narrative present is a sense of the present moment of the story events. It
is more or less distant from the time of its telling, that is, the temporal frame
of the narrator’s act of narration.
8 Genette derives his terms from Greek—analepsis (flashback), prolepsis
(anticipation), and achrony—but these formulations are not widely used.
9 By a scene I mean an event or a situation that is unified by space, time, and
the characters that are present. A scene can also be defined as the conven
tional equivalence between story-time and discourse-time in the given nar
rative segment. See Prince (2003, 85–86).
10 I find Neil Cohn’s remarks in this respect to be highly relevant. He points out
that “the gap cannot be filled unless it has already been passed over, mak
ing closure an additive inference that occurs at panels, not between them”
(2010, 135).
11 For Robert C. Harvey, a breakdown is the process of dividing the narra
tive into successive panels in a narratively effective way (1994, 8, 14–15;
2005, 21).
12 Beaty also argues that the six categories could be boiled down to four basic
cases: transitions that involve either a change in the subject of action or
attention (subject-to-subject), a shift time (moment-to-moment), a complete
change of scene (scene-to-scene), and the non-sequitur (1999, 69–71).
13 Dale Jacobs’s notion that the gutter can be employed for “virtually any
rhetorical end” is in line with this argument (2007, 504–505).
14 Groensteen’s ‘arthrology’ is a neologism from the Greek arthon (articulation).
15 Postema has formulated the two-way reading of panels elegantly: “In look
ing at narrative panels in comics it is necessary to read back and forth in
gathering the signification of comics panels. They do not represent stages or
moments, but rather a continuum of possibility that remains fluid even after
one has read the panel. In reading panels one’s eye weaves continuously back
and forth, as the meaning of one panel retroactively resignifies what was
seen in the previous panel” (2013, 75).
16 See Baetens’ convincing reading of this passage (1989, 93).
17 Neil Cohn’s question “Where do the relations stop?” (2014b, 68) in this
regard is relevant. However, the idea of “unrestrained transitions” between
every possible panel in a document, and that would “overload the working
memory of the human mind”, remains mainly theoretical. The semantic rele
vance of all panel relations must be established on a case-by-case basis. See
also Miodrag’s defence of Groensteen (2013, 127–129, 134).
18 See Sattler on the disjunction between text and image, their interpolation
of narrative and episodic memories, and their joint encoding of experiential
memory in this passage (2010, 209–212). I would also like to thank Leena
Romu for her comment on the woman’s downward movement.
19 The multiframe does not have any predetermined limits, but can take vari
ous shapes such as a comic strip, a half-page format (2–3 strips together),
a page, double spread, album, and a whole book (Groensteen 2007, 30–31).
20 Compare with the claim, which is perhaps revelatory of a certain anti-
narrative impulse at the heart of Groensteen’s theory, that the principle of
iconic solidarity does not have an inherent narrative purpose (2011, 17).
21 As in Chavanne’s seminal work (2010, 18–23). See also Jesse Cohn’s claim
that the analysis of page layout can reveal how stories elicit the reader’s de
sire to know (2009, 56).
22 Chavanne emphasises that even if the zone of composition frequently corre
sponds to the page, this is not always the case, and thus the notion of “mise
en page” (the page layout) could be rejected (2010, 13). The point is relevant,
Time in Comics 69
but the emphasis on the strip as a basic unit of design has the unfortunate
result of marginalising the significance of the page.
23 Peeters stresses that these four categories should not be perceived as mutu
ally exclusive or in a historical sense (1991, 36; 1998, 52; 2007, n5; and Jesse
Cohn 2007). Groensteen has complemented this model by the distinctions of
regularity or irregularity, and discreet (discrète) or ostentatious layout style
(1999, 112–118). The English translation mistakes the French ‘discrete’ as
‘discrete’ when it should be ‘discreet’, as in understated (2007, 95–101). See
also Baetens’ and Frey’s discussion of these models (2015, 108–120) on the
basis of the degree of correspondence between the page layout and the panel
content (2015, 130–133) and Bateman’s (2016) further important expan
sion. The relevance of this model for Japanese manga has been questioned
by Rommens (2000).
24 The choice of the term ‘decorative’ is unfortunate on account of its norma
tive connotations, i.e. that some element of the work is only of secondary
value. Jesse Cohn points out, logically, that if the distinction between rheto
rical and decorative layout “is to be of any use, it would seem, there must be
some case in which we can be certain that the visual architecture of the page
is not relevant to the meaning of the narrative, that it is purely ornamental.
If images narrate, however, then no image can be purely innocent of narra
tive meaning” (2007, italics original).
25 Benjamin Widiss has emphasised the meaning of those passages in Ware’s
comics that, instead of (or as much as) engaging the reader fully in a se
quential temporal progress, solicit seeing and “a process of association and
reflection only partially dictated by narrative prompts” (2013, 89).
26 See also Gerald Prince’s notion of the disnarrated (1992, 28–38).
27 Neil Cohn’s cognitive linguistics model perceives sequentiality on this level,
pertaining to the readers’ comprehension of narrative meaning and concep
tual information in a given unit of attention, according to the preference
rules that guide readers. For Cohn, these rules dictate that: (1) grouped areas
are preferred to non-grouped areas, (2) smooth paths are preferred to broken
paths, (3) one should not jump over units, and (4) one should not leave ‘gaps’
in reading (2013, 9; 2014a, 6).
28 See Singer (2012, 57) for some examples of these categories in comics.
29 In McCloud’s theory of time in comics, these two levels are confused. See
also Cortsen (2012, 41–45) and Miodrag (2013, 118). However, it is also
worth keeping in mind, as Genette points out, that diegetic time in in small
segments of narrative fiction “is almost never indicated (or inferable) with
the precision that would be necessary” for a detailed analysis of rhythmic
effects (1980, 88).
30 Metalepsis is understood here in the Genettean sense of a paradoxical trans
gression of the boundaries between narrative levels (1980, 234–237).
31 Genette, in fact, refers to discourse-time as conventional pseudo-time and,
thus, privileges story-time as a kind of real-time (1980, 33–35, 94). The
emphasis is problematic, given the fact that fiction, generally speaking, does
not refer to actual events and situations, but these events and situations are
created by referring to them in the telling.
32 See also Groensteen’s discussion of the rhythmic function of panel frames
(1999, 55–56) and the three basic ways of reinforcing rhythm in comics that
conform to a regular layout: repetition, alternation, and progressivity.
33 See, for instance, Bongco, who argues that “the panel […]graphically and di-
egetically unifies image and text in the comics: it forms a graphic unit which
represents one moment, one instant of action in the narrative” (2000, 58).
70 Time in Comics
34 For Douglas Wolk, for instance, comics are “made up of a series of discrete
moments” (2007, 125).
35 See, for instance, Eisner on the use of a full-page frame as a unit of time
(1985, 63); Baetens and Lefèvre on the superposition of different phases of
movement or the showing of different phases of the same movement by seve
ral similar figures (1993, 51–52); Hatfield on multiple images in a single
panel or parsing simultaneous actions into successive frames (2005, 52–58);
and Postema on the multiphase picture and panels that include visual signs
from different time frames (2013, 19–20).
36 See, for instance, Postema (2007, 498–499) and Cohn (2007, 39–43; 2010,
131–132), on the polymorphic panel.
37 Cardinal functions are distinct from ‘catalyses’ or ‘catalysts’ that are not
essential to the narrative action and the causal-chronological coherence of a
narrative. See Prince (2003, 11).
38 See, for instance, Edward Branigan’s reading of the first sixteen panels in
Nick Fury, Agent of S.H.I.E.L.D. story entitled “Who is Scorpio?” (by Jim
Steranko, June 1968) (1992, 81–82).
39 Groensteen has listed, among the ways in which cartoonists can accentuate
a particular panel or a sequence, both formal features of the composition
and the panel content, such as the panel’s placement on the page, its form
and size, how much of the subject is visible in the image, or a change in
colouring, style, and the quantity of information (verbal or visual) (2011,
170–171). Also, frame types can emphasise narratively salient moments.
40 More precisely, Marion writes, “I would call the narrative function that
which guides the viewer in gliding past the frame, and the panel function
that which, on the contrary, is responsible for eliciting a fixation on the
image by isolating—through various means—a continuum” (Joyce Goggin’s
translation in Mikkonen 2010, 82). See also Hatfield (2005, 48).
41 For instance, Lewis Trondheim and Jean-Christophe Menu’s album Moins
d’un quart de seconde pour vivre (1991), where only eight different images
are used in 100 strips that contain four panels each. See also Groensteen
on repetition as a specific form of emphasis within a regular layout (2011,
160–163).
42 See Herman’s definition (2002, 213): “[polychrony] includes both the more
or less ‘radical’ types of inexactness in coding, as well as both the multiple
and the partial ordering of the events”.
43 See also Baetens on the insufficiency of this division in relation to the totality
of the different operations that comics can employ, including duration in sin
gle panels, or the possibility of tabular or translinear connections between
the panels (1998, 75–76; Baetens and Frey 2015, 106).
4 4 Eric S. Rabkin, for instance, has pointed out how different degrees of infor
mation intensity and representational immediacy in panels affect the speed
with which we read a given frame and how this is often relative to the genre
of comics (2009, 37).
Part II
Showing in Comics
The focus on visual showing may allow us to better grasp the narrative
mechanisms at work in comics, and, in particular, the narrative function
that images play in this art form. However, before moving on to a more
systematic discussion of the concept, we should reflect on the concept
of ‘image’, more particularly on the pictorial specificity of images in
comics. Most conventionally, an image in comics is expected to be a
product of graphic design, that is, a drawn image consisting of lines and
strokes that are applied to a two-dimensional surface.6 The comics and
film scholar Philippe Marrion defines the graphic art of comics, or what
he calls graphisme, accordingly, as the “configuring” use of lines, traces,
colours, figures, and signs on a surface, with the intention of expression
and representation (Marion 1993, 3). There are obviously some import
ant exceptions to this expectation, and the idea that comics always in
volve drawn, graphic images is clearly too all encompassing. Comics
Narration as Showing 79
may, for instance, incorporate blank colour panels, mere text panels,
collage images or photographs, and they may even be wholly based on
photographs (so-called ‘fumetti’) or computer-generated images. In the
past two decades, computer technology, in particular, has transformed
the making and conception of images in comics, and it can be difficult
or outright impossible to distinguish between what is drawn and what is
computer-designed in today’s comics.
My focus here is on graphic images that invite a narrative response
by showing an event or a situation that involves characters. Whether
they are actually drawn or not is beside the point. For our next example
of showing, let us consider H.M. Bateman’s famous “One Note Man”
(14 December 1921) wordless comic from the artist’s “Man Who” strip
series,7 which was published in the magazines Tatler and Punch in the
1920s and the early 1930s. “One Note Man” is a story four full pages in
length that relates a day in the life of a musician who plays a clarinet-like
wind instrument in a large symphony orchestra. On the first page of the
story, we see the main events in what seems to be an ordinary day for
the musician: he wakes up, takes a bath, has breakfast, smokes his pipe,
practises playing, takes a bus to the concert hall, and chats with some
of his colleagues before the concert. At the concert, his task is to play
a single note, which seems to put him under much strain (Figure 2.2).
We then see the man sneaking out of the rest of the concert, going back
home, having dinner, smoking his pipe again, and getting ready for bed.
The humour of this story has various sources, one of which is the
idea, also conveyed by the title, that the protagonist’s musicianship con
sists of playing just one note. This does not seem like much in com
parison, for instance, to the violinists, whose labours are also shown
in close-up images. Another source of humour is the manipulation of
narrative rhythm during the story, especially in the concert scene when
the man plays his note. The various small events in the man’s life, from
shaving to smoking his pipe, which are shown before and after the con
cert, are given roughly equal space in the story, usually one panel per
event. The panels show us that the man spends most of his waking
hours in non-musical activities that neatly divide his day into a familiar
and steady pattern. During the concert, however, the narrative rhythm
Monstration in Comics
In comics studies, Philippe Marion has applied and modified Gaudreault’s
concept of monstration in his theory of “graphic enunciation”, published
in the reworked version of his doctoral dissertation as Traces en cases
(1993), which has been one of the key texts in French-language comics
theory since its publication. Sharing Gaudreault’s interest in narrative
agents, Marion uses ‘enunciation’ to refer to the act and circumstances
of producing an utterance in comics—with utterance meaning here, for
instance, a strip, a page of a comic, or a narrative.10 For Marion, the very
heart of enunciation in comics is their graphic material, the graphic trace
(Marion 1993, 9–10). It is this graphic quality of images, so M arion
claims, that always makes the drawings in comics, to some extent,
opaque signs, at least in comparison to cinematic and photographic real
ism. Thus, by letting us see the trace of the graphic act—the signs of the
graphic performance—showing in comics never has the same figurative
transparency or the same transitivity as in cinema (Marion 1993, 36).
Moreover, unlike a photograph, the graphic images in comics constitute
the material that they present.
Generally speaking, enunciation in this sense is distinguishable
whenever readers become aware of any signs of the writer or cartoon
ist’s subjectivity. This may also occur whenever readers find themselves
confronted by comic-book conventions as such, from the observation
Narration as Showing 83
that “this is comics”, acknowledged by self-reflexive uses of basic
comic-book devices, such as layout or techniques of sequencing, to “I am
reading a comic book (a strip, a graphic novel)”, such as when a comic
self-consciously reflects on its materiality or the publication format.11
In principle, any noticeable stylistic changes may increase the reader’s
awareness of enunciation. This can be a pronounced graphic line and
trace, unusual colours (choice of colour palette, contrast, tone, shade,
and so on) or chiaroscuro, types of foregrounding and backgrounding
in the image field, or a number of other choices that pertain to the visual
register and graphic design, and which may highlight the subjectivity of
the source of narration.
However, to focus on narration and monstration as instances of
enunciation makes it harder to see the narrative function of showing
in its own right. In fact, what really seems to matter in Gaudreault and
Marion’s notions of showing is the identification of different kinds of
narrative agents, to whom they ascribe responsibility for different as
pects of presentation and who allow them to develop the theory of a
higher-level narrator. The approach is in line with the Genettean model
of narratology, where narrative mediation is equated with the narrator
concept, i.e. all narratives supposedly have narrators, but it distances us
from the question of narration as showing.
We will return to the question of narrative agency in comics in more
detail in a later chapter. Here, it is sufficient to note that the category
of showing, understood in the sense of characters acting out the story
through a comic’s visual content, can be distinguished for analytical pur
poses in comics. More precisely, showing can thus be understood to refer
to certain aspects in the narrative drawings of comics that are presented
for viewing, specifically characters and their actions, behaviours, and
situations in a particular world, and that inspire a narrative response
from the reader.
The way that comics narrate by showing is exemplified in a section in
Bastien Vivès’s graphic novel, A Taste of Chlorine, that relies on visual
showing alone. The lack of words in the story is partly motivated by the
protagonist’s solitary visits to a swimming pool and the depiction of the
act of swimming itself. At the same time, showing through images is also
very effectively used in this work to convey mental and physical states.
One particularly striking wordless scene, which lasts for eighteen pages,
takes place towards the end of the story, when the protagonist decides
to swim the whole length of the swimming pool underwater. As he ap
proaches the end of the pool, he suddenly notices above him a woman
with whom he had become acquainted earlier, a woman whom, to his
great disappointment, he had not seen for a long while. The man seem
ingly tries to grasp the woman’s leg, but either fails to do so or pulls back
since he realizes that she is actually someone else. Whatever the case, at
the same time, he gulps, sinks back, and runs out of air. The man starts
84 Graphic Showing and Style
to swim furiously upwards, at times evidently astonished and terrified
by the distance. At the end of the scene, he finally comes to the surface,
gasping for breath.
The various mental states that the protagonist goes through in this
scene are depicted visually, by showing his changing facial expressions
and postures. Thus, following the salient details of how the scene is
acted out, we are able to follow the character’s determination when div
ing, excitement in seeing the woman above him, his struggle in trying
to catch her, surprise at being suddenly out of air and still so far from
the surface, desperation in trying to reach surface, and total exhaustion
when he hangs on the edge of the pool at the end of the scene. There,
resting and looking towards the reader, he then seems to see something,
but what that might be is not shown. Thus, the image of the gaze is used
for a specific rhetorical effect: to stress the importance of the moment,
and the event, and to increase the sense of the story’s open-endedness.
There is obviously some latitude in our verbal interpretation of this
scene and the character’s actions, in particular relating to the man’s
emotional state. The precise meaning of the facial expressions and
bodily postures portrayed in the scene may be hard to pinpoint. Perhaps
the man is not so excited by the woman or the sense of challenge as he
is simply curious and daring. Or, possibly, he is more disappointed with
himself than surprised by not being able to catch her, fearful of what
may happen instead of being desperate. Nevertheless, the exact terms
that we choose to describe his mental state in this scene are to some ex
tent irrelevant. What matters is the necessity of understanding the acting
out of the scene and making narrative sense of the many visual cues for
his overall mental state.
The concept of showing allows us to discuss the tremendous variety in
comics with regard to the degree in which they tell a story by presenting
characters in situations in narrative drawings. The differences in this re
gard relate not only to the ratio between narration by showing and tell
ing by words, but also to the extent to which non-visual objects, such as
propositions and states of mind, may be expressed visually, through such
means as facial expressions. Generally speaking, such differences reflect
both the choices and styles of individual cartoonists and authors and
also generic expectations, particular traditions of the art form, and the
reader’s capacity to detect mental states from external signs. Typically,
action comics and mainstream manga rely more on the image alone to
convey narrative information.
In more text-oriented comics, the use of strategically chosen wordless
panels or sequences is a common technique for achieving particular nar
rative effects. Wordless narrative drawings may, for instance, effectively
alter narrative rhythm (a wordless panel being an indication of eventless
time or the passage of time, for instance), accentuate the visual aspects
of an event or a place, prompt the reader to look for the salient visual
Narration as Showing 85
details or create a particular dramatic effect. Such functions are real
ized, for example, in the strategically placed wordless and textless panels
in Raymond Briggs’s graphic story of his parents’ married life, Ethel &
Ernest. A True Story (1998), where dialogue carries the main narrative
load. Among the wordless elements of this work is a page that contains
a picture of Ethel and Ernest’s wedding on which is partly superimposed
another picture of the couple sitting on “the lovers’ seat” in Fairlight
Glen, Hastings in 1930. The juxtaposition of the two images shows that
the couple had got married and travelled, possibly on their honeymoon,
to this site on the south coast of England. Thus, set in relation to the
honeymoon picture, the ‘wedding’ photograph functions as an index
of an event and an easily recognizable scenario that does not have to be
related by words.
While the wedding picture condenses time into one image, two other
wordless panels in this story accentuate the visual and physical aspects
of the represented experience. These include a panel which shows Ethel
struggling with a large white sheet that has been drying on a clothes
line in the garden, and another panel that shows a doodlebug (the V-1
flying bomb) flying over the cartoonist and his father, who have flung
themselves to the ground in a field. In both of these panels, the object
(the sheet, the bomb) that is presented for viewing, as well as the sound
of the bomb, extends over the frames of the panel. The breaking of the
frame heightens the object’s size and speed, and the uncontrollability
of its movement, both from the perspective of the characters and the
reader. On the one hand, the relationship between the moving object
and the characters in the image, and in Ethel’s case also her facial ex
pression and posture, suggests a strong emotional state. Ethel appears
to be as much marvelling at the sheet as she is struggling to keep it in
place—the sheet’s movement is also associated with the white birds fly
ing in the distance—while the speed of the doodlebug, and the shadow
that it casts over the cartoonist and his father on the ground, increases
the sense of fear in this scene. On the other hand, the objects are thus
presented for viewing as something to be marvelled at and, potentially,
as something that allows the reader to share the characters’ sensations
and emotions. Finally, the last wordless scene of the book, comprising
four panels, relates Ernest’s lonely death, contrasted with the couple’s
long life together, in which dialogue had played such a vital role. Here,
the lack of words is a feature of the storyworld and Ernest’s lonely situ
ation, not just an element of dramatic effect or a means of description.
Although the wordless panels in the otherwise dialogue-centred story
involve important events in the narrative, they are not uniform in pur
pose. While they involve scenes in which the main characters act out
“the vicissitudes to which they are subjected” (Gaudreault 2009, 69),
they also serve a descriptive function and invite the reader to share the
character’s visual experience.
86 Graphic Showing and Style
Graphiation and Graphic Style
Marion argues that the notion of monstration alone is insufficient to
describe the medium-specific features of graphic showing in comics.
This is because monstration in comics, so he claims, lacks the figurative
transparency or transitivity12 that it has in cinema (1993, 36). Conse
quently, Marion developed the concept of graphiation, to describe the
kind of enunciation that is typical of comics. Graphiation pertains to
the graphic and drawn qualities of comics (lines, traces, and graphic
design, used in both images and lettering) when these elements call at
tention to themselves. The notion of graphiation, therefore, focusses on
those elements in comics that are not simply narrated or shown, but
are only traced, or that have a traced, graphic quality that takes pre
cedence over other qualities, such as the content that they present for
viewing or narrative function. Graphiation may concern both drawn
images and words, in particular when their graphic traces (empreinte
graphique) draw attention to themselves as markers of the cartoonist’s
subjectivity.13 Therefore, by emphasising the drawn and written quality
of graphic lines, the concept creates a unified perspective for viewing
both text and drawing.
The focus of the concept of graphiation, then, lies on graphic style
and, in particular, a specific stylistic effect or use: the autoreferential
function of graphic design, where the graphic trace points to itself and,
thus, functions as a marker of subjectivity, in particular, of the cartoon
ist’s subjective style. This effect may be conceived simultaneously as a
kind of artistic expression and a form of readerly attention where the
graphic material draws attention to itself instead of moving the story
forward. In other words, the notion casts light on the fact that in analys
ing narrative comics, we may be able to differentiate not only between
what is shown in the image and how that something is shown, but also
between the graphic act of showing and drawn traces that do more than
just narrate and show or do not yet (or no longer) narrate and show.
The distinction between graphic showing and graphiation, while use
ful in highlighting the fact that not all visual content in images shows
or tells something, or that graphic styles have different degrees of
autoreferentiality, nevertheless, raises a terminological and conceptual
problem concerning whether the concept of graphiation can do some
thing different or better than the notion of graphic style. While the con
cept of graphiation remains popular in French-language comics theory
(but less in actual analysis and research), it also has been convincingly
argued that the scope of this concept is unclear, in particular regarding
the extent to which it overlaps with the notion of style.14 Here, I choose
not to integrate the concept of graphiation into the narratological ap
proach to comics, the reason being that it is far from clear that we need
a new term, let alone the construction of another narrative agent which
Narration as Showing 87
would be responsible for the act of graphiation and would then require
narratological attention of its own. As I hope will become evident in
the course of this book, the notion of graphic style provides us with
sufficient means for making useful distinctions between styles ranging
from the maximally ostentatious, or autoreferential, where subjective
expression may be highlighted, perhaps even at the expense of the ob
jects shown in the images, to styles that aspire to maximal transparency
and objectivity.
Conclusion
By concentrating on the narrative function of the visual content of im
ages, I have demonstrated above why the concept of showing is useful
for the narratology of comics. The concept allows us to better conceive
and emphasise the visual aspects of narration in comics, i.e. the way in
which comics rely on visual means of storytelling by showing charac
ters engaged in a situation, behaviour, or action in some world. If what
Genette calls narrative tense looks at the relationship between story
time and discourse time, voice concerns the question of ‘who speaks?’
(i.e. ‘who is the text’s narrative voice?’) and mood the question of ‘who
sees?’ (or, ‘where is the centre or the focus of perception?’), and then the
category of showing invites a two-sided question: ‘what is shown and
how?’ We can also reformulate this question from the reader’s perspec
tive and in relation to narrative comics in particular as ‘what is shown
in the image that inspires a narrative response?’ and ‘how does what is
shown in narrative drawings make us relate one panel to another?’15
These questions are not just about image content—‘what is this image
about?’—but pertain to the narrative function of that content.
The issue of graphic showing, again, raises the question of medium
specificity. With regard to the visibility and materiality of the graphic
trace, there is perhaps no crucial difference between comics, cartoons,
and animated films, except that in an animated film the trace is per
ceived as moving. In general, comics, cartoons, and animation privilege
maximally narrative drawings that feature expressive physical gestures
and easily identifiable features of physiognomy, action, and situation.
The drawn quality of the image modifies the way in which something,
such as a character’s body, expression, or engagement in situation or
world, can be shown. Nevertheless, showing in comics also has some
medium-specific elements. Such elements include, perhaps most impor
tantly, the narrative function of the sequence and the page layout. Thus,
the frame is both a structural and expressive device—a feature that is
also common in single-image cartoons—which can, in comics, also exert
influence over the narrative process by separating the panels and setting
a pattern for their reading and viewing. Another distinguishing factor in
88 Graphic Showing and Style
comics in this respect is the way in which the field of vision relates to the
potential visual field outside the picture frame. While comics regularly
reveal, in retrospect, that something important has been left out of the
previous frames, the off-screen space seems to play a much more import
ant and consistent role in animation and cinema than in comics. This
may be because in comics the image is expected to focus on what is most
salient in the evolving event, situation, or a place, and that any references
to contingent but excluded fields of vision need to be clearly motivated.16
Notes
1 For the history of wordless comics see, for instance, Groensteen (1997,
1998), Gravett (2013, 34–53), and Kunzle (2001).
2 For a more extended discussion of these techniques, see Klauk and Köppe
(2014).
3 See the third book of Republic (3.392c–398b).
4 See also Groensteen, who has defined the laws of narrative drawing in com
ics as those of anthropocentrism (the privileging of the character as an agent
of action), synecdochic simplification (the leaving out of everything that
is not necessary for intelligibility), typification, expressivity (maximal ex
pressivity in the characters’ faces and bodies), and rhetorical convergence,
i.e. the narrative image, by all means of composition, colour, and framing,
obeys the imperative of optimal legibility (1999, 190–191; 2007, 162).
5 Before the popularity of satirical cartoons in the printed press, the term
‘cartoon’, or cartone in Italian, had meant a finished preliminary sketch on
a large piece of cardboard.
6 Baetens and Frey argue that “the fact that the story is less told or shown than
drawn is what defines the difference between comics and graphic novels and
storytelling in other media” (2015, 165). I do not think that such a distinc
tion is useful, just because, as Baetens and Frey also write, “(l)ines display a
story world in which the act of drawing cannot be separated from the drawn
result” (ibid.). Moreover, the distinction between showing and drawing does
not suggest a very sound basis for distinguishing between comics, cartoons,
and animation.
7 It is widely known that the idea of the Albert Hall sequence in Alfred
H itchcock’s original version of The Man Who Knew Too Much/ was derived
from this cartoon.
8 Gaudreault draws not only on the Genettean model, but also on Albert
Laffay’s earlier “protonarratological” narrative theory of cinema outlined
in Logique du cinema (1964).
9 Gaudreault’s (2009) basic argument is that diegesis (the poet or the narrator
speaks in his or her own voice, recounting of the events) and mimesis (theat
rical form of presentation, imitation of an action) are not opposite categories
in Plato and Aristotle since mimesis can be seen as a form of diegesis in Plato
and diegesis as a form of mimesis in Aristotle.
10 In the linguist Emile Benveniste’s definition, enunciation is the act of produc
ing an utterance (énoncé) or mobilizing a language for the speaker’s own use
(1970, 12, “un acte individual d’utilisation”).
11 I borrow Gaudreault and Jost’s phrasing of cinematic enunciation (1999, 49).
12 Transitivity refers here to the way in which the contents of an image refer to
a direct object—in contradistinction to a reflexive relation (in graphiation),
Narration as Showing 89
where the material of the image refers to itself or, in other words, the direct
object is the graphic line itself.
13 See also Baetens (2001, 150). Dürrenmatt (2013, 160) compares graphiation
to the poetic function of language since it obliges to view the graphic gesture
in itself, including the visual aspects of the alphabet.
14 See, for instance, Groensteen (2011, 92), Dürrenmatt (2013, 159–167).
Baetens claims that Marion’s distinction between monstration and graphia-
tion is convincing, but is critical of these notions, nevertheless, with regard
to what he sees as Marion’s monolithic understanding and the biographical
trappings of the graphiateur concept (1998, 39–40; 2001, 152–3).
15 Verstraten formulates a similar question about narration through shots in film:
“who or what is being shown and how are they being shown?” (2009, 56).
16 The issue of “hors-champ” (the field of vision outside the panel frame) has
not been much theorised in the field. Baetens and Lefèvre, however, have
coined the term péri-champ and discuss the diverse ways in which a comics
panel can refer to the virtual visual field outside its frame, and activate it
(1993, 26–36). See also Groensteen (2007, 119).
3 Character as a Means
of Narrative Continuity
Figure 3.1 Brian K. Vaughan and Fiona Staples. Saga © 2014 Brian K. Vaughan &
Fiona Staples.
first shot. Thus, the character’s (or characters’) activity creates a visual
bridge between the gaps—that is, the shots—and conveys a sense of con
tinuity in the scene. The effectiveness of this technique relies on its abil
ity to suggest a simultaneous sense of temporal and spatial coherence.
This is the reason why David Bordwell and Kristin Thompson also argue
that match on action is a particularly powerful continuity editing strat
egy: “If an action carries across the cut, the space and time are assumed
to be continuous from shot to shot” (2008, 250). We could further add
that match on action as it typically involves a character or characters,
provides film narratives and narrative comics alike with a centre of expe
rience that can function as an additional dimension of continuity, that is,
as an experiential frame connecting the narrative units.5 This is because
the character imports a sense of subjective experience to the image, un
like in a match cut (or graphic cut) where bridging between shots, or
images in comics, is based on graphic repetition and spatial matching
between particular objects, shapes, spaces, or other visual aspects of
the composition, suggesting thus an analogy of things seen or, possibly,
a visual metaphor.6
One key difference with regard to match on action in comics and films
is the so-called 180° rule, which can be seen as the very basis of conti
nuity editing in film narration,7 but which plays a more limited role in
comics. This rule dictates that in a film the scene’s movement—a person
walking, people meeting, a car racing along a road, someone swimming
laps in a swimming pool—is assumed to take place along a clear-cut
vector or axis of action. In other words, the axis of action determines a
semi-circle or 180° area where the camera can be placed to present the
action. The rule is not absolute in films—it can be broken for specific
effects without necessarily undermining the coherence of the shot—but
94 Graphic Showing and Style
avoiding placing the camera beyond the line of action is a powerful
means of reinforcing the impression of the continuity and coherence of
action. The rule guarantees that the participants in a scene have a con
sistent eyeline direction and the same left to right relationship, and thus
a shared notion of what may be off-screen, and it creates the impression
that their movement has a continuous sense of direction.
In comics storytelling, the axis of action can also function as an import
ant structural principle. Traditional comic strips, where the characters
and their action are systematically seen from a steady angle somewhere
to the side of the action, follows this rule strictly, thus providing the
reader with the experience of stage-like action. However, the lack of
perspectival changes in such strips likens the viewing experience to the
atre rather than modern cinematic fiction. In modern comics that may
alter the angle, focus, and width of the perspective, the logic of direction
in movement also often respects the culturally bound rule of depicting
forward movement from left to right (in a panel as on the page) whereas
movement from right to left typically denotes return.8 For instance, in
Rob Davis’s graphic novel The Motherless Oven (2014), where the story
involves a considerable amount of walking and running—the charac
ters peregrinate in the streets, walk to school, or escape from school,
fleeing from the police, the provost, or their mechanical and sometimes
monstrous parents—movement is invariably depicted from left to right
(from different angles) with very few exceptions. When the characters
appear, unusually, to be moving from right to left, they are forced to run
(anywhere) for their lives or save each other, or seek shelter from a rain
of knives (literally a rain of knives). The changed direction of movement,
thus, stresses the exceptional situation. In turn, panels that show charac
ters moving towards the reader allow us to concentrate on their facial ex
pressions, eyeline, and dialogue. In contrast, the movement of characters
away from the reader tends to reinforce different perspectival effects,
such as establishing an over-the-shoulder perspective, i.e. sharing the
character’s perspective, or emphasising distance, such as the changing
distance between characters.9
In today’s longer comics and graphic novels, such as The Motherless
Oven, which employ alternating perspectives, the logic of narrative
space and the direction of action are seldom challenged by changing
the angle across and around the axis of action. However, at the same
time, the axis of action is a highly flexible and relative notion in this
context.10 The angle can move around the characters and the scene
without undermining the sense of logic in the narrative space, the di
rection of movement, or the relative positions of and distance between
the characters. It is, in fact, a kind of default expectation in much of
the storytelling in contemporary comics that every panel in a scene
changes the angle and field of vision by moving around the characters,
their action, or the whole scene. Such constant shifts and contrasts of
Character as a Means of Narrative Continuity 95
perspective are often employed, for instance, for scene-building in con
versational scenes.
Another medium-specific means of connectivity through the characters
in comics is to place and orient the characters in the panel in such a way
that their gaze points to the next panel, thereby prompting the reader to
look the same way. This may be particularly effective in cases where the or
der of the panels diverges from the most conventional forms of linearity.11
Awareness of a panel connection may thus be inbuilt into the representa
tion of the characters through the direction of their movement and gaze.
In this double spread from the fourth instalment of The Walking
Dead, by Robert Kirkman, Charlie Adlard, and Cliff Rathburn (“The
Heart’s Desire”, 2005), the story is dominated by a large, panoramic
panel which stretches over both pages and ‘bleeds’ to the sides of the
pages and which is surrounded at the top and bottom by smaller panels
(Figure 3.2). One of the top panels also partly extends over two pages,
and the order of reading in the upper strip is reinforced by speech bal
loons that are superimposed onto the gutters. The double spread port
rays the moment when the occupants of the prison, who had just been
engaged in a leadership dispute, realize the approaching attack of the
living dead from another prison block. The living are thus forced to
join forces to protect themselves. Here, the protagonist, Rick Grimes,
is shown from different angles in three corners of the double spread, as
Figure 3.2 Robert Kirkman, Charlie Adlard, and Cliff Rathburn. The Walking
Dead4 (2005) © Robert Kirkman.
96 Graphic Showing and Style
well as from above and behind (turned towards the right) in the pano
ramic panel. The constantly changing perspectives and positions do not
undermine continuity in the passage; on the contrary, they add to the
sense of fast-paced action and decision-making in the scene.
The double spread is unusual to the extent that panels or tiers of panels
rarely extend over one page in The Walking Dead series. However, the ar
rangement is not so extraordinary given that in The Walking Dead, page
layouts are dynamic and constantly change according to the action and the
dramatic situation. The panel sequences in this double spread are highly
typical of the series in terms of their perspectives, i.e. how the angle of
vision constantly shifts from panel to panel around the characters of the
scene, with the perspective sometimes focusing on a particular character, or
approximating their perspective, before panning out from them once more.
The flexible, dynamically changing angle of vision around the characters
and their action, irrespective of the 180° rule, does important narrative
work in many genres and works of contemporary comics. Unlike narrative
films, comics are unconstrained by the need to avoid contradictions in the
depiction of space and movement in moving images. On the contrary, they
may exploit their necessarily discontinuous form to enhance the effects of
a moving perspective without causing jarring effects in narrative develop
ment and the sense of space. The characters’ changing position and orienta
tion, furthermore, suggest a sense of continuing action or an ensuing event.
What is extremely similar in narrative comics and film, however, is the
role of recurring characters in creating a sense of narrative coherence, and
the fact that discontinuity in such characters’ action makes scene changes
more obvious. In other words, a character shift,12 which may occur either
by addition, subtraction, or the complete change of major characters across
panels, can indicate that a particular panel transition in fact represents a
transition from one event, scene, or episode to another and from one narra
tively salient element to another.13 Therefore, the change of focus on a con
tinuing character allows the reader to make inferences about transitions
in narrative emphasis and in the larger narrative structure and context.14
Continuing Movement
Repetition of the same character in a sequence of panels can suggest
narrative continuity when the sense of action and event is weak or the
images depict no action. The showing of a character in stasis (that is,
someone who is motionless and unengaged in any obvious activity) can
serve as the description of a character or a mental state as well as the
means of establishing a scene or a situation.15 Moreover, in contempo
rary comics such as in The Walking Dead, it is quite common for the
images to focus predominantly on the presentation of dramatic situa
tions by showing the characters’ faces, positions, and gestures from dif
ferent angles, instead of ‘directly’ depicting their movements or actions.
Character as a Means of Narrative Continuity 97
In traditional superhero comics, action and dialogue are often found
to alternate more frequently, but in The Walking Dead series, despite
the centrality of action, the images rarely portray several phases of an
ongoing movement or action. Typically, while the characters in The
Walking Dead are engaged in a physical confrontation or are escaping
zombies—both very frequent situations in this series—they are also en
gaged in a conversation.16 Although the action scenes in this series show
aspects of the physical action, the focus lies on the characters’ facial ex
pressions and bodies, their gestures, positions, and situation in relation
to one another and the depiction of their engagement in a conversation.
When comics portray movement and phases of action, or when a char
acter is shown moving from panel to panel, the focus on the character’s
spatio-temporal path can serve as a means of continuity in quite specific
ways. This technique is effective for the same reason as match on a ction in
films: the depiction of phases of movement creates simultaneous spatial and
temporal connections. In addition, however, in the showing of a charac
ter’s movement, two levels or articulations of sequentiality also coincide: the
character’s imagined mobility and the sequence of the panels. Both of these
levels of sequentiality help to mask or negate the discontinuous form of nar
ration present in comics. Movement in itself is a way of connecting story ele
ments and adding new elements at various levels: The phases of movement
can create a rudimentary narrative, while moving characters also introduce
the reader to new places and characters, thus giving the reader new rea
sons to follow the story. Furthermore, the illusion of movement provides the
story with a visual logic that helps direct the reader’s attention and the order
of reading. The characters’ forward movement—typically moving from left
to right—reinforces the forward flow of the reading experience from panel
to panel, strip to strip, from top to bottom, or in manga from upper-right
corner to left and from the back of the book to the front. Potentially, a
character’s movement can also contribute to the reader’s sense of curiosity,
surprise, and discovery on the verso page after the page has been turned.
In order to better understand the function of movement in narrative
comics in this regard, we should consider briefly the importance of sto
ries of motion and movement for the development of narrative comics in
the nineteenth century. As much research on nineteenth-century comics
has shown, in the latter part of the century, the narrative art of com
ics developed greater continuity between images through the depiction
of motion and action. For instance, rather than presenting separate
stages of a story or an event, accompanied by captions explaining the
gaps in the action between the illustrated scenes, images in sequence
were increasingly conceived as phases of a continuous action (Gunning
2014, 41). This development was, in part, inspired by advances in mo
tion capture in photography and cinema.17
Let us consider a few examples of the depiction of movement from
the era to illustrate this important historical change. In John Tenniel’s
98 Graphic Showing and Style
early comic strip for Punch, “How Mr Peter Piper Enjoyed a Day’s ‘Pig-
sticking’ (Near Burhampoor, Bengal)” (1853), the eight panels of the
story describe the different phases or events of a rather ridiculous and
anti-heroic hunting trip. In these panels, the protagonist, Mr Peter Piper,
first attempts to spear a wild boar and falls off his horse. He then stum
bles over a family of crocodiles in some bushes, meets a tiger in the same
bushes, climbs back on his horse, seemingly frightened by the predators,
catches some piglets on his way back, rides triumphantly away with his
pitiful game, and finally boasts of his achievements to his friends while
having a hearty meal outdoors(Figure 3.3). Even though the panels are
thus connected, beyond the captions, by both the recurring character,
his movements, and the theme of hunting—the protagonist is moving
in each image, and in the first panel we also see motion lines to empha
sise this fact—the sequence lacks a strong sense of continuity between
the various stages of action. Rather, what these panels depict are rep
resentative situations, such as major mishaps or revealing moments of
self-deception, as the day progresses. While many aspects of the story
rely exclusively on visual narration, there is no attempt made to capture
ongoing action or movement from panel to panel.
Figure 3.3 John Tenniel. “How Mr. Peter Piper Enjoyed a Day’s ‘Pig-Sticking’”
(Near Burhampoor, Bengal)’ (1853).
Character as a Means of Narrative Continuity 99
Various means for depicting a sense of continuous action and move
ment nevertheless already existed at this time, and Tenniel was also
aware of the alternatives. Two decades before Tenniel’s stories in Punch,
the Swiss artist Rodolphe Töpffer had developed a sense of continuing
movement and physical action through a lively drawing style and the
juxtaposition of image content, using such devices as character gestures
implying a particular motion or a gradual movement (a chase scene,
for instance) and modifications to the formal features of composition.
The latter included the use of a dynamic, changing panel size (nar
rower panel, shorter duration, for instance), and framing—references
to what is left out of the image can suggest causal links in movement,
for instance.
It is important to note that these historical developments in the port
rayal of movement were neither linear nor unidirectional. In another
comic that Tenniel drew 2 years later, a story entitled “Mr Spoonbill’s
Experiences in the Art of Skating”, which appeared in Punch in three
instalments in February and March 1855, he chose a range of options
for depicting movement. In this comic strip about Mr Spoonbill’s em
barrassing skating experience, we first see how the inexperienced prota
gonist has skates put on his feet in what is called “excruciating torture”,
then goes through a “variety of eccentric movements”, falls down several
times, and then, “blind with enthusiasm”, skates onto dangerously thin
ice and falls through into the water, from where he is fortunately res
cued (Figure 3.4). Finally, he is depicted struggling back home, where
he attempts to warm himself up. While some panels show representative
moments of action, such as when a “vulgar” man puts the skates on his
feet and, in the following panel, conducts him onto the ice, other panel
sequences of the story, especially when the protagonist falls on his back
or when he falls through the ice, show closely linked phases of continu
ous fast movement. Thereby, Tenniel’s story reveals both an interest in
the representation of continuous action and movement and experimen
tation with the visual connections between the panels with regard to the
character’s action.
The situation is no different in the comics of today to the extent that the
depiction of continuing movement is an option in storytelling, but the
impression of a continuing character engaged in an action or situation,
or just being present, is a dominant convention. In some popular genres,
such as superhero action comics, or war comics along the lines of the
British series Commando, scenes of continuing physical action are one
of the main means by which the story moves forward. In contrast, in
many contemporary forms of autobiographical comics and graphic nov
els, physical action and movement play only a limited role as the main
focus of narration is on the author’s experience, thoughts, and emotions.
Nonetheless, in many contemporary comics characterised by their de
piction of physical action, such as The Walking Dead, it is remarkable
100 Graphic Showing and Style
Figure 3.4 John Tenniel. “Mr. Spoonbill’s Experiences in the Art of Skating”
(1855).
how movement and action are implied without focusing on the different
phases of movement. The rapidity of action, the quickness of succession
and the complexity of the event are conveyed, perhaps most importantly,
by concentrating on the expressive force of the character’s face and body
language. However, what have changed since Tenniel and the nineteenth
century are the techniques of perspective-taking and layout, which are
far more versatile today, and the various visual signs and symbols of
movement and action, which have become conventionalised. In the past
two centuries, the medium of comics has developed an impressive rep
ertoire of techniques, devices, and visual symbols for portraying move
ment within a single panel or across a sequence or group of panels. These
include motion and speed lines (lines that indicate the direction, form,
or speed of movement), ribbon paths (lines or swaths of a light shade or
colour that show the path along which a character or object has moved),
and impact flashes (symbols that indicate sites where movements are ini
tiated or terminated),18 blurring or streaking effects, the ‘sound effects’
of movement where onomatopoeia shows the direction of motion or the
speed of movement, as well as superimposed images that depict various
positions or parts of the movement.
Character as a Means of Narrative Continuity 101
Visual and Narrative Salience
The effect of the characters’ narrative salience may be reinforced by ver
bal narration, for instance, first-person narration, and also by visual
cues. In Gunther Kress and Theo Van Leeuwen’s visual grammar, sa
lience is one of the basic means of composition in images (the other two
basic factors being information value and framing). In this model, the
salience of particular elements in an image can be emphasised through
various formal features and cues, including the placement of the ele
ments in the foreground or background, or their size, and the use of
colour, tone, focus, perspective, overlap, and repetition (2006, 61, 183,
212–214). With regard to images in comics, Teresa Bridgeman has listed
similar formal features that help the reader create a sense of salience for
particular elements in the composition: depth of field, degree of iconic
ity (iconic or cartoony vs. a realist style), drawing styles, colour, panel
limits/framing (close-up vs. panorama), composition (possible scanning
patterns within the image), composition across page, page layout, and
panel size (Bridgeman 2013). The character’s placement in the fore
ground of the image from panel to panel increases the likelihood, al
though does not guarantee, that readers keep this character primed as an
agent. Page layout, similarly, can be used to distinguish between primary
and secondary information in a scene or ongoing narrative passage. Any
significant variation in layout requires appraisal of what is taking place
in the space of the composition. Importantly, the panel itself, which pres
ents something for viewing, is also a unit of attention,19 and therefore,
what is chosen to be depicted in a panel can be expected to be worth the
reader’s attention. Finally, repetition of visual content alone can draw
attention to a particular figure, action, or behaviour.
Comics can use all these visual and compositional cues to bring the
main character and his or her action into better focus. In this respect,
however, it is important to note that the impression of visual salience in
the image, for instance, due to the angle or focus in the image, or the
placement of someone or something in the centre foreground, may or
may not be reaffirmed as narratively salient by the surrounding panels
or the narrative context. In other words, the visual salience of an element
in a panel is not defined by the reader’s evaluation of its relevance for the
narrative as a whole.
Let us consider the relation between visual and narrative salience
in an example that self-consciously tackles, and at some level also ne
gates, the convention of continuing characters. In Martin Cendreda’s
one-page story “I Want You to Like Me”, which consists of sixteen
panels, 20 the speaking characters and the spaces shown in the images
change constantly, while what is said in the speech balloons, also in
cluding one thought balloon, suggests an ongoing, coherent discourse.
From the outset, the story seems to lack internal consistency at the visual
102 Graphic Showing and Style
level: characters, situations, and places keep changing, and we have no
notion of whether these situations have any temporal connection. The
lack of continuing characters creates various unusual effects. One of
them is that the sense of narrative coherence in the sequence relies heav
ily on speech and the coherence of the sentences as a continuing thought,
monologue, or conversation. The continuing speech suggests a shared
idea and emotion for the changing characters, that is, the desire to be
liked, accepted, or adored by someone whom the speaker likes. Another
effect of the evident discrepancy between the characters and what they
say is that by preventing the reader from following a continuing charac
ter, the story thus manages to illuminate the importance of that conven
tion. One effect of the lack of continuing characters is that, facing the
impossibility of following anyone, the reader may be tempted to search
for visual clues for other connecting objects, details, or the milieu, in
order to evaluate whether there might be more implicit forms of con
nectivity in the story beyond the ongoing discourse. In this attempt, a
careful reader is perhaps rewarded by discovering that the first and the
fourteenth panels actually depict the same two characters and the same
scene: an artist painting on an easel and conversing with someone who
is looking at his work. Once this panel-to-panel connection has been es
tablished, the reader may then be encouraged to go further on the same
interpretive path. However, whether there are other translinear visual
connections is much less evident. One option for such a connection is
the potential visual analogy between the artist’s easel, already shown
twice, and the cartoonist’s drawing board, the effect of which may be
further reinforced by various other images or frames within the panels
in this story (a computer screen, graph, blackboard, billboard, mirror).
Furthermore, the angle of the dark-haired man in the last panel perfectly
replicates the cartoonist’s position in the earlier panel. These men also
have quite similar features, thus implying the cartoonist’s self-parodic
reflection on wanting to be liked, through his work, by his audience. Yet
again, in tracing such metaphoric connections the reader makes manifest
the default expectation of being able to follow a continuing character.
Conclusion
What matters from the perspective of narrativity and narrative coher
ence in much storytelling in comics—in first- and third-person narra
tives alike—is that a character or group of characters, and sometimes
other objects or the milieu, such as the landscape or cityscape, reoccur
in the panels. Visual repetition thus builds a sense of continuity and co
herence between images by allowing space, time, and action to continue
over a series of panels. The showing of a continuing character from one
panel to another, either engaged in a situation or action or simply present
in some scene, increases narrativity in any sequence of images. We may
surmise that this ‘synthetic’ quality in continuing characters and their
actions, i.e. their use as a means to connect panels in a narratively mean
ingful and coherent way, functions through the reader’s expectation of
being able to follow an experiential centre of attention. The depiction of
movement, or indicators of the character’s movement and action, such
as changing positions, can further strengthen the sense of connection
between the images. With regard to the characters’ gazes, the means of
connectivity may be derived, for example, from aligning the perspec
tive with a particular character, showing an exchange of looks between
characters, showing a character looking at something and then revealing
what is seen, or by positioning a character close to the picture frame.
In order to ensure that continuing characters provide temporal, spa
tial, and experiential connections between the panels, they are usually
given high visual and narrative salience, or grounding, in comics. At the
same time, it must be emphasised that neither this salience nor the way
in which characters may direct narrative development are based solely
on the formal means of showing the same character from one panel to
another; rather, they are also ‘psychological’ in nature. Characters are
worth the reader’s attention, perhaps predominantly, because they are
sentient beings who have anthropomorphic features. The mere depiction
Character as a Means of Narrative Continuity 107
of a character’s action or movement, for instance, already provides the
reader with much information about the character’s experience, inten
tions, and perception of the world. We will return to the questions of per
spective, and the way in which characters may be constructed like people
(their ‘mimetic’, person-like quality) in detail in later chapters, but before
that we must develop the issues of graphic style and narrative agency.
Notes
1 Comics, Colton Waugh claims, usually have “a continuing character who
becomes the reader’s dear friend, whom he looks forward to meeting day
after day or Sunday after Sunday” (1991, 14). Waugh, thus, refers to the
readers’ emotional engagement with ‘mimetic’ (person-like) characters with
whom they already have become acquainted.
2 See also Henry Morgan’s argument that the character “gives the image se
quence its semantic cohesion and it is around the character that the story
telling is organised” and, further, that “it is the character […] who allows
the reader to understand the sequential logic, both in temporal and spatial
terms” (2009, 35). Teresa Bridgeman argues cogently that the downgrading
of the function of the experiencing centre is a threat to the narrativity of the
text as a whole (2013).
3 See James Phelan’s definition of the synthetic dimension and function of
characters in literary fiction (1989, 2–3, 9, 20–21; 1996, 29–30). The syn
thetic (character as artificial construct or plot device), the thematic (charac
ter as idea), and the mimetic (character as person) dimension can coincide in
varying degrees, or be more or less foregrounded—their relations are deter
mined by the narrative progression where some potential may or may not be
realized.
4 These two may overlap and complement each other. See, for instance, K ruger
(2012) on how visual salience in narrative films, such as the placement of
certain elements in the centre of the image or shot, can be different from
narrative salience, i.e. how something is shown and how certain elements
are significant for the understanding of the narrative as a coherent whole.
5 Other forms of continuity editing include eyeline match, graphic match (or
match cut), cross-cutting, establishing shot, re-establishing shot, narra
tive diegesis, shot-reverse shot, and cut in (Bordwell and Thompson 2008,
235–236; Magliano and Zacks 2011, 1491). Saraceni compares repetition
between panels to a match cut (2001, 171–173).
6 In comics, graphic cuts can connect different scenes, but they seem less com
mon than in films. One reason for this may be that longer ellipses of time
can be easily précised in captions. By contrast, comics lack many cinematic
devices for indicating a longer ellipsis, such as fades, dissolves, and wipes.
7 See Bordwell and Thompson (2008, 231, 234).
8 See, for instance, Guaïtella (2003, 523) on how Hergé’s characters, who
retrace their steps, are always shown to move from right to left.
9 The different connotations of direction in the depiction of movement in
comics should obviously be examined in a larger corpus of examples to be
able to say anything more general.
10 Compare with Kukkonen (2013b, 47–48) who points out that the 180° rule
is often violated in dialogue scenes in comics.
11 Chavanne (2010, 206–207) has shown how the figures’ placement, organi
sation, and orientation in the panels can aid the technique of boustrophedon
108 Graphic Showing and Style
(the arrangement of alternate strips of panels in opposite directions) or un
usual movements from right to left.
12 I am borrowing James E. Cutting’s term that he has used in reference to
continuity editing and narrative discontinuity in movies (2014, 70).
13 Some film studies, which draw on behavioural data, also confirm the impor
tance of match on action as a major indicator of a scene and salience and,
consequently, how discontinuity of action is a strong predictor of the view
ers’ perception of event boundaries. See Magliano and Zacks (2011, 1510).
14 Compare with James E. Cutting, who argues that continuity is a hybrid con
cept in films, partly psychological and partly physical—and can be broken
down to the basic parameters of location, character, and time—and that the
recognition of a scene is also psychologically determined, i.e. based on the
psychological impression of what counts as an event (2014, 69–71).
15 See, for instance, Scott Bukatman’s discussion of the significance of stasis,
and the investment in stillness and the sculptural, in Hellboy comics (2014).
16 Baetens and Frey argue cogently that it is “a persistent misunderstanding to
believe that the visual string of a graphic novel shows the successive parts
of an action unfolding in time, as if the graphic novel was offering a selec
tion of shots from a sequence of a virtual movie” and further that “What it
[graphic novel] shows is in the first place a series of variations of the face.
Even if graphic novels do tell stories, their first concern is not infrequently
the portrait of the characters and the multiperspectival representation of
their bodies” (2015, 176).
17 Kunzle argues that framing, already in the 1890s, served the representa
tion of movement, for instance by broken frames (1990, 368–369). See also
Bukatman (2006, 2014).
18 For the definition of ribbon lines, motion lines, and impact flashes, see
Potsch and Williams (2012, 15).
19 See Groensteen (2007, 53–57) and Neil Cohn (2007, 42, 2013, 56).
20 Published in Kramers Ergot, a series of anthology-style books of comic art
edited by Sammy Harkham (Oakland, Buenaventura Press, 2006).
21 The two other levels are recognition (the spectator’s construction and indi
viduation of character based on a set of textual elements) and allegiance (the
moral evaluation of characters on the basis of the values that they embody)
(1995, 82–85).
22 By attachment, Smith means “the way a narration may follow the spatio-
temporal path of a particular character throughout the narrative, or divide its
attention among many characters each tracing distinct spatio-temporal paths”
(1995, 142). By subjective access, he refers “to the way the narration may vary
the degree to which the spectator is given access to the s ubjectivities—the
dispositions and occurrent states—of characters” (1995, 142).
23 Smith points out that the decisive characteristic of what he calls direct repre
sentation in films is the absence of a mediating level of narration in the form
of dialogue or voice-over (1995, 182, n11). He does not seem to consider the
possibility that verbal narration and visual means of spatial attachment can
also be contrasted with each other.
4 Graphic Style, Subjectivity,
and Narration
Graphic Style
In literary stylistics, the concept of style refers to patterns of linguistic
choice and preference that can be attributed to a particular author’s per
sonal style, a period style, a generic style, or a given work of literature.4
In its broadest sense, literary style involves all possible linguistic choices
in the text, whether lexical, grammatical, phonetic, or contextual
choices, figures of speech, or any other. Subsequently, stylistic analysis
focusses on such linguistic elements, patterns, and structures, provided
that they are foregrounded in the text as having stylistic relevance.5
In film studies, David Bordwell has defined a film’s style similarly as
“a system of technical choices instantiated in the total form of the work,
itself grasped in its relation to pertinent and proximate stylistic norms”
(2008, 378). More broadly speaking, style in film is the use that an indi
vidual work of art makes of the medium: “the repeated and salient uses
of film techniques characteristic of a single film, a filmmaker’s work, or
a national movement” (1990, 388). The stylistically important technical
choices can, in Bordwell’s model of functions of style, channel story in
formation (denotative function), convey meanings (thematic function),
Graphic Style, Subjectivity, and Narration 111
signal a feelingful quality (expressive function), and exhibit perceptual
qualities and patterns (decorative function) (2008, 377). All these func
tions of style are observable in comics as well. Our emphasis here, how
ever, will lie on the channelling of story information through stylistic
choices and variation.
In comics, graphic style has various potential functions: it marks the
maker, a period, a genre, a particular work, or a contextual artistic
reference; it connotes the cartoonist’s tone, approach, and perception
of the world and may create specific effects of realism, dream, memory,
humour, suspense, and the like. In comics studies, Robert C. Harvey’s
definition of style as the mark of the maker and as the “visual result of
an individual artist’s use of the entire arsenal of graphic devices avail
able, including the tools of the craft” (1996, 152), represents the tradi
tional conception of the notion. The scope of this definition is relatively
broad as it pertains to all possible devices and formal options available
in the medium, from drawing techniques, the use of the brush and the
pen, narrative breakdowns, and other compositional techniques, to lay
out style and the combined effect of all these devices, patterns of choices,
and preferences. The scope of graphic style thus extends from the indi
viduality of the graphic trace to the structural organisation of mise en
page, that is, the broad functions of narrative organisation, selection,
and arrangement of both words and images within the space of a page.
However, the personal manner of holding the pen and the brush is cen
tral to this definition, and style is clearly understood as something that
belongs to the artist, not the world that is depicted.
A narrower definition of graphic style can serve us to make it a more
analytical concept, and more useful for the narratology of comics. And
yet, the question of style should not be conceived too independently from
the narrative function of channelling story information. For instance,
Hannah Miodrag distinguishes between formal aspects of pictorial
style and narrative functions of the composition. The former comprises
pictorial elements in comics (and their semantic values) in their own
right, comparable with traditional components in the art of painting,
such as line and brushwork, light and shadow (chiaroscuro), texture,
mass, order, proportion, balance, and pattern, as well as figures and
composition (the ordering of the parts of the image into a whole) (2013,
198). By contrast, Miodrag includes in the narrative function of compo
sition those forms of layout that “have no value in themselves” but only
in relation to the narrative content that they organise (2013, 219). The
problem here is not the analysis and appreciation of comics as significant
works of art in their own right, but the distinction made between the
pictorial elements of expressive line work, i.e. the visual form of comics
on the one hand and their narrative content or strategy on the other.6
Beyond layout styles, graphic line and brushwork can also serve narra
tive functions, for instance, by helping to link panels in a sequence by
112 Graphic Showing and Style
purely graphic means, much in the same way shots in narrative films are
connected by a graphic cut. Visual style can also contribute significantly
to the reader’s understanding of a character or a storyworld. Think of
the changing styles in Bill Watterson’s Calvin and Hobbes (1985–1995)
that generate from Calvin’s fantasies, dreams, games, and perceptions
(modality-to-modality transition). Such stylistic shifts and transforma
tions, for instance, into cubism, the shadowy world of a hard-boiled
detective or, most often, into the reality of Calvin’s toys and games,
from spaceships and dinosaurs to his favourite tiger, are indicative of
the character’s powerful imagination and capacity to immerse himself
in the world of make-believe. And just consider how important graphic
style is in constructing a fantastic world in Winsor McCay’s Little Nemo
(1905–1914, 1924–1927) or Fred’s Philémon (1965–1986). In these two
classic fantasy comics, stylistic features such as vibrant colours and the
changing panel shapes stress the dreamlike inconsistency of Slumberland
and the unreality of the letter islands of the Atlantic Ocean. McCay’s
and Fred’s stylistic innovation and exploration of the spatial possibilities
of the medium are inseparable from the worlds and the characters that
their series depict. It is quite possible to examine their artwork in terms
of formalist art analysis, but from our narratological viewpoint, we need
to focus on the dynamic relationship between style and narrative mean
ing rather than seek to separate style from narrative content. The point
in this is not to subject the issue of style to narrative sense-making, but
to be better able to account for the narrative functions of style in comics.
In French-language comics theory, graphic style is frequently defined
more narrowly as an instance of graphic showing, a personal graphic ex
pression, or as “individual graphic writing” (écriture graphique singulière)
(Marion 1993, 251; Groensteen 2011, 92). Graphic style, in this context,
is a function of the graphic quality and identity of comics, but it does not
extend to the broad functions of narrative organisation, selection, and
arrangement of words and images—functions that these theorists usu
ally relegate to an implicit and higher level “mega-narrator” (Marion)
or “fundamental narrator” (Groensteen).7 Style, then, is conceived as a
broad phenomenon and graphic style as one of its dimensions, a matter
of pictorial choices that are stylistically relevant. Such relevance can be
measured, generally speaking, by the prominence of certain devices and
techniques of drawing (out of the arsenal that is available in the me
dium), their distinguishable (or foregrounded) qualities, and combined
effects. One possible advantage of the narrower focus on graphic style
is that it allows us to perceive style as a question of enunciation: to
what or whom do we attribute graphic style? This is not simply a prag
matic question of attributing particular graphic features to a particular
author, cartoonist, colourist, or their cooperation, but it involves the
complex issue of the relation between graphic style and meaning, for
instance, the narrative functions of style in terms of the presentation
Graphic Style, Subjectivity, and Narration 113
of the characters’ mental life. Another advantage of a limited focus on
graphic style is that this enables us to highlight the narrative dimen
sion of visual style in comics. Obviously, the difference between layout,
breakdown, and graphic style is not always that clear. Stylistic choices
concerning, for instance, the drawing of frames, the gutter and speech
balloons affect the way layout and breakdown may be conceived, while
pictorial style can also be an efficient means of perspective-building,
attributing perceptual information or types of perception to a particular
character and/or world. For our purposes, however, a distinction bet
ween graphic style and other stylistic features, such as layout style, can
usefully be made.
The aspects that may be salient in terms of graphic style in a given
work of comics need to be evaluated on a case-by-case basis. This may, in
principle, concern any visual elements in comics. However, we may iden
tify certain general graphic features and techniques that are traditional
means of style, and particularly well-suited and readily available for
narrative ends. They include, for instance, graphic lines and line work.
Perhaps the most famous and recognisable style of drawing in comics,
and in particular in the European context, ligne claire (‘clear line’), has
been named after the use of clear strong lines of uniform importance.
The ‘clear line’ style curbs the expressive use of the line, an alternative
stylistic variant in many other comics.8 Another important conventional
dimension of graphic style is the surface of the images and the page.
Hergé’s Tintin albums do not allow us to see the effect of pen work and
brush strokes, whereas much of Joann Sfar’s work, such as Le Chat du
rabbin (The Rabbi’s Cat), creates a bold impression by the use of expres
sive lines and the impression of a more or less spontaneous and intensive
pen work, that the panel images, the writing and the frames alike, are
made by the artist’s hand in a kind of organic whole. Additional vari
ants of graphic style so salient in the ligne claire school are the result
of stylistic constraints that reject some conventionally available stylistic
choices and techniques: the downplaying of contrasts of light and dark
(or shadow), and the avoidance of shading techniques, such as hatch
ing and cross-hatching. The uniform application of strong, flat colours
marks another seminal stylistic feature of ligne claire. Other important
variants of graphic style, but perhaps less prominent with regard to ligne
claire, include the effects of volume (shapes, figures, ink), the impression
of depth (variety of flatness and depth), the use of visual symbols, and
the style of writing and lettering.
Consider, for example, how the three basic colours—blue, yellow, and
red—in Tommi Musturi’s Walking with Samuel (2009) function as a
fundamental element of the protagonist’s world. Throughout this word
less narrative, the three colours of the flag of Romania are featured in a
piece of cloth that the protagonist Samuel carries with him, while invent
ing a number of new uses for this object, such as a towel, flag, armband,
114 Graphic Showing and Style
blanket, sail, cloth, and bag. The colours have the synaesthetic quality of
representing various sensory impressions and perceptions such as liquid
(water or alcoholic beverage), smell (flatulence), sound (bird’s song and
Samuel’s willow flute-playing emanate from the same colours), light (co
lours in a prism, fire, and the sun), and smoke (from Samuel’s cigarette).
In what is a potential reference to the cartoonist’s stylistic choices, the
colours are also seen as liquid for washing hands. Later, similar hands
are shown in another double spread with a black background, to hold
fire and point to the reader (Figure 4.1). Clearly situated outside Samuel’s
world, these hands suggest a great ‘maker’ figure, perhaps the artist’s al
ter ego. All in all, the three basic colours simultaneously present the char
acter’s multisensory experience, the metamorphic quality of his world
(all shapes change, but the basic colours remain), and the image-maker’s
stylistic choices in using expressive colours and colour schemes.
There is also a great stylistic range of options available in comics on a
scale between diverse realist styles on the one hand and cartoonish styles
and caricature on the other. This can be highly relevant, for example,
in relation to characterisation and world-building. It is conventional to
mix different degrees of realistic detail and caricature, pertaining, for
instance, to the distinction between characters and their setting, or the
foreground and the background of the image. Furthermore, the combi
nation of different varieties of realism and caricature is a stylistic variant
Figure 4.1 Tommi Musturi. Walking with Samuel (2009) © Tommi Musturi.
Graphic Style, Subjectivity, and Narration 115
in its own right. Few cartoonists seek out-and-out photorealism. For
instance, Tintin and ligne claire are characterised by a specific mixture
of caricature and realism: the combination of cartoonish characters, and
caricatured faces, with realistic and sometimes even photorealistic back
grounds and interiors. In particular, the main characters’ faces are type-
like, simplified, and condensed to a limited number of basic elements
(eyes, eyebrows, mouth, and optional wrinkles) that can be easily ma
nipulated to express recognisable forms of emotion and thought. There
is no styleless comic in this respect. However, graphic style is a relative
concept since the recognition of the salience of some stylistic variant in
a particular work, such as the drawing of faces, requires comparison
with the stylistic features in the rest of the work, or some other com
parable body of work, or a particular tradition. The full stylistic effect
of the graphic elements and techniques can only be measured in their
combined effect with other stylistic choices, such as breakdown, layout,
voice, the ratio of word and image, or perspective, and in relation to the
narrative as a whole.
subsequent passage in Jiminy’s tale, Jiminy feels like he is dying from the
heat in his room. The drawings and the frames of this passage, “Jiminy
Cafard in the heat of the night”, are wavy and sketchy, thus reflecting the
character’s painful situation.
The stylistic shifts, therefore, accompany and amplify the transitions
between the storylines and the focus on one character instead of another,
and reflect the characters’ perceptions and experiences. This is further evi
denced in other shorter and wordless storylines that are interspersed with
Pinnochio’s and Jiminy’s alternating narratives. These include P inocchio’s
friend Candlewick’s story (“Natural Born Loser”), told in flashback
118 Graphic Showing and Style
(for three and a half pages); the story, told in two instalments, about the
farmer couple who lose their child at birth and who then adopt Pinocchio
as their son; as well as a passage about the drowned Snow White and the
surfer woman who rescues her. The stylistic features of these embedded
stories are again quite distinct. Candlewick’s and the farmer’s tales have
different monochromatic colour schemes, sepia-toned and hues of violet
respectively, whereas the multicoloured four-page passage about the ro
mantic encounter between Snow White and the surfer woman uses im
agery that is reminiscent at once of romance comics and a racy B movie.
Graphic style is a highly dynamic feature in Winshluss’s Pinocchio,
but the result is not one of stylistic clash or unexpected discontinuity in
the work. These shifts in style indicate changes not only in the storyline
Graphic Style, Subjectivity, and Narration 119
but also in the narrative focus and perspective, and they may reflect the
character’s experience, attitude, and emotion or the kind of world in
which they live (dystopian nightmare, parodic Disney world, pastoral
and nostalgic idyll, kitschy romance, and so on). Philippe Marion has ar
gued that Fred’s experiments with stylistic rupture can lead the reader to
deny the mimetic “pseudo-evidence” (1993, 265) of the images, i.e. their
reality effect and, therefore, perhaps better grasp the very consistency of
their graphic traces. Given the dynamism of graphic style in Winshluss’s
parody, and the fantastic fairy tale world of Pinocchio, it remains un
clear whether we can at all say that style establishes some reality effect.
Perhaps rather, the stylistic variation in this work challenges the reader
to think more deeply about the relation between style and narrative,
style and perspective, or the meaning of style in creating a character and
a sense of a world. Here, the varying styles reflect the narrative content,
and contribute to it significantly, or perhaps even create it, at once un
dermining and reinforcing style as a marker of subjectivity.
Figure 4.4 © Blast - tome 4, Pourvu que les bouddhistes se trompent DAR
GAUD by Larcenet. All rights reserved www. dargaud.com.
122 Graphic Showing and Style
The stylistic contrast the colour drawings establish with the rest of the
narrative dramatises the power of the experience, giving the readers a
glimpse of the protagonist’s inner perception and tumult. The vivid co
lours and the distinctly childish style of the drawings separate the blast
sensations from his everyday experience. The narrator’s verbal descrip
tions specify their meaning. Polza Mancini explains that the blasts in
volve sensations of fullness and of the instant, accompanied by a sudden
clarity of vision as if the whole world appeared to him without morality
or any preconception. The blasts are, as he specifies, an out-of-body
experience of incredible lightness that allows him to hover above the
ground, constituting a kind of rebirth or an ‘intimate apocalypsis’, one
that implies a profound sense of union with nature.13
The verbal narrative track in Blast contributes significantly to a sense
of a continuing-consciousness frame14 in these scenes, thus deepening
the reader’s understanding of the character’s experience. Marion has
pointed out that colour in comics can have an extensive impact on the
development of an array of sensation, evoking a sensation of the real,
while colour may also have a predominantly expressive and poetic
function, presenting a high tenor of the graphic trace (1993, 156–57).
The scenes of colour explosion and stylistic rupture in Larcenet’s Blast
series rely on both of these functions (referential and poetic) at once.
Something similar happens in Marc-Antoine Mathieu’s black-and-white
graphic narrative La Qu… (1991), in which the colour explosion at the
end of the narrative marks the passage between the world of dreams and
the world of reality. Both Larcenet’s and Mathieu’s works employ the
sudden eruption of colour as a means by which to represent a character’s
inner experience.15 In Blast, however, this device is more systematic and
accompanied by a more extensive stylistic rupture.
The concept of mind style provides us with an analytical frame for
studying cases in which graphic style and an individual character’s con
sciousness are intimately associated. Nevertheless, the limitations of this
notion become apparent in wordless comics: precisely how should states
of mind be ascribed to characters?16 For instance, Musturi’s Walking
with Samuel underscores the difficulty of drawing a coherent distinc
tion between a character’s consciousness and the fictional world since
it is challenging, or perhaps impossible, to evaluate how much of what
we see in the images is subjective. Beyond his muteness, the mystery of
Samuel’s cognition is further emphasised by the nearly expressionless
face and lack of gestures. Due to sleeping, physical effort, or (perhaps)
excitement over the course of the narrative, only some minute changes
occur in his pupil-less eyes; the rare gestures he makes when he dances
remain minimal (Figure 4.5). Furthermore, the storyworld, and some
times the protagonist’s body, is metamorphic and destabilised. Samuel
seems at once to be able to live through the erosion of his world, while,
at times, his body is manipulated and literally remoulded by huge hands
Graphic Style, Subjectivity, and Narration 123
Figure 4.5 Tommi Musturi. Walking with Samuel (2009) © Tommi Musturi.
that suddenly appear. The six dictums that are listed at the end of the
book, and that comprise the only words in the narrative (beyond the
title), might represent Samuel’s world view. Equally, they can constitute
the author’s interpretation of his character and the story. The dictums,
such as “Do not be afraid”, are followed by Samuel’s gradual disappear
ance into the whiteness of the page.
Conclusion
The present chapter has focussed on medium-specific features of style
in comics, involving specifically two questions of graphic style: stylistic
variation and mind style, which pose important challenges for the ana
lysis of subjectivity in this medium. The comics that have served as my
main examples show us how graphic style can have many narrative func
tions by channelling story information. Graphic style is another means
of connectivity and coherence between the images, and it helps to create
a sense of a character and that character’s experience, perception, and
world. Stylistic variation and rupture may also be motivated through
perspectival shifts or transitions between various storylines and differ
ent narrative levels. The above examples of stylistic variation, shifts, and
rupture also suggest that the notion of mind style can be applied to com
ics where aspects of style reflect a narrator’s or a character’s world view.
In other words, stylistic changes can be consistent with a given indivi
dual character’s mind, emotional state, or mental state, and they may
prompt us to imagine that elements of graphic style emanate from the
character-narrator. I emphasise here the importance of imagination, and
metaphoric attribution, and do not claim that the narrators of Asterios
Polyp and Blast are or become agents who are responsible for stylistic
124 Graphic Showing and Style
choices—graphic style is metaphorically associated with their conscious
ness and experience. What these examples suggest is a kind of thought
experiment that invites the reader to question the distinction between
the character-narrator and the agent responsible for stylistic choices. At
the same time, it is important to realise that the application of the con
cept of mind style is open to challenge in a number of cases. The concept
may lose its usefulness, for instance, when graphic style appears to re
main so uncontrived that it is hard to distinguish it from a generic norm,
when it is difficult to draw a coherent distinction between a character’s
consciousness and the fictional world. With regard to wordless comics,
the challenge is to determine the degree of subjectivity of vision from
images alone.
The functions of graphic style in comics are closely related to the gene
ral problems of perspective on the one hand and enunciation (source of
narration), narrative agency, and narratorial idiom on the other. As we
have seen, graphic style is a potential means of narration, perspective-
taking (from without and within the depicted world), and the creator’s
subjective expression. The importance of first-person narratives in con
temporary comics and graphic novels is perhaps another factor that
might inspire us to rethink the relation between narration, perspec
tive, and graphic style. Yet again, since it may be difficult to agree on
what exactly would be an ‘implicit’ narrator in this narrative medium,
i.e. a narrator who is not a character and does not have a personal voice,
the distinction between these categories in comics must be given some
serious medium-specific attention. We will next turn our attention to the
narrative situation and the issue of narrators in comics.
Notes
1 See Marion (1993, 249–253), Baetens (2001, 147), Bredehoft (2011,
109–114), and Gardner (2011, 54, 66).
2 Gaudreault and Jost (1990, 128–137) refer to “opérateurs de modalisation”
(“modalisation operators”), such as flash images, which mark particular
images out as mental images in cinema. See also Miller (2007, 106, 119,
122–123).
3 In Harvey Pekar’s autobiographical comics, for instance, the question of the
author’s and the cartoonist’s stylistic coherence and narrative control over
the narrative is quite relevant. See Bredehoft (2011).
4 See, for instance, Leech and Short (2007, 10–11).
5 Foregrounding, a term used in formalist and empirical literary research, re
fers to the range of stylistic effects that occur in literature, whether at the
level of phonology (e.g. alliteration, rhyme), grammar (e.g. inversion, ellip
sis), or semantics (e.g. metaphor, irony) (Miall and Kuiken 1994, 390).
6 However, I find Miodrag’s point that words and images, as different semiotic
systems, maintain to a large extent their distinctiveness in comics despite
their various forms and levels of collaboration, quite relevant (2013, 8–11).
7 One option is to equate all visual elements in comics, including page layout
and framing, with graphic style. See Meesters (2010, 217). Jacques Lefèvre,
Graphic Style, Subjectivity, and Narration 125
by contrast, divides style in comics into the components of graphic style,
the composition (mise en scène, framing), and the sequencing of panels
(2011, 15, 31).
8 The term was coined by the Dutch cartoonist Joost Swarte to refer to the
school of work in the tradition of Hergé, to which Swarte himself belongs.
9 See Marion (1993, 262–267), Groensteen (2007, 98–100, 2011, 102, 124–129),
and Meesters (2010, 232–233).
10 For Palmer, “whenever events occur in the storyworld, they are always expe
rienced from within a certain vision” (2004, 51–52). See also Semino (2011,
418–420).
11 Fischer and Hatfield refer to Asterios Polyp by way of Palmer’s notion of as
pectuality to point out how conflicts between the protagonist, Asterios, and
his wife, Hana, “are visually represented as non-compatible ways of seeing
the world” (2011, 77).
12 Larcenet also uses colour in various passages in the series, where colour
indicates a simple flashback or a recurring image in a dream. Another im
portant stylistic rupture in the last part of the series is the coloured comic
strip about a polar bear called Jasper (signed by “Milton Ferri”), apparently
a children’s comic that Polza reads with another character. The main figures
of this comic also become the stuff of Polza’s hallucinations.
13 Larcenet has described his fascination with children’s drawings “without a
code”, comparing them to drawings by mentally disabled persons: “J’ai eu
l’occasion de travailler dans un hôpital psychiatrique et d’observer les des
sins des malades et c’est aussi passionnant que ceux des enfants. Ce sont des
dessins qui n’ont pas de codes” (2011).
14 For Alan Palmer, continuing-consciousness frame is “the ability to take a
reference to a character in the text and attach to it a presumed consciousness
that exists continuously within the storyworld between the various, more or
less intermittent references to that character” (2010, 10).
15 On how colour can function in a perception structure and character narra
tion in films and how the origin of the colour may be metaphorically attri
buted to characters, see Branigan (1984, 94–95).
16 Groensteen poses a similar question about the interpretive challenges in
wordless comics to anchor images to a subjectivity, including the difficulty
in knowing whether what one sees in the images emanates from the reality
or the imagination (2011, 137).
Part III
Narrative Transmission
5 Narrative Agency
(in Jiro Taniguchi’s
A Distant Neighborhood)
Impersonal Narration
Finally, comics narratology can opt for not multiplying narrative agents,
that is, not using any concepts referring to an agent, such as implicit nar
rator, implied author, presenter, enunciator, monstrateur, graphiateur,
Great Image-Maker, or the like. In practice, this would mean defin
ing narrative agency in comics as ‘narration’ or in terms of some other
meaning-making activity, which can embrace the whole complex of
136 Narrative Transmission
narrative devices and expressive techniques in the medium without re
ferring to an implicit agent of narration and enunciation. One advantage
of this option is that it would allow us to keep better in view the question
of reception and the readers’ active production of meaning. One analogy
in film studies for this position is David Bordwell’s influential theory of
film narration that rejects the idea of external personified agents such as
the cinematic narrator to explain the organisation of a film. Bordwell’s
claim that in watching films “we are seldom aware of being told some
thing by an entity resembling a human being” (1985, 61–62) seems a
logical intuition, even if it is not based on actual empirical evidence con
cerning moviegoers’ perceptions and sensitivities.7 Bordwell’s theory of
narrative agency in films does not adhere to a model of communication
that would look at stories as messages from some sender (author, im
plied author, implicit narrator) to a receiver (reader, viewer, narratee),
but stresses the role of narrative strategies, as means by which films
may have a certain effect on the spectator. In this view, the viewer’s
meaning-making processes constitute the crucial constructive activity,
and the issues of enunciation and authorial intention are to a large extent
left aside. The concept of the narrator is not altogether abandoned in this
approach, but it is relegated to those cases where there are evident traces
of the presence of such an organising instance.8
It is useful, in order to avoid confusion between various narrators at
different levels, to restrict the use of the narrator concept to the diegetic
level. What matters, then, is our capacity as readers to evaluate changing
degrees of subjectivity in visual showing and perspective, and to relate
this information to changing degrees and types of verbal narration, and
less to identify the presupposed overall authority of narration. Besides,
there are two crucial general aspects about the reading and making of
comics that need to be discussed and settled before adopting any strong
notion of a graphic or fundamental narrator. One of them is that it may
not always matter that much to the reader or viewer of comics who is
responsible for the showing or organising of the images, or indeed if
‘anyone’ is showing or seeing at all. The authority behind particular
choices in the images, or their perspective, may remain indeterminate
without blocking our understanding of the story. This is not just because
in fiction, in general, we can overlook inconsistency and paradoxical
implications concerning the source of narrative information,9 but also
that comics, fiction and nonfiction alike, enjoy considerable flexibility in
alternating the subjective quality of the images on a scale from subjec
tive to impersonal images. One option in comics, as in films, are images
(or ‘nobody’s shots’) that present reality “as if it were a question of seiz
ing the essence of the action without underlining who runs through the
shots or shows them” (Gaudreault and Jost 1999, 60). In comics, as in
film, we may also accept, in order to believe in the narration, that despite
the fact that the narrator himself is shown from outside in his story, the
Narrative Agency 137
events and the world of the story may be presented in some sense from
‘his’ perspective (as he remembers them, for instance). In autobiographi
cal comics, such as Persepolis, that are both written and drawn by the
same author, the presumption of correspondence between the two visual
perspectives—internal and external—may be particularly strong even if
their distance may be equally important.
Still another point that should be made is that comics vary greatly
in terms of the prominence of the verbal narrator, or narrative voice,
within one work, as well as between genres and traditions. In the classi
cal Franco-Belgian school of comics, for instance, the narrative is typi
cally based on the mastery of the spatial organisation of the images and
page, structured around dialogue and action, and the main character(s)
movements from one panel to another. There is often an extradiegetic
and heterodiegetic10 narrative voice in these stories, but this agent is
transitory and highly restricted in its role to simple indications of tem
poral and spatial changes, or occasional short comments, for example,
in Tintin, Asterix, and Lucky Luke.11 Narration through showing,
breakdown, and page layout style, are essential to this tradition, but it is
not clear why we should associate these activities with a separate agent.
Moreover, in recent autobiographical comics, where the verbal first-
person narration is continuous, and the images are often subjectified in
one way or another, thus creating a sense of a continuing-consciousness
frame, it also seems counterintuitive to separate a graphic narrator, or a
kind of comics mega-narrator, from the author as narrator who speaks in
his or her own name. On the contrary, in fictional autobiographies, the
distinction between the narrator and the author (or authors) is usually
justified, and this is also the case with some autobiographies where the
writer and the cartoonist are different individuals, but again, the choice
of terminology should not be merely based on a wish to respect assumed
symmetry in narrative structures across the media. If the theory does not
aim to create new and better concepts, the choice of terminology should
at least be flexible enough to accommodate genre- and medium-specific
devices and their uses in this regard; narrative theory should, in fact, re
flect such differences and not just infer and analyse similarities between
different narrative media.
The Story
To illustrate and ground my general arguments about narrative agency
in comics, I will draw on examples taken from the Japanese manga
artist Jiro Taniguchi’s 400-page, first-person graphic novel, Harukana
M achi-e (1998), translated and adapted into French as Quartier lointain
by Kaoru Sekizumi and Frédéric Boilet in 2006 and translated into
English as A Distant Neighborhood by Kumar Sivasubramanian in
2009 (adaptation and layout by Sly Wind Tidings). Notice that I am not
138 Narrative Transmission
only working with a translation of Taniguchi’s novel but with an adap-
tation of his work where the writing, and the order of reading, and to
some extent also the layout,12 have been changed, that is, westernised.
Hopefully, the choice of the example does not limit the more general,
theoretical nature of my arguments.
Taniguchi’s autodiegetic narrative13 is split into two principal diegetic
levels, a frame narrative and an embedded narrative. The frame nar
rative shows us the main character, a 48-year-old man called Hiroshi
Nakahara, at Kyoto train station on the morning of April 9th, 1998. He
is suffering from a headache after a night of heavy drinking. Intending
to take a train back to Tokyo where he lives, Hiroshi, however, finds
himself on a different line that takes him to his hometown of Kurayoshi.
In Kurayoshi, Hiroshi visits his mother’s grave where he kneels down
to pray. The narrative then switches to a different time-frame where the
narrator wakes up by the same grave on April 7th, 1963. In the ensuing
tale, Hiroshi discovers that he is reliving his life as a 14-year-old boy,
trying to prevent his father from leaving his family, while maintaining
his adult consciousness. At the book’s end the narrative shifts back to
the frame narrative where Hiroshi, restored to his adult body, awakens
by the same grave and returns to Tokyo.
An important feature of the narrative is the challenge that it poses
to determining the reality of the embedded story, which comprises the
major part of this graphic novel. The frame narrative lets us understand
that Hiroshi is suffering from memory lapses, perhaps triggered by de
lirium or alcohol poisoning. Yet, the embedded narrative could also be
Hiroshi’s life-like dream, as implied by his waking up by his mother’s
grave. Furthermore, Hiroshi’s prayer at the cemetery, and some of the
symbolism surrounding this scene, associates his transformation with
divine inspiration. Finally, various aspects of the story suggest that we
are not dealing with a shift between ordinary and imaginary perception
but with ontologically unstable worlds. The latter effect is created by
way of the common fictional device of metalepsis, meaning an existen
tial crossing or transgression of different narrative levels in a hierarchi
cal structure (Genette 1980, 234–137; Fludernik 2003, 383). The most
important proof of metaleptic infractions is that Hiroshi is pictured in
the frame narrative receiving a novel from his childhood friend Daisuké
whom he has re-met in the embedded story. Daisuké’s novel has the same
title as Taniguchi’s A Distant Neighborhood, and the dedication in this
novel, ‘to the time traveller’, is only understood if we take Daisuké and
Hiroshi’s meeting in the embedded tale for real (real from the perspec
tive of the frame narrative, that is).
The following investigation comprises three narrative strategies that ma
nipulate the relation between words and images, or verbal narration and
graphic showing, and that can make us aware of narrative agency in this
medium. These strategies include the use of subjective point of view (or the
Narrative Agency 139
point-of-view image), the function of the spatially determined perspective in
relation to alternating modes of verbal self-narration, and the role of word
less panels and sequences, seen from a non-character-bound viewpoint.
(3) Hiroshi, seen from his back recognising his face in the window; and
(4) Hiroshi horrified at his image, seen from a perspective that is close to
the gaze in the mirror image but not exactly the same (Figure 5.2). The
final close-up lets us see his recognition of himself as a young boy.
We can make some general inferences from this scene. First of all, the
subjective point-of-view panels typically remain localised manifestations.
Comics where subjective focalisation extends beyond a few panels at a
time are not common. If this were the case, the effect would be simi
lar to a film where the camera eye could never leave a character’s view
point and the person whom we follow and/or whose perceptions we share
could never been seen from the outside except through reflections in mir
rors and the like. Second, it is equally rare to find a narrative comic that
would obliterate the authorial focalisation of the impersonal viewpoint
Narrative Agency 141
Notes
1 See, for instance, Seymour Chatman (1990, 113–119). I also draw on
Donald Larsson’s formulation of narrative agency: “Is there intradiegetic
or intratextual evidence of extratextual agency? In other words, is there
evidence within the diegesis or the text (aside from title pages, prefaces, ac
knowledgments and so on) of how this text came to be? How, if at all, does
the text acknowledge (or pretend to acknowledge) that agency and why?”
(2000). Larsson’s model, in contrast to Chatman’s notion of the impersonal
“organisational and sending agency” (1990, 127), emphasises the reader’s
role, asking thus “what awareness of ‘acting,’ ‘speaking,’ and ‘creation’ we
bring to fictional texts”, and further, and how texts “encourage, evade, sup
press, or direct that awareness” (2000).
2 Surprisingly little has been written about the theory of intention, author
ship theory, or the history of collective production in comics studies to date.
Some exceptions are Ault (2004) and Uidhir (2014).
3 This question has often been posed in film studies. See, for instance, Sellors
(2007, 268).
4 For an overview of this debate, see, for instance, Gaut (2004), T
homson-Jones
(2007), Bordwell (2008, 121–133). Similarly, in literary narratology there
has been some well-argued resistance to the notion of the narrator, espe
cially in relation to third-person narration. See, for instance, Patron (2009,
135–147). However, many literary narratologists also hold that the tendency
to attribute stylistic features to a hypothetical narrator persona may be a
kind of default expectation. See, for instance, Fludernik (2001, 622).
5 For a thorough discussion of this paradox, see Kindt and Müller (2006).
6 The filmic composition device is a theoretical agency and device that, as
Jahn specifies, “need not be associated with any concrete person or charac
ter, particularly neither the director nor a filmic narrator” (2003).
7 Bordwell also argues that “very few viewers would take, say, a bit of actors’
business or a pattern of lighting as having its source in an intermediary, a
cinematic narrator” (2008, 122–123).
8 Gaudreault and Jost (1999) point out, however, how Bordwell’s abstract
instance of ‘narration’ is occasionally granted clearly human attributes.
For example, Bordwell argues that: “Furthermore, the pensive ending
Narrative Agency 149
[to Antonioni’s La Notte] acknowledges the narration as not simply power
ful but humble: the narration knows that life is more complex than art can
ever be” (1985, 209–10).
9 See Thomson-Jones (2007, 84), Walton (1997, 65).
10 Genette distinguishes between two basic types of narrative with regard to the
narrator’s relation to the story and its characters: “one with the narrator ab
sent from the story he tells” (heterodiegetic), and the other with “the narrator
present as a character in the story he tells” (homodiegetic) (1980, 244–45).
11 This is, obviously, a sweeping generalisation. See, for instance, Groensteen’s
insightful analysis of the different modalities of the narrator’s intervention in
Franquin’s Spirou and Fantasio album L’ombre du Z (1962) (2011, 96–98).
12 Various changes occur in the translations: the placement of the narrative
texts, speech balloons, and onomatopoeia in the image field often differ, the
number of balloons per panel may change, onomatopoeias are sometimes
omitted, the manga convention of using colour pages in the beginning is not
respected in the English translation, and so on.
13 In Gérard Genette’s terminology, an autodiegetic narrative is a first-person
narration in which the narrator is the story’s protagonist (1980, 245), and
thus the narrator’s experience and actions are central to the story.
14 See Baetens (2008, 84–85).
15 In contradiction with Jan Baetens and Hugo Frey’s claim that in graphic
novels characters are never disembodied (2015, 185).
16 Since there is continuous interaction between these two levels of first-person
verbal narration, I find it problematic, and potentially misleading, to suggest,
as does Badman (2010, 97), that narrative discourse in the thought balloons is
not part of narration but monstration, i.e. showing and narrating by images,
and an indication of internal focalisation at work in the monstration only.
17 One open question about the category of the monstrator in Gaudreault’s
theory is also whether the monstrator can have more than just a narrative
role, such as a descriptive or painterly function. See also Gunning 2009,
xxii–xxiii.
18 See Hearn (1904, 96–110). I am aware that the symbolic meaning of the
butterfly as the soul, or as the soul of the dead, can be found in other cultures
and traditions. For instance, Psyche of the Greek myths is a butterfly-winged
goddess. I would like to thank Associate Professor Mayako Murai for her
helpful suggestions about the myth of the butterfly and her interest in the
presentation, based on an earlier version of this chapter, which I gave at
Kanagawa University, Yokohama, on 24 August 2010.
19 See Nodelman 1991, 4; Yannicopoulou 2010, 66–67; 73–75.
6 Focalisation in Comics
Figure 6.2 Emmanuel Guibert, Frédéric Lemercier, and Didier Lefèvre. The
Photographer © 2009 by First Second.
164 Narrative Transmission
What interests me in this last case is not so much the remediation
of the photograph as part of comics storytelling—a process by which
comics, as in the two previous examples, refashion photographs, break
them into a story and thus, in a sense, try to improve upon them—but
a more balanced dialogue between the media, where photographs have
an impact on the graphic images, and vice versa. On the one hand, the
various instant moments that are captured by the camera and included
in Le photographe are given narrative shape and meaning by the graphic
images and the first person verbal narration that accompany and sur
round them. The photographer, his medium, and his equipment are
literally made part of the story. On the other hand, the integration of
photographs has an obvious, many-sided impact on the graphic images
and their sense of veracity. This is not so much that the photographs give
an air of authenticity to the graphic panels even if this might happen as
well, but that they make the drawn images look more like photographs,
like an instant shot.
The effect of this intermedial composition may perhaps appear awk
ward to eyes unaccustomed to it, but the alternation between the media
is itself also worth attention. Neither medium serves as the other’s relay
or amplifier, but both move the story forward. Sometimes one of them
dominates a single page, a double spread, or an episode. The photo
graphic images are interwoven with the graphic panels in the sequen
tial order of the narrative, while they also preserve something of their
status as individual images illuminating an instant. The photos enjoy a
certain distance from the verbal ‘voice-over’ in the narrative boxes. The
same is not afforded to the drawn images. While verbal narration often
accompanies the photographs, the photographic images never include
dialogue, and the verbal narration next to them remains carefully sepa
rated, not part of the frame.
The question of veracity is further complicated by the graphic nature
of the images involving real objects and people. The reality of the point
of observation and the field of vision in comics storytelling, even if it is
nonfiction, is necessarily make-believe. No one ever saw the world as
drawn, or as caricature, no matter how detailed or instantaneous the
graphic line may be. Naturally, no one sees the world as photographs
either, but there is a necessary graphic distance from the world that
is represented. As happens in Le photographe, the distance between
different kinds of image and the perspectives they offer can provide
nonfiction with particular self-critical potential, pointing out that the
reality in pictures is always mediated. In Le photographe, the hybrid
ity and the multiplication of visual points of view highlight the mean
ing of the perspective both for narrative organisation and for the sense
of reality.
Focalisation in Comics 165
Scale of (Visual) Focal Points between Internal
and Non-Character-Bound Positions
In visual storytelling, in general, impersonal focalisation is a much more
prominent and broader phenomenon than in literary narratives.11 Visual
narration across media, from films to photo stories and picture books,
can deploy a broad scale of techniques between more or less personal or
impersonal perspectives, from panoramic views that no person could see
to partly sharing subjective vision and to a point-of-view image. Com
ics storytelling, when it comes to the visual perspective of the narra
tive, uses an extremely complex scale of potential intermediate positions
between subjective or internal focalisation at one end, and clearly non-
character-bound perspective or external focalisation at the other. This
scale, however, is not organised in a strict external/internal, or reflec
tor character/narrator binary, as may be the case in literary narratives.
Rather, it reflects varying degrees of congruence and divergence between
a character’s point of view and the reference world of the narrative, as
well as the fact that comics can use internal and external viewpoints at
the same time. In a great number of externally focalised images, no sup
position of an individualised perception can be made. For these panels,
we may postulate some anonymous agent, a non-character-bound ex
ternal focaliser. What makes subjectivity particularly flexible in comics
is also the capacity to alter the perspective from one panel to another.
However, contextual information, based on our evaluation of the nar
rative sequence of panels, the layout, or the relationship between words
and images, becomes important especially when the degree of subjectiv
ity changes from one panel to another. Only contextual information of
a larger narrative sequence may allow us to determine whether a certain
perspective moves towards or away from subjective perception.
The techniques for subjectifying narrative perspective in comics in
clude different formal choices with regard to the position, angle, field
(or scope), distance from the regarded object(s), depth, and focus of
vision—the latter involving, for instance, foreground-background rela
tions, level of specificity, and detail.12 The most common techniques of
subjective focus of perception, in comics as in film, comprise the various
ways in which the character’s positioning in a given image or sequence—
in relation to the frame and what is shown in the images—suggests a
subjective narrative perspective. Such techniques comprise, for instance,
the point-of-view (POV) image (the impression that the reader shares the
field of vision with a particular character), the positioning of the view
point on the eye level of the characters (without implying an actual POV
image), the over-the-shoulder image, the gaze image (showing a charac
ter looking at something), the eyeline image/match cut (a combination of
166 Narrative Transmission
a gaze image that is preceded or followed by a point-of-view image), and
the reaction image (a character reacting to what he has just seen).
Equally, subjective vision can be suggested by the exaggeration of the
foreground of the image, by particular optical effects, such as an out-of-
focus image that is related to someone’s mental condition, and that can
be used to create a sense of a perception image,13 as well as by visual
effects or signs of the observer’s physical presence, such as a shadow, a
speech balloon, or parts of the body, positioned in the foreground and
close to the image frame. All these effects can be accentuated by the con
text of other panels and the page layout, where a field of vision may be
connected to someone looking or speaking. All “objective” or descrip
tive images may also be subjectified or have this effect when juxtaposed
with a gaze image, a reaction image, or other clear indications of gaze
and subjectivity in the panel sequence.
To better describe this multitude of positions classifiable as ‘vision
with’ or ‘vision from behind’, we can first point out that comics story
telling has at its disposal most of the cinematic techniques for getting
close to a specific subjective point of view, from suggesting a subjec
tive perspective to adopting and wholly assuming it. We can use as our
starting point Mandfred Jahn’s (2003) list of the five most important
subjectif ying filmic devices. The typology, however, requires us to
change the filmic term ‘shot’ into ‘panel’ or ‘image’ and make some fur
ther medium-specific adjustments. It needs to be stressed that the equa
tion between a shot and a graphic image in comics is not unproblematic
since a shot is a sequence of frames14 and a panel is (mainly) a single im
age. Moreover, the perspectival function of a single image in comics may
often be specified only in the context of other images. The categories,
however, are illustrative of the general options in this regard:
First, the point-of-view image (or sequence) (POV) is the most internal,
direct, and subjective perspective. It assumes the viewer’s position; the
image frame functions as the representation of someone’s gaze and a
field of vision. Yet we must also add that the presumed subjectivity of a
POV image always involves an interpretive move and potential ambigu
ity: how do we know that a certain perspective in a panel or an image
sequence belongs to someone? One clear cue for this is the positioning of
the viewpoint on the eye level of the characters even if it is insufficient in
itself to imply a POV image. In comics, more context can be given in a
sequence or other group of panels, including for instance a gaze image or
Focalisation in Comics 167
indications about the viewer’s position and relation to the field of vision.
The technique, however, also cannot be used extensively for obvious
reasons, as studies of ‘subjective camera’ in film or the picture book have
shown. The main difficulty is that the character whose perception we
share could never appear in any picture except in a mirror or a reflection.
What film studies calls the perception shot is also always possible in
comics. This is a specific type of POV shot that, as Branigan defines it
(1984, 81), reveals the mental condition of someone looking at something.
A perception image in comics most often shows difficulty in seeing or the
viewer’s heightened attention, typically a blurred scene that presents the
vision of a drunkard or someone who is fatigued. Another option in this
respect is the highlighting of something in the image by graphic means as
the focus of a character’s attention. This is realised, for instance, in a se
quence of two pages in Scott McCloud’s The Sculptor, where the protago
nist, David Smith’s focus of attention on a young woman is indicated by
two visual means that operate together: the POV image, where the readers
share David’s perspective, and the colour contrast of the female figure’s
bold black colour against the faint blue-toned grey background scene.
Moreover, the way that something like a city scene or a landscape is
visually rendered, by using conventional implications of colours, vary
ing intensities of lines and shading, or patterns of shapes, can suggest
a subjective viewpoint. In this respect, there may be great differences
between different visual media in terms of technique even if the basic
function of the perception image, sequence, or shot is similar. The tone
of a film narrative, for instance, is the result of a wide variety of stylistic
choices encompassing lighting, cinematography, mise en scène, and the
editing of both the image and sound tracks, while cartoonists can use
the panel setup and page layout, the frame shape and size, colouring,
and the graphic line for similar purposes.
Second, the gaze image is a picture of a character looking at something.
More precisely, this is an image with external perspective that shows a
character looking at something that cannot be seen in the same image, thus
drawing our attention to perception. Generally speaking, in viewing visual
stories we continually make inferences from people’s looks, gazes, glances,
and facial expressions so as to have access to their subjective states even if
these states may remain fairly indeterminate. Another important category
of looking and gazing in comics is the direct gaze, meaning participants
in pictures who look directly at the viewer. We could recall here the theo
retical division into ‘demand’ and ‘offer’ images, as defined by Kress and
van Leeuwen (2006, 126–127). Realising a visual ‘you’ in this way, the
‘demand’ picture suggests a particular, often genre-specific type of interac
tion between the picture and the viewer. The technique can also increase
narrativity by suggesting a heightened level of involvement for the reader.
Third, the eyeline image/match cut is a combination of a gaze shot
that is followed by a POV image. Thus, the gaze image cues the audience
168 Narrative Transmission
into interpreting the preceding or the following image as a POV image.
The use of image/reverse image technique is also common, as we will see
later in this section of the book, in dialogue scenes. Another form of this
technique is the impression of a collective vision in which the perspective
is not mediated through any one character, but rather falls within the
perceptual range of several characters whose gazes and objects of vision
alternate in the given scene.15
Fourth, the over-the-shoulder image is a less direct and less internal
means of subjectification than the point-of-view image. In a film, this
means that the camera gets close to, but not fully into the viewing po
sition, or that a camera follows the movements of some character. In
comics, the image may be shown, for instance, from behind a character’s
back, close to the character’s viewing position, or in conformity to the
character’s direction of looking. A sequence of images may also follow
a character’s action or movement so closely as to suggest that the story
follows not just the character’s action and movement, but also their per
spective. Another similar device is the placement of the character in the
image in such a way that his or her position can subjectify the perspec
tive, for instance, when the character’s back or side profile is placed be
side the edge of the image frame so as to heighten the reader’s association
with the character’s perspective. Likewise, the depiction of the viewer’s
hands or lower body beside the image frame, or his or her image in a
mirror, also points out that we share his or her perspective. The drawing
of a character’s fingers beside the panel frame, as in the example above
from The Arrival, is another pictorial convention that reveals the subjec
tive perspective of the image.
Finally, the fifth subjectifying device is the reaction image, which
shows a character reacting to what s/he has just seen. Similar to the gaze
image, the reaction image draws our attention to perception, but does so
retrospectively, after the act of viewing or perception.
All these techniques and devices amount to an extremely complex
scale of intermediate positions between clearly subjective and clearly
non-character-bound perspectives. One important conclusion to draw
from this is the central role of ambivalent focalisation in the medium.
This could also be characterised as the predominance of ‘free indirect
perception’. The category of ‘free indirect perception’ originally refers to
a kind of ‘narrated perception’ in literary discourse, which occurs when
the narrative clearly describes or implies the perception of a character.
A character’s mind is thus implied as the perceptual angle of some tex
tual passage, but his or her perceptions are never directly introduced by
perception verbs or other linguistic means.16
In films and comics alike, similar effects are commonplace. Charles
Forceville, for instance, has suggested that studying techniques like
character-bound camera movement in terms of free indirect discourse,
specifically when such techniques create ambiguity between the external
narrative instance and the character, could contribute to a transmedial
narratology (2002, 133). The free indirect instances in films, which take
Focalisation in Comics 169
place when audiovisual information is shared between the character and
the overall narrative frame, also involve passages when certain things are
distilled through a character’s perception by means of colour filters, visual
distortions, and other such techniques. In comics, as we have already seen
above, there are a number of ways by which the narrative can focus on
the character’s field of vision and make us systematically look either with
him or her or look from behind him or her. These techniques may allow
the reader to look deeply into the character’s field of vision, even limiting
the view to the range of perceptions available to some character, while
at the same time retaining the sense of a hypothetical viewing position
that does not belong to any character. In comics, the spatially determined
viewpoint obviously cannot be associated, as it is in narrative film, with
the movements of a camera, but this does not make it more personal as
such. We watch along with a character, from the character’s back, or gain
insight into his or her point of view through what we see in other ways,
but focalisation is usually not entirely left to the person, or any person.
To briefly return to Shaun Tan’s The Arrival, we can detect here a great
number of images that imply a strong subjective angle even if there are rel
atively few clear cases of a POV image or sequence. Consider the end of the
episode where the main character, who at this point is still living alone in the
foreign country, is invited to have dinner at the home of another immigrant
family. In one large image that spreads over a page, we see a scene around
the dinner table (Figure 6.3). The following twelve close-up images consist
of a series of eyeline matches, leading us from one subjectified field of vision
to another, motivated by the direction of the character’s gaze in the previ
ous panel, and at the same time restricted to what these characters may see
from their respective positions. This creates the effect of intertwined looks
around the table that reveal to the viewer things happening from different
angles, as if we could alternate between each person’s eyes. Yet, while the
lonely father’s subjective v ision is at times strongly implied, especially at the
end of the scene when the couple looks directly at him and us, we also see
him from the outside. We also observe the other people from angles that
could belong to any of the characters present or to no one in particular.
Figure 6.3 E mmanuel Guibert, Frédéric Lemercier, Didier Lefèvre, The Pho
tographer, 2003. © Emmanuel Guibert, Frédéric Lemercier, Didier
Lefèvre.
170 Narrative Transmission
It does not seem necessary to postulate one particular subjective view
point in order to understand this scene. Instead, what matters, and what,
to some extent, subjectifies all the views at the dinner, is the restriction
of visual information to the immediate views of people around the table.
This limitation of the perspective, combining a possible gaze image with
a potential POV image in a sequence, emphasises the joyful atmosphere
and the feeling of sympathy among the members of the party. Instead
of any fully subjective, personalised vision, the readers have access to
many subjective views. Besides, we may also have access to what literary
narratology sometimes calls the empty deictic centre: a position that is
clearly on the scene with the characters, but without the possibility or
even the need to identify with any of them.
One explanation for this vast scale of varied and combinable options in
focalisation is, to follow François Jost (1983, 195), the difficulty in desig
nating the degree of deixis in a single image, even when we are dealing with
cases of subjective perspective. The non-character-bound perspective, gen
erally speaking, is coded for transparency: while showing and framing a
field of vision, it does not necessarily presuppose a human narrator or a re
porter. Depending on the narrative context, however, the ‘objective’ image
or sequence can also be marked by a character’s or a narrator’s subjective
field of vision and perception, or encompass it. The default mode for visual
focalisation in general seems to be an external viewpoint subjectivised to
varying degrees by various visual, stylistic, and compositional techniques.
Another conclusion that we can draw from the importance of the vast
range between impersonal and subjective forms of visual focalisation is
the way that the intermediate positions may heighten the play of diver
gence and convergence between words and images. These techniques
enable comics storytelling to fully exploit the distance between a self
who speaks, a self who sees, and a self who is seen, or the split between
a narrating and an experiencing self.
Exempting wordless comics, the effects of all visual techniques of sub
jectification are accentuated, complemented, and sometimes contrasted by
verbal narration. Thus, to understand the degree of subjectivity in focal
isation in comics, it is necessary for the reader to process the interaction
between ‘focalisation markers’ at these two levels of narration, the verbal
and the visual dimension of narrative representation. Verbal narration may
also complicate the establishment of perceptual focalisation. Particularly
in cases of split verbal focalisation, in which the same person (or character
of fiction) speaks and narrates simultaneously outside and inside the im
age, the relationship between the visual and the verbal narrative perspec
tives can become quite complex and dynamic. This is usual in first-person
literary narratives, but what is specific to comics in this regard is that the
two modes of telling need to be reconciled with two modes of showing:
the narrator shown in action and the narrator shown as a narrator, or as
someone who is aware of his or her drawn self and role as a narrator.17
Focalisation in Comics 171
Embedded Focalisation
The distinction between the source of focalisation and the focalised en
tity is often relaxed, or remains ambiguous, in the technique of embed
ded focalisation, which takes similar yet ultimately different forms in
comics (and visual storytelling) compared with literary narratives. What
Mieke Bal calls an embedding of focalisations involves transference bet
ween subject and object positions along different diegetic levels in a nar
rative, for instance when some narrative object (the object of narrating,
focalising, or acting) becomes the subject (the narrator, the focaliser,
or the principal actor) of the following level (Bal 1981, 45). Another
possibility of the same phenomenon is that the external focaliser in a
narrative watches “along with a person” but without leaving focalisation
entirely to this character (Bal 1997, 159).18 In visual terms, this may be
likened to the many techniques that subjectify the field of vision without
turning the image into a pure subjective image, as discussed above.
It is difficult to find any literary equivalent for the techniques of per
spective filtering in Calvin and Hobbes, where the mere presence of some
figures in the scene may indicate a change in perspective. Most impor
tantly, when only Calvin and Hobbes are present in the image, Hobbes
is not drawn as a stuffed animal but as a living being, an anthropomor
phised tiger. This is one of several sophisticated means of focalisation in
this series, and not only different in degree from the techniques used in
literary narratives. The effect is based, however, not so much on infer
ring how graphic style reveals a narratorial or authorial perspective that
might embed other perspectives, but on visual information about the
supposed focaliser in the image. The child centre of attention (Calvin)
is simultaneously often shown from the outside. Hobbes is depicted in
a particular way in particular images—either alive or not alive—since
we have come to learn that certain people, whom we also see present in
the image (Calvin or his parents or someone else), perceive Hobbes in
this way. What Calvin and Hobbes shows us so well is that, in visual
narratives such as comics, internal and external focalisers can appear
simultaneously, embedded in a literal sense, at different points inside and
outside the image frame.
Conclusion
In order to develop a narratological understanding of perspective in com
ics, it is important not only to find common ground between different
narrative media with regard to their techniques of perspective-taking,
but also to develop ways to explain the fundamental differences between
different narrative media in these techniques. Emphasising the issue of
perceptual focalisation, I have posed a number of medium-specific ques
tions that should be accounted for in order for us to conceive a more
172 Narrative Transmission
comprehensive narratology of perspective and narrative mediation in
comics. These include, in particular, the problems of epistemic access to
the point of perception and of what is perceived, pertaining to the spa
tially determined point of perspective and the evaluation of the degree
of deixis and subjectivity in graphic images, as well as the difficulty of
distinguishing between the focaliser and the focalised in some cases, and
the implications of that difficulty for the theory of focalisation.
These are not the only important questions to ask about the possibili
ties of analysing focalisation in narrative comics, but they are ones that
are of great value for narrative theory that seeks to be relevant in this
field. In the narratology of comics, problems will arise if we assume that
notions of narrative perspective, transmission, and mediacy can be
transferred from one medium to another without due modification. Yet,
we may also confront problems if we are unwilling to see some of the
crucial similarities that exist across narrative media. The latter include,
for instance, the importance of a situated focus, spatial representation
and perceptual information, the relation between perception and cogni
tion in the representation of fictional characters’ minds, and the variable
quality of types of focalisation in narratives across the media.
Notes
1 Indications of the viewer’s identity, location, and time of viewing within the
given image or sequence. In linguistics, deictics are most commonly defined
as linguistic expressions, such as personal and demonstrative pronouns,
whose referent has to be found in the situation relative to their act of utter
ance. See, for instance, Lyons (1977, 636–690).
2 See Bal (1997, 143).
3 Genette’s conclusion, however, disagrees with those views that emphasise the
necessity of spatio-temporal positioning in all narratives, such as Bortolussi
and Dixon’s psychological viewpoint (2003, 166–178). For Genette, focali
sation is merely a device that may or may not be employed in literary narra
tives, and the question of the literal location of the point of view is often of
negligible importance (1988, 76).
4 See, for instance, Deleyto (1996, 222) and Gaut (2004, 247–248), on what
he calls the intrinsic perspective of the film image.
5 See also Jost (1983, 194–195) on this question in film narration.
6 The Marey effect is named after the French physicist Étienne-Jules Marey’s
(1830–1904) chronophotography. Marey photographed the movements of
men and animals several times in a second with his chronophotographic
gun, thus allowing the decomposition of movement in elementary phases
(recorded on the same image or in several frames of print).
7 Genette’s original formulation does not distinguish between focalisation as
the “focus of perception” or focalisation as the “selection of narrative
information” (1988, 64, 74). For a discussion of this fundamental contradic
tion, see Jesch and Stein (2009). In comics studies, Badman (2010) follows
Shlomith Rimmon-Kenan’s distinction between perceptual, psychological,
and ideological orientation; Horstkotte and Pedri’s definition is similar
(2011, 331).
Focalisation in Comics 173
8 See Miller (2007, 106, 109), Badman (2010), Groensteen (2011), and M ikkonen
(2013).
9 Groensteen prefers the notion foyer perceptif to ocularisation so as to avoid
a too-close association with cinematic devices such as the viewfinder, the
objective, and the camera eye (2011, 90–91). However, ‘focus of perception’
or ‘perceptual focus’, which are possible translations of ‘foyer perceptif’, are
too limiting for my purposes. Bal’s definition of focalisation as “the relation
between the vision and that which is ‘seen,’ perceived” (1997, 142, emphasis
added), is more encompassing.
10 As William Nelles points out (1990, 371), Genette has explicitly recognized
this difficulty in regard to the category of zero (free) focalisation. He writes,
“the right formula would be: zero focalisation = variable, and sometimes
zero, focalisation. Here as elsewhere, the choice is purely operational”
(1988, 74).
11 Much of the critique of anthropomorphism in focalisation theory, meaning
the assumption that the focaliser would always be a person who perceives,
has been based on the insight that we need to pay more attention to tech
niques of impersonal perspectives.
12 Corresponding in large part to what cognitive linguists call perspective-
related parameters in narrative contexts and that include: the location of
a perspective point with a “referent scene”, the distance of a perspective
point from the regarded scene, the perspectival mode, and the direction of
viewing. See, for instance, Talmy (2000, 311–344), and also discussed in
Herman (2009b, 128–132).
13 Branigan distinguishes the perception shot from the point-of-view image,
suggesting that the former includes an indication of a character’s mental
condition, “a signifier of mental condition has been added to an optical
POV” (1984, 80).
14 A shot “is a sequence of frames filmed in a continuous (uninterrupted) take
of a camera” (Jahn 2003).
15 See also my discussion of a passage in Daniel Clowes’s Ghost World from
this perspective in Mikkonen (2011b, 647–650).
16 See Chatman (1978, 204) and Mikkonen (2008, 301–321).
17 The insufficiency of the distinction between narration and focalisation in
film narratology is also reflected in the need to add a third component to the
model. Branigan has argued that there are three distinct types of narration
in films—narration, action, and focalisation—that describe “how know
ledge may be stated, or obtained” (1992, 105).
18 However, Genette rejects the notion of embedded focalisation in literature,
claiming that the focus of the narrative cannot be at two points simultane
ously, even if a narrative mentions that a glance “perceives another glance”
(1988, 77). What Bal defines as embedded focalisation, Genette would call
displacement of focus (1988, 76). See also my critique of O’Neill’s trans
medial version of the notion of embedded focalisation (Mikkonen 2011b).
7 Characterisation in Comics
Third, the reader may be familiar with the characters, Mickey, Goofy,
and Jimbo, from elsewhere, such as from other comics, and can thus
expect them to be the focus of the adventure.
The protagonist Jimbo’s name is made perfectly clear by the paratexts
of the book, including the title and the two subtitles. The subtitle on
the cover reads “wherein, Jimbo, led by Valise—city appointed parole
robot, enters the vast gloom rock mallscape, Focky Pocky, in pursuit of
the Soulpinx”, and on the name page: “A Ridiculous Mis-Recounting
Of Dante Alighieri’s Immortal Inferno In Which Jimbo, Led By Valise,
In Pursuit of The Soulpinx, Enters Focky Pocky, Vast Gloomrock
M allscape”. Upon reading, then, a global look at the first pages of both
stories can verify who the protagonists are: the named figures who are
continuously portrayed in the images (Figure 7.1). In Jimbo’s Inferno,
the protagonist’s name is confirmed in the first lines uttered by Valise
in response to the question of the whereabouts of Focky Pocky: “Just
look over your left shoulder Jimbo” (7). Similarly, Valise’s name is given
in the dialogue as Jimbo reveals that “Valise, I have some fear of enter
ing Focky Pocky” (8). Furthermore, a few pages later at the beginning
of Canto VIII, Valise identifies himself and Jimbo, upon talking to the
amphibious vehicle that is to take them across the marsh of Styx, as
Jimbo and “his parole Valise” (12).
Figure 7.2 G uido Martina & Angelo Bioletto. Mickey’s Inferno (1949/2006)
© Disney.
Characterisation in Comics 183
The technique of transposition between the fictional worlds thus cre
ates a specific effect of parody, where Disney characters are transported
to a well-known literary milieu with some limited changes to their
identity—the technique is then re-employed in many later Italian Disney
adaptations of literary classics. The presence of various other charac
ters from the Donald Duck universe, such as Pegleg Pete, Zeke Wolf,
Pinocchio, and Donald Duck himself further enhances the effect of two
superimposed worlds and casts of characters. As Dante, Mickey Mouse
maintains his basic characteristics: he continues to be as imaginative,
resourceful, persistent, brave, and valiant as always. Yet, his figure also
has some added Dantean attributes: Mickey refers to himself and Goofy
as poets, and the two protagonists are dressed like Dante and Virgil in
the style of Gustave Doré’s illustrations.
Characters’ names and personal pronouns, regardless of n arrative
media, are important points of reference in fiction that unite all r eferences
and descriptions pertaining to that character. Nevertheless, in written
fiction, a name, a personal noun, a name-like description, or other lin
guistic marker of a character12 may play a more seminal role in terms
of keeping track of a certain character than in visual narratives. In liter
ature, a proper name provides not only the process of characterisation
with a rudimentary but also necessary means of consistency, that is, a
point of reference to which properties can be ascribed. Both the implicit
means of characterisation, such as the character’s actions that suggest
traits of personality, and explicit descriptions by the narrator or other
characters, can be united in the character’s name. In comics, the recog
nition of the same figure can already fulfil this function to a large ex
tent. The character’s continuing presence in the panels serves as a point
of reference that helps the reader to construe an entity as a person-like
character.
Not much is required of a thing to become a character in comics. Just
an abstract shape is sufficient, provided that it behaves to some extent
like a person, can speak or think, or engages in goal-oriented action.
Think, also, how square shapes, cubes, and boxes have been characters
in comics from Ernest Riebe’s Mr. Block from the 1910s to Squarehead
who was featured in the late 1950s American comic book Cosmo the
Merry Martian. In Jimbo’s Inferno, Valise is a rectangle robot-looking
box, unchanging in outlook, with no other signs of inner life other than
his speech—Valise’s movement can also be perceived to be mechanical.
Valise’s comments are often mere instructions to Jimbo, and he may
refer to his own thoughts and imagination as “computations”. At the
same time, Valise can be quite spontaneous, opinionated, ironic, and
metaphorical in his responses, and obviously he also speaks and under
stands speech—all indications of human-like mental states. Valise is also
much more reflective and analytical than Jimbo concerning the potential
outcomes of his actions. Jimbo, on the other hand, is a man of action
and simple pleasures who appears to be a kind of blank canvas with little
184 Narrative Transmission
interiority and is mentally clearly more limited than his robot-like coun
terpart. Despite his person-like appearance, Jimbo is without a sense
of a past or much sense of the future, and seems to have a very limited
notion about the meaning of his experiences. His simple-mindedness,
straightforwardness, and innocence contrast with Valise’s knowledge,
experience, and occasional complex thoughts. Both of these characters,
thus, in their varying ways, challenge the division into a character’s ex
terior and interior qualities.
But let us stop here for a moment: how was I able to claim that these
particular traits can be ascribed to Jimbo’s and Valise’s characters? Be
yond the recognition of a basis type, or the identification of a character’s
bare existence, there are a number of other conditions that affect the
recognition of some entity as a character, regardless of the narrative me
dium. The basic principles of characterisation that narratology has iden
tified in literary narratives are effective here, with the exception that we
also need to pay attention to visual cues of characterisation and the in
teraction between words and images. Mieke Bal, for instance, lists four
principles of characterisation, which work together to help the reader to
construct an image of a character: repetition, accumulation, relations to
other characters (or a character’s relation to itself in an earlier phase),
and transformations (2009, 127). Rimmon-Kenan, in turn, argues that
the four main principles of cohesion that help the reader to create a sense
of a character’s traits in literary fiction are repetition, similarity (or ana
logy), contrast, and implication (2003, 39). It is worth noting that these
two models share three principles: repetition, character’s relation with
other characters, and the question of consistency.13
The repetition of any aspect of the character’s external feature, be
haviour, speech, or thought has the potential to be an indication of
personality. This can involve a word, phrase, way of speaking, facial ex
pression, gesture, behavioural pattern, clothing, association with a cer
tain environment, or the like. Also forms of graphic style, such as colour
and the graphic line, can describe a particular character and his or her
situation. The repetition of Jimbo’s spontaneous reactions to things and
people—“Ugh!”, “Back off mister dim ass!”, or “Hey!”—and his con
stant questions about where they are going and what is happening are
indications of a certain innocence and empty canvas-like quality. These
short comments are contrasted with Valise’s know-how, advice, or ironic
and metaphoric comments, such as “If you don’t bury your eggs in the
sand, you are only a consummate ape of nature” (XXIX canto). Unlike
Valise, however, Jimbo is attributed with explicit signs of emotion that
can be seen on and around his face, gestures, and posture, such as the
character’s sense of surprise, shock, fear, and anger that are depicted
by lines and beads of sweat around his face. Jimbo’s emotional involve
ment in action is a steady feature in the story, and this may be taken as
an indication of a personal trait, such as spontaneity or, again, certain
Characterisation in Comics 185
simplicity. He never seems to learn, for instance, that unexpected things
are bound to happen in Focky Bocky.
The principles of similarity and transformation can be perceived as
aspects of the same rule, pertaining to the evaluation of a character’s
consistency. In this regard, Uri Margolin has helpfully discussed the
minimal constitutive conditions of characters under which they can be
introduced and sustained, including the principle of consistency. Such
conditions include the possibility of assigning at least one property to an
individual whenever that character occurs in the text (Margolin 1995,
376–377). Furthermore, in most narratives, this also requires that the
character is distinguishable from other individuals, has a coherent set
of features (Margolin 2005, 53), and some persisting sense of identity in
temporal continuity despite all the changes that the figure may undergo
in the course of the narrative. All these conditions can be easily under
mined in comics, but such problematisation is likely to be motivated and
thematically foregrounded.
Jimbo and Valise are types, unchanging characters who maintain their
visual and personal consistency throughout their journey. An unusual in
dication that Jimbo might have a more conscious intention behind his
actions emerges when he states in canto XXVIII that “I come here gyre
by gyre to gain experience of the way” (33). The story, however, does not
provide us with any proof that Jimbo’s mental state would go through
changes over the course of the adventure. In Mickey’s Inferno, the situ
ation is more complex in that while Mickey and Goofy clearly maintain
their basic, unchanging personal traits in the Dantesque Underworld, they
also go through a partial transformation under hypnotist Abdul’s influ
ence. Mickey’s first-person narration, in rhymed prose, also creates a con
tinuous consciousness frame for the narrative that allows us to have some
sense of his mental state. At the same time, Mickey’s rhyming narration is
another indication that he has, indeed, become a poet. However, Goofy
also identifies himself with poets as he refers to Dante as a “fellow poet”.
The character Valise’s box-like shape manifests to us that a charac
ter in comics can be invented on the basis of a few recognizable lines
and their bodies can be freely shaped for expressive uses.14 Moreover,
the convention for placing utterances, typically in speech and thought
balloons, next to the source of speech has the potential to match some
entity directly with a mental state. With regard to anthropomorphic ani
mal figures, such as Mickey and Goofy, the expectation that characters
have an “inside” is usually held, and typically made evident by means of
dialogue, although that inside may not contain much depth. What is un
usual with regard to Mickey’s Inferno is that the continuous conscious
ness frame of this narration reveals aspects of Mickey’s mental state,
for instance concerning his conviction, but also sometimes uncertainty,
that he may be dreaming the underworld adventure and not actually
experiencing it.
186 Narrative Transmission
Complexity in Comics Characters
Characters in comics, in general, are sometimes taken to be flatter than
in literary fiction. Such a generalisation is unfair, at least from today’s
perspective. Yet, the claim also holds true for many kinds of comics.
From a historical perspective, it can be claimed that, especially before
the development of the graphic novel and autobiographical comics in the
1960s, the psychology of characters in comics had not attracted much
attention, and the medium as a whole had strongly relied, as it does still,
on caricature and type-like characters. Types in comics are not without
psychological appeal, since caricature can effectively illustrate forms of
behaviour, individual traits, or social roles, but, as Hergé’s Tintin also
points out to us, despite the realism of the milieu, the development of the
protagonist’s inner life is often not that important.15 One reason for this
is simply that so many comics have been targeted at children.
By contrast, it is a generally held notion that today’s character-centred
graphic novels and narratives, which have an adult audience, can create
complex personalities who have psychological depth. We must then ask:
How do we come by information in comics that suggests that a given
character is an individual with complex mental states?
Before trying to answer this question, it is useful to think of the way
in which character’s complexity has been defined in narrative theory. For
the British writer E. M. Forster, flat characters are constructed around
a single idea or quality in their purest form; they can be summed up
in a single phrase. By contrast, Forster defined, in his Aspects of the
Novel (1927), the round character as someone who is capable of surpris
ing and changing, and thus having “the incalculability of life about it”
(1953, 75).16 However, for Forster, flatness does not correlate in a simple
way with the character’s lifelikeness despite his emphasis that round char
acters are a major achievement of literary modernism. On the contrary,
flatness can suggest a kind of lifelikeness of its own. This is exemplified,
for instance, in Charles Dickens’s protagonists who can be summed up in
a sentence, but still have a “wonderful feeling of human depth” in them
(Forster 1953, 68). Moreover, flat characters are useful in providing the
story with their own atmosphere, and their collision with each other or
with round characters may create specific effects of lifelikeness (Forster
1953, 66). Forster further claims that flatness and roundness can occur
in the same characters in different parts of the narrative.17
Both Mickey and Goofy are clearly flat characters, easily recognised
and remembered. It does not make sense to expect them to be lifelike
persons. Goofy’s dominant trait is that he is clumsy or, perhaps more
precisely, that he is foolish in his clumsy behaviour. The character’s goof
iness is underscored both by his name and appearance: his long legs,
ears, and muzzle, big shoes and tall green, or sometimes blue, hat. The
same quality can be observed in his behaviour as Goofy regularly gets
into trouble due to his rashness and lack of reflection as much as his
Characterisation in Comics 187
physical shape. Perhaps this is also something to do with the perceived
real-world characteristics of large hounds that, with their sometimes
amusingly doleful expressions and clumsy antics, might be perceived as
somewhat comic and affectionately soppy.18 His dominant trait is fur
ther associated with another qualification that is equally unchanging: his
goofiness is always lovable; his clumsiness and lack of reflection is funny
in a sympathetic way. If Goofy stories include exceptions to these basic
qualities of the type, they are thematically emphasised and motivated.
For instance, while it is not unusual for Goofy to make the right decision
and get himself out of trouble, his cleverness is likely to be presented as
luck or a happy coincidence rather than the result of conscious reflection.
These recognisable properties are simultaneously inner and outer qual
ities. The characters’ relationships are similarly invariable. Mickey and
Goofy’s personal traits are sharpened by their contrast: the witty and reflec
tive versus the unreflective character, one imaginative and the other simple,
one more heroic and one foolish, one short and the other tall, and so on.
The contrast between Mickey’s intellect and poet-like qualities and Goofy’s
simplicity is reflected in the English translation in the difference between
Mickey’s standard English and Goofy’s colloquial accent. Goofy responds
to Captain Charon, the ferryman of Hades, when the latter does not rec
ognise Mickey Mouse: “How ignorant can yuh be, cap’n? This is Mickey
Mouse! Don’t yuh read comic books?” (Figure 7.3). Exceptions to expecta
tions are again possible—Goofy, for instance, unexpectedly takes a good
deal of initiative in getting through the Underworld in Mickey’s Inferno;
he is determined to find the exit—even though this can be explained by the
exceptional circumstances. The source text of Inferno provides the story
with an unusual setting, and the characters with new pseudo-identities,
which create some effects of defamiliarisation, that is, limited alterations
to their dominant characteristics (compare with Elseworlds stories of DC
superheroes), without the need to explain these changes.
Figure 7.3 Guido Martina and Angelo Bioletto. Mickey’s Inferno (1949/2006)
© Disney.
188 Narrative Transmission
Forster’s categories of flat and round character do not do justice to
the medium of comics, where caricature can take so many different
forms and have such a variety of effects. To better understand a char
acter’s type-likeness in comics, we can turn to David Fishelov’s deve
lopment of Forster’s model, where Fishelov distinguishes the characters’
flatness and roundness on the two levels of textuality and the reader’s
construction. On the one hand, flatness on the textual level refers to
the amount of space that is apportioned to a particular character, and
the kind of literary or linguistic attention that a character is given in the
text.19 The character’s textual flatness typically amounts to limited and
one-dimensional attention so that a character is portrayed only from
one perspective, always saying the same things, repeating some pattern
of behaviour, or is associated with only one trait. Examples abound in
comics: Goofy’s goofiness, the extreme luck of Gladstone Gander, the
mayhem-seeking Dennis the Menace, the dishonest and lazy Roger the
Dodger, and the unbearably malodorous Stinky in the Moomins. In con
trast, in ‘round attention’, a character is extensively represented and re
ferred to in the text, and characterisation may take multidimensional
forms. This can involve, for instance, the presentation of consciousness
and inner life, varied points of view on the character’s action, behaviour,
and perception—through narratorial strategies, focalisation techniques,
speech and thought representation, for instance—and dramatisation in
action in different situations and circumstances.
In Posy Simmonds’s graphic novel Tamara Drewe (2008), which in
cludes sustained verbal narration by various characters, two first-person
narrators, Glen Larson and Beth Hardiman, are given extended and
varied attention throughout the work. In their verbal narration, these
characters relate the events at a writer’s retreat in the English country
side through diary-style exposition. Their narration complements and
contrasts with each other and with the perspectives and voices of other
characters; the narrators may also quote each other or other characters.
Beyond the verbal narrative track, Glen and Beth are shown engaged in
action and dialogue scenes and their mental states are also related to us
by means of narrative drawing. All this amounts to ‘round attention’ on
the textual level.
On the other hand, the distinction between flatness and rotundity on
the conceptual level reflects the way in which characters may be per
ceived in the reader’s imagination as person-like entities in a fictional
world. Thereby, a conceptually flat character represents some single
(and sometimes simple) category, such as some moral, social, or aes
thetic category. A constructionally round character is a character who
cannot be portrayed in this way. Such an effect may be achieved by using
multilayered modes of representation, including the presentation of in
ner thoughts, or complex sensory and mental processes. The crucial cri
terion here is that conceptual roundness requires the reader’s perception
Characterisation in Comics 189
of the character’s complexity as an individual rather than as an element
or the narrative structure or a theme.
Jimbo, Valise, Mickey, and Goofy are conceptually flat characters in
their varying ways. The contrast between the two characters of each
pair further associates them with the literary device of characterisation
through contrasting types, such as Don Quixote and Sancho Panza, or
indeed Dante and Virgil, where the opposites highlight each other’s per
sonality as a kind of foil. The reader’s background knowledge of Jimbo’s
other stories, or about Mickey and Goofy’s personal traits in the Disney
universe, may also affect our evaluation of their conceptual flatness.
Mickey’s first-person narration affects the conception of this character
by allowing the reader to perceive him as a more conceptually rounded
character than the usual. His narration, however, does not reveal much
about the narrator himself; Mickey rarely mentions his own thoughts
and emotions. Instead, his narration focusses on what is happening
around him and Goofy, what has just happened and, frequently, he sim
ply quotes dialogue.
Schematic and type-like qualities can have an allegorical function.
This potential is much more prominent in Jimbo’s Inferno than in
Mickey’s Inferno. In Dante’s Divine Comedy, allegory affects the whole
composition, from the story events to characterisation. The narrator,
Dante, is not only a poet, but he also plays the role of Everyman, or
a pilgrim. His journey to Hell, Purgatory, and Heaven, during which
he encounters many people whom he has known in real life, is at once
a personal experience and an allegorical journey that leads him to the
spiritual state of love and faith, represented by his lost love, Beatrice.
At the same time, the journey reflects Everyman’s fate that pertains to
all people who, “Midway upon the journey of our life”, start to ponder
the possibility of their death and what may happen thereafter. Over the
course of his travel, Dante learns the spaces that the soul may inhabit
after death, but these places are also states of the soul, not real spaces.
His first guide, Virgil, symbolises human reason and poetry, whereas
Beatrice, his second guide, stands for love, faith, and heavenly grace.
In Guido Martina and Angelo Bioletto’s Mickey’s Inferno, the journey
in the Underworld is represented as a kind of hypnotic dream. The alle
gorical level is thin or non-existent. At the end of this adaptation, how
ever, the comic is compared to the allegorical qualities of Dante’s epic.
Here, it is revealed that the writer Martina and the cartoonist Bioletto’s
alter egos, who are tortured by Dante, who thinks that the artists have
betrayed him with their adaptation, have used Mickey and Goofy’s char
acters to gain new readers for the epic poem. It is thus suggested, by
analogy, that the comic gives access to Dante’s classic, perhaps similar
to the way in which an allegory can illustrate complex ideas to make
them more comprehensible to readers. The staging of Dante’s approval
of the adaptation does not make the characters of Mickey’s Inferno any
190 Narrative Transmission
more allegorical or less parodic, however. By contrast, in Gary Panter’s
Jimbo’s Inferno, the allegorical dimension of the story is quite explicit.
Here, Hell is conceptualised as a vast shopping mall called Focky Pocky.
Jimbo’s joy about being once again able to look upon the stars at the end
of the journey can be conceived as an allegory of Everyman liberating
himself from the Hell of suburban shopping and infotainment. Jimbo
may be a punk rock character by appearance and association, but he is
also an allegorical figure in his own right, journeying through a consum
erist Hell on earth.
One clear advantage of Fishelov’s dual perspective on complexity in
characters is that it allows different strategies of characterisation to re
sult in varying effects of flatness and rotundity. Flatness on both the
textual and conceptual levels creates a pure type while roundness on
both levels can produce a ‘pure’ individual, but other combinations are
equally possible. Textually one-dimensional description may also sug
gest conceptual roundness (a type-like individual). For instance, the
trait of eccentricity in a minor character, such as Uncle Toby and Walter
Shandy’s obsessions in Tristram Shandy, may not be tied to a simple
effect, but require complex evaluation from the reader. In these cases,
an individual’s single trait, such as an eccentric obsession, presupposes
some psychological depth, “an element of which a mere type is deprived”
(Fishelov 1990, 430). By contrast, in Glyn Dillon’s graphic novel The Nao
of Brown (2012), changes in colouring and visual ‘flatness’ add another
dimension to the general round attention to the protagonist. Here, the
narrator-character called Nao suffers from severe obsessive-compulsive
disorder, involving especially preoccupation with violent thoughts, and
often the symptoms of her mental state are also indicated by means of
stylistic change. Thus, during some of her violent visions of hurting other
people, the colouring of the panels may change into all red or grey, and
at one point Nao Brown is also portrayed in black and white against the
colour background (Figure 7.4). The uncontrollable symptoms of Nao
Brown’s condition are further dramatised by the embedding of her vio
lent visions, at various instances, as parts of the unfolding events of the
narrative. For this reason, the reality of her visions can sometimes be
evaluated only by reading the story forward in order to detect, retrospec
tively, whether the violence is something that has actually occurred in the
reality of her world or only consists of her inner visions.
Type-like individuals cannot be easily identified in our two Dante ad
aptations, but the possibility that textual flatness can have a great variety
of conceptual effects is significant for characterisation in both. We might
want to claim that Valise, who is given an exceptionally flat visual treat
ment in Jimbo’s Inferno, nevertheless has some roundness in the concep
tual sense as he keeps surprising the reader by the spiritual profundity of
his statements. These words of wisdom include, for instance, his advice
to Jimbo in canto XIX, “Don’t agonize over God’s divine equity”, and
Characterisation in Comics 191
Figure 7.4 Glyn Dillon. The Nao of Brown © 2012 Glyn Dillon.
the insight that I quoted above concerning the burying of eggs in the
sand. Whether these statements presuppose psychological depth and a
sense of individuality is another matter, however. A significant challenge
in ascribing mental states or psychological depth to Valise is his bluntly
mechanical form. With the exception of his capacity to think and speak,
and the circles on his box that could be his eyes, Valise is a radically
non-anthropomorphic figure. By contrast, the appearance of Mickey
and Goofy is a combination of an animal, mouse and dog-like shapes,
and much that is human; their shapes serve as a kind of envelope for a
flat, anthropomorphic self, but one that can display a rich repertoire of
192 Narrative Transmission
caricatured facial expressions, gestures, and postures. Mickey’s charac
ter shifts towards more individuality through first-person narration, but
not to the extent of becoming a type-like individual—he remains a type
with some new personal features.
Individual-like types that have a round and multi-perspective repre
sentation, combined with typification on a conceptual level, are usual
in comics. An individual may resemble a literary type, such as Sancho
Panza; a roundly described character may also be typified thematically
or socially (for instance, as a representative of ethnicity, gender, age,
or any other group). In Tamara Drewe, Nicholas Hardiman and the
protagonist, Tamara Drewe, are portrayed in a relatively round fashion.
They are not just shown in action or dialogue in the images, for instance,
but the readers also occasionally have access to their thoughts, recollec
tions, and perceptions. They also have type-like qualities in their roles as
a womanising artist, or the adulterous husband, and the femme fatale.
One structurally important contrast in characterisation in this graphic
novel is based on differences in terms of textual attention: the contrast
between characters who are allowed to narrate at length in first-person
narration (Glen Larson, Beth Hardiman, and Jody Long), and those
who do not narrate, but whose thoughts and emotions are presented
to us in direct discourse by other means, such as through quotations of
their writings or speech and thought balloons (Tamara Drewe, N icholas
Hardiman, and Casie Shaw). The lack of continuous narrative voice
does not necessarily make the latter more conceptually flat, however.
On the contrary, the alternation between implicit and explicit means of
characterisation may increase the interest in the characters’ psychology
and thus suggest new levels of complexity.
We run into problems, however, if we insist on a strict distinction
between intermediate categories such as a ‘type-like individual’ or an
‘individual-like type’. The crucial point here is that characters in comics,
both within one story and with regard to one character, may create dy
namic relations and combinations between type-like and individual-like
qualities. Fishelov’s model suggests that there is a long continuum bet
ween flatness and rotundity, or ‘pure’ type and ‘pure’ individual. The
focus on such a continuum, and the variety of relations between type
and individual, is especially important from the perspective of narrative
comics, where types and caricature have traditionally enjoyed a central
position. 20 The multimodal nature of narratives in comics also often
requires that we pay heed to the varying indications of flatness and ro
tundity, or type and individual, in words and images. Fishelov’s estimate
that “the modernist novel strongly tends to dispense with the ‘pure’ type
character as well as with the individual-like type” (1990, 432) certainly
does not hold with regard to the history of comics, even if emphasis on
the complex individual may be a key element in the development of the
graphic novel in recent decades.
Characterisation in Comics 193
One advantage in Fishelov’s model is that it pays due attention to
the issue of the reader’s active construction of characters as person-like
agents. In this perspective, characters are not only products of formal
devices and features of the text. However, one evident problem with
Fishelov’s approach is that it does not sufficiently reflect the possibility
that characters serve various functions simultaneously or over the course
of the narrative, as explicated in James Phelan’s division into mimetic,
thematic, and synthetic aspects and functions. The readers of comics
may need to focus on the dynamic between these functions during the
narrative progression of a story. Thereby, it must be noted that charac
ters who can be conceived as mimetically round can, at the same time,
be thematically relatively flat, and a character’s textual flatness may
function as a kind of guise for exploring the limits of the given type.
Mimetic flatness may also give way to thematic roundness, or the fore
grounding of the character’s synthetic aspect may bring the thematic
component into greater prominence. 21 The latter is especially true in
relation to the ambitious rewritings of the superhero genre in the late
1980s and the 1990s, such as Alan Moore, Dave Gibbons, and John
Higgins’s Watchmen (1987). Frank Miller’s Batman in The Dark Night
Returns (1986) maintains his superheroic label and costume (although
small changes are made to the latter), but the superhero’s age and patho
logy, as well as the dilemma of whether he could break his oath of never
killing anyone, gives the type considerable new complexity and mimetic
roundness. In The Dark Night Returns, Batman’s allegorical role as a
crusader against crime also becomes more ambiguous, as his affinity
with the villains is underscored, for instance due to his lawless methods,
rivalry with Superman, and split personality.
Conclusion
In the beginning of this chapter, I emphasised that characters do not
need to be the sole focus of narrative comics, since the story’s centre can
also be an incident, event, plot, theme, or sometimes a space or an idea,
for instance. Yet, the lack of indications of character and mental state
does point to certain narrative limitations in comics. The concept of
character is tied to a larger generic frame: the expectations and qualities
of narrative fiction. In nonfiction, and in lyrical and abstract comics, the
character category may be irrelevant, even if the representation of men
tal states or experience remains vital. In first-person narration in fiction,
the relevance of the concept may also be limited, especially if the story is
wholly focussed on the narrator-character’s personal experience.
As we have seen, comics can employ a wide scope of artistic devices
for ascribing mental states and personal traits to characters. Such de
vices include, among other things, the visual description of physical ap
pearance, facial expressions, gesture and behaviour, speech and thought
Characterisation in Comics 197
representation, the depiction of action, and the narrator’s or other char
acters’ descriptions. Slomith Rimmon-Kenan’s emphasis that any ele
ment in literary narrative fiction, in principle, may serve as an indicator
of character (2003, 36), that is, will further a sense of a character’s per
sonality and mental state, is perfectly applicable to comics storytelling,
provided that we consider the function of images and the interaction
between words and images in this process. The distinctions between a
person and a thing, personal and non-personal entities, or human and
(imagined) non-human experiences are crucial. We may also perceive the
constant violations of these distinctions by means of caricature as an
other proof of the importance of that distinction. 27 A character may lack
cognition and sentience, at least in terms of what may be expected from
humanlike characters, have a highly unnatural appearance (fantastic,
invisible, or other) or, indeed, look like a thing. The character of Valise
illustrates how the mere attribution of voice to an inanimate object,
combined with a role in action, can turn an entity into a believable and
rather complex character in comics storytelling.
The importance of external visual characterisation in this respect can
hardly be overestimated. A few lines only can create characters, the art
of caricature has the capacity to freely shape the characters’ bodies for
expressive uses, and graphic line and style offer a very efficient means
for showing signs of inner life in the character’s appearance, behaviour,
and action. Sometimes characterisation can also be based on a con
trast between visual and verbal information: a box-like robot can be
philosophical; Mickey Mouse can become a medieval poet. It is then
important to evaluate how much weight the reader gives to either visual
and verbal narration and how much our understanding of a character’s
mental state, or person-like inner life, is based on verbal information.
Although it may be much easier for literary fiction to develop the im
pression of a character’s inner life—think of Marcel Proust or Robert
Musil, for instance—comics can use most of the same verbal means in
character description, and circumvent some of the restrictions posed by
their spatial form through visual and multimodal techniques.
My choice of these examples in this chapter was deliberate in that
I wanted to give more attention to the relation between type and indi
viduality instead of focussing on graphic novels, such as Tamara Drewe
and Nao of Brown, with strongly individualised characters. This was in
order to better perceive how different strategies of caricature and typifi
cation may result in varying effects of flatness, rotundity, and complex
ity. The crucial point here is that characters in comics may suggest a
great variety of dynamic relations and combinations between type-like
and individual-like qualities.
A certain set of basic expectations about what characters are and how
they exist are similar to comics and other narrative media, such as liter
ature and film. Characters in comics can be expected to have inner and
198 Narrative Transmission
outer qualities, and they have consistency, for instance. Yet, the outer
forms of the protagonists in the Dante adaptations—anthropomorphic
animals, a robot, and a person seemingly without an inner self—also
suggest that many aspects of human experience and embodiment may
not be that relevant here. As in much fiction, characters in comics are not
always processed as if they were real people, and the properties ascribed
to them do not need to conform to actual world regularities (Margolin
2007, 68). In addition, graphic drawing and style, the use of caricature,
and the rich symbolic language of comics set limits to lifelikeness in
characters. A wide range of options exists between roughly outlined car
icature and detailed photorealism in comics, but the general tendency is
to allow room for caricature and the subjectivity of the graphic trace.
While it is certainly possible for readers to identify with characters in
comics, or find them truly convincing as persons, especially in today’s
graphic novels, the history of the medium is marked by a fundamen
tal distance between real-life people and caricature. Our evaluation of
the reality and complexity of human-like characters in comics, however,
is also always a matter of the larger context of reception, such as ge
neric expectations, as the rich variety of today’s nonfiction comics so
well illustrates.
Notes
1 Mark Blackwell defines it-narratives as “prose fictions that take inanimate
objects or animals as their central characters, sometimes endowing them
with a subjectivity—and thus a narrative perspective—of their own, some
times making them merely the narrative axes around which other characters’
stories spin” (2012, vii). I am thankful to the members of the Comix-
Scholars discussion list, who responded to my inquiry about it-narratives in
the spring of 2015.
2 These three works are among Groensteen’s (1999, 19) examples of how to
bypass the presence of a recurrent character in comics and still tell a story
(1999, 19–20).
3 Crumb has later added other future scenarios to this work: The Fun Future,
Ecological Disaster, and The Ecotopian Solution.
4 See also comics included in the anthology Comics as Poetry. Ed. Franklin
Einspruch. New Modern Press, 2012.
5 David Herman has referred to the latter as models of self or personhood
(2013, 134, 195).
6 Genette argues that “it seems to me that by allowing the study of characteri
sation to have the privilege of shaping, and thereby governing, the analysis of
narrative discourse, we make too much of a concession to what is only one
‘effect’ among others” (1988, 136). The category of the character has, how
ever, a key role in Shlomith Rimmon-Kenan and Mieke Bal’s classical nar
ratologies, and more recently, narratological theory of character has made
important advances in Uri Margolin’s work.
7 In this regard, the historical conception of the ‘disintegration’ of the classi
cal character in the history of modern literature—a character with a proper
Characterisation in Comics 199
name, physical and moral nature, and distinct from the narrator—and that
Genette associates with Marcel Proust’s Recherche (1980, 246–247), also
requires us to hold onto this concept.
8 Phelan further connects the three dimensions with a scale of character func
tions and readerly interests in the narrative, respectively, called the mimetic,
thematic, and synthetic function or interest. See Phelan (1989, 9, 1996, 29)
and Phelan and Rabinowitz (2012, 113).
9 Henry James’s much-used dictum, from “The Art of Fiction”, about the in
terdependence between characters and action remains relevant: “What is
character but the determination of incident? What is incident but the illus
tration of character?”
10 Jimbo’s Inferno compiles seven Jimbo comic books, published by Matt
Groening in his Zongo Comics, 1995–1997, and that are reformatted to the
format of the sequel, Jimbo in Purgatory.
11 Jimbo’s adventures were first chronicled as a comic strip in the 1970s LA
punk paper Slash and later in RAW magazine.
12 Basically, any deictic linguistic marker may identify the agent of speech,
thought, or action as long as the story contains sufficient information about
the context of the depicted speech, thought, or action.
13 We must note, however, that some of these principles are also techniques of
characterisation. What Bal calls ‘accumulation’ can be perceived as an effect
of repetition, but also a means of characterisation. Rimmon-Kenan’s ‘impli
cation’, similarly, comprises various implicit means of character-building,
such as revealing personal traits through action.
14 Edward Gorey explores this freedom in his “The Inanimate Tragedy”,
which parodies the drawn inanimate figures’ supposed sentient, cognitive,
emotional, and verbal qualities, and where the characters include No.37
Penpoint, The Four-Holed Button, The Glass Marble, The Two-Holed
Button, The Half-Inch Thumbtack, and Needles and Pins.
15 In cross-media comparisons of this kind, it may also be forgotten that lit
erary fiction is not always focussed on characters as individuals or on their
psychology, but on types or behaviour.
16 Lack of change does not necessarily make characters flat, however
(Rimmon-Kenan 2003, 41; Bal 1997, 117). Much modern literary fiction
portrays, from Dickens’s minor characters such as Harold Skimpole in Bleak
House to James Joyce’s Leopold Bloom, characters who lack development,
but exhibit much depth.
17 Forster claims, for instance, that in Persuasion, Jane Austen was capable of
inflating a flat character into a round character and collapsing her back into
a flat in one sentence (1953, 73).
18 I would like to thank Mark Shackleton for this point, and also Essi Varis for
her many valuable comments on this chapter.
19 Compare with Alex Woloch’s notion of ‘distributed attention’, which refers
to the attention that a specific character has in the course of the text, and
character-space. For Woloch, character-space means “that particular and
charged encounter between an individual human personality and a deter
mined space and position within the narrative as a whole” (2003, 14).
20 Rimmon-Kenan’s ‘flat’ pole on the axis of complexity includes characters
constructed around a single trait or around one dominant trait along with
a few secondary ones, such as allegorical figures, caricatures, and types
(2003, 41).
21 As Phelan has shown in many of his studies on characterisation. See, for
instance, Phelan (2007, 222).
200 Narrative Transmission
22 See Livingston (1998, 80–81) and Louwerse and Kuiken (2004, 171).
23 Joseph Lanzara’s Dante’s Inferno: The Graphic Novel (2012) utilises
Gustave Doré’s illustrations of the Divine Comedy to tell the story, and
Robert Sikoryak’s Inferno tells Dante’s classic in one page as a “Bazooka
Joe” in Masterpiece Comics (2009). See also Tondro (2015).
24 Hugo Pratt, the creator of Corto Maltese, has turned some of his graphic
novels into prose fiction.
25 For a more historical and technical perspective on the graphic definition of
character in modern comics, see Morgan (2009). Morgan emphasises, es
pecially, the role of reproduced hand-drawn (or written) style and the swift
creation, or speed-drawing, in portraying characters as types.
26 Detailed description does not always serve the effect of realism. The amount
of detail in the description of Hell in Martina and Bioletto’s Mickey’s Inferno
is impressive, but this is not realistic as such since no one knows what hell
looks like. Instead, detailed description emphasises the unique qualities of
this world, while it also refers to the visual imagination of Gustave Doré,
and his version of that world (1861).
27 David Herman argues that the distinction between a person and a thing, or
between personal and non-personal entities, is anchored in humans’ embod
ied experience, but is also shaped by circulating cultural models of what a
person is, and of how persons relate to the world at large (2013, 193–194).
The division is, thus, a persisting one.
Part IV
Figure 8.2 Charlier & Giraud, Blueberry: Le Spectre aux balles d’or (1972)
© Bluberry – tome 12, Le spectre aux Balles d’or DARGAUD by
Giraud & C
harlier. All rights reserved www. dargaud.com
Figure 8.3 M adame Bovary par Daniel Bardet et Michel Janvier © Éditions
Adonis, 2008.
Emma looked at him and shrugged her shoulders. Why, at least, was
not her husband one of those men of taciturn passions who work at
their books all night, and at last, when about sixty, the age of rheu
matism sets in, wear a string of orders on their ill-fitting black coat?
She could have wished this name of Bovary, which was hers, had
been illustrious, to see it displayed at the booksellers’, repeated in
the newspapers, known to all France. But Charles had no ambition.
(Trans. Eleanor Marx-Aveling, Flaubert 1946, 69–70)
Notes
1 See, for instance, M. Smith (1995), G. Smith (2003), Bordwell (1985), and
Branigan (1992).
2 On the formal relationship between comics and film, see Boillat (2010),
Lefèvre (2011), and Kolp (1992).
3 See Cohn (1978, 49).
4 Saraceni, while helpfully discussing the presentation of speech and thought
in comics through linguistic categories, mistakenly claims that speech and
thought can only be reported directly in comics (2003, 62, 69).
5 Gerald Prince defines a behaviourist narrative as a “narrative characterized
by external focalisation and thus limited to the conveyance of the characters’
behavior (words and actions but not thought or feelings), their appearance,
and the setting against which they come to the fore” (2003, 10).
6 Bardet and Janvier’s version belongs to the Romans de Toujours series,
which is marketed with the intention of increasing interest in “treasures of
world literature” among young readers. To further this purpose, Bardet and
Janvier’s Madame Bovary also includes a CD version of the novel and a dos
sier that gives relevant information on the writer and the social, economical,
and political situations in France 1815–1848.
7 See, for instance, Phelan (2005, 118–119).
8 In this type of narrative mediacy, a reflecting character “thinks, feels and
perceives, but does not speak to the reader like a narrator. The reader
looks at the other characters of the narrative through the eyes of this
reflector-character. Since nobody ‘narrates’ in this case, the presentation
seems to be direct” (Stanzel 1984, 5).
9 These include, for instance, the moment when Emma considers leaping out
of the attic window after she has received Rodolphe’s letter of dismissal.
Here, the first two sentences, “Pourquoi n’en pas finir? Qui la retenait
donc?” preserve the sense of free indirect style, placing Emma’s thoughts
within the narrator’s discourse.
10 The reader’s processing of fictional minds based on bidirectional informa
tion flows, such as hearing about the characters for the first time or setting
up initial hypotheses about them (top-down information), and being fed new
information about the character in the text and thus modifying earlier infor
mation about them (bottom-up information) (2004, 176).
11 Fludernik argues that in terms of reader response to individual literary texts,
“the tendency to attribute stylistic features to a hypothetical narrator per
sona and/or a character is a simple fact” (2001, 622).
9 Dialogue in Comics
Medium-Specific Features
and Basic Narrative Functions
Figure 9.1 Abel Lanzac and Christophe Blain Weapons of Mass Diplomacy
(2012/2014). Trans. Edward Gauvin © 2014 SelfMadeHero.
herself with ‘My name is M–’, the cartoonist, visibly frustrated by this
introduction—indicated by drops of sweat springing from his face, ac
companied by a few drops of coffee spilled from his cup—interrupts her
and insists that she should speak as she ‘normally’ does, that is, not in
formal discourse. Consider also the importance of gazes and perspective
in this scene. Both speakers are present in all images, but seen from dif
ferent angles and distances. The alternating perspective of the images al
lows us to see the scene from behind both characters’ shoulders and thus
share their viewpoints to some extent. Notice also that the cartoonist’s
face is much more expressive of emotion and mental state—changing
from signs of haste and frustration to calm—than that of the stony-
faced main character. Moreover, Meti’s large non-reflective glasses are
in stark contrast with the youthful expressiveness of her face in the nar
rated memories that follow this scene.
Figure 9.3 Garth Ennis and Steve Dillon. PREACHER. Book One (1995)
© Garth Ennis and Steve Dillon. All characters, the distinctive like
nesses thereof, and all related elements are trademarks of Garth
Ennis and Steve Dillon.
Figure 9.4 Jérôme Mulot & Florent Ruppert. Barrel of Monkeys © 2008,
Ruppert, Mulot & L’Association, Rebus Books for the english
translation.
Conclusion
The ultimate goal of this chapter has been an attempt to develop a more
general understanding of the basic elements, main compositional princi
ples, and narrative functions of speech and dialogue in comics. One cru
cial area for future research that is indicated by this discussion is the way
in which the image content, especially the embodiment of the participants,
contributes to the conversational scene and the interpretative effects that
the scene generates. Typically, the images in comics show involvement in
scenes of talk through shared or contrasted perspectives, an exchange of
looks, or through gesture, posture, and other physical signs of reaction
to others. A key aspect of dialogue in comics in this respect is the depic
tion of the participants’ face and facial expressions. Visual symbols and
verbal-visual signs, such as emanata, which are added to or around the
participants’ face and head in some comics, can specify an expression,
show mental states, and emphasise a reaction to someone or something
that is said. Furthermore, comics may manipulate the characters’ body
shape and size to underline certain aspects of a speaker’s experience, atti
tude, or personality, or their reaction and engagement in the speech situa
tion. Together and in interaction with the verbal content of the dialogue,
these elements produce an integrated, but often quite complex, whole.
240 Speech and Thought in Narrative Comics
Finally, all compositional and spatial elements in comics can have an
expressive function that contributes to the reader’s understanding of
conversational scenes in this medium. Changing picture frames, panel
forms, panel and balloon shapes and sizes, page setup, lettering and
letter size, non-realistic backgrounds, 27 and other components of graphic
style can convey relevant information, for instance, by emphasising or
modifying the meaning of the utterances or pointing out the salient fea
tures in the situation. Moreover, the relations between the panels may
imply relevant narrative information about the scene; the gaps in what
is visually shown in the panel images need to be related to what is said
but also to the gaps in the dialogue. The precise meaning of the poten
tially meaningful formal elements in a scene of talk depends again on the
co-occurrence and combination of these elements and on their tension
and interaction with what is said and shown in the images.
Comics share various functions of narrative communication through di
alogue with other narrative media, but also employ many medium-specific
strategies that render impossible any direct comparison with dialogue
scenes in literature or film. Speech in comics is not only given in a written
form but also (usually) in a drawn form, a kind of graphic writing. In
this respect, comics vary greatly in the extent that they can maximize the
graphic and typographical effects of written speech. The speech balloons
function as a visual metaphor for a speech act, voice, and source. At the
same time, the speech balloon, the tail, and para-balloonic utterances
contribute to the organisation of the time of the narrative and the order
and time of reading. Above I have also investigated the common con
vention in comics that an utterance is physically tied to its source, the
speaker, and that this relation suggests a certain (imaginary) duration
of time. By developing Thierry Groensteen’s (1999, 2007) insights about
the elemental association between the speaker and the utterance, I have
sought to contextualise this compositional principle in relation to other
key elements of conversational scenes in comics.
Notes
1 See also Saraceni (2003, 66–67) on how this may happen in thought bal
loons and monologue.
2 Oswalt defines an ‘imitative’ as “a word based on an approximation of some
non-linguistic sound but adapted to the phonemic system of the language”
(1994, 293).
3 See also Frank Bramlett, who stresses that a linguistic investigation of lan
guage in comics needs to consider the balance of realism in the characters’
language and the amount of linguistic exaggeration and simplification that is
typical of the medium (2012, 183). See also Hatfield (2005, 34), Groensteen
(2007, 129), and Miodrag (2013, 32–36).
4 The art historian Ernst Gombrich famously named this rule Töpffer’s
law: “For any drawing of a human face, however inept, however childish,
Dialogue in Comics 241
possesses, by the very fact that it has been drawn, a character and an expres
sion” (Gombrich 1960, 339–340).
5 Bremond points out how the ‘teratological’ anatomies of certain characters
in comics allow us to pose the question of which bodily organs are abso
lutely indispensable for the realisation of gestural messages (1968, 99).
6 One type of gazing that may be equally well-portrayed in dialogue scenes
is the characters’ joint visual attention to something. For a reference in film
studies, see, for instance, Persson (2003, 68–91).
7 See Baetens (2004) on the depiction of hands in Yves Chaland’s and Jacques
Tardi’s works.
8 See, for instance, Persson on visual media and personal space (2003,
109–110).
9 Speakers in real-life speech situations can co-opt almost any physical ac
tion conversationally, that is, demonstrate by timing an action with the ver
bal communication that the non-verbal act has a communicative function
(Bavelas and Chovil 2006, 100).
10 E.S. Tan argues that some graphic novels avoid using the schema of facial
expressions altogether, “either because it is too explicit, or because the emo
tions that characters have are too complex to be ‘told’ through the face”
(2001, 45). I would argue that narration “through the face” is a matter of
stylistic choice rather than a reflection of the story’s simplicity.
11 Kennedy distinguishes actual pictorial runes that are metaphorical, such as
the state of anxiety shown by eye spirals, from graphic lines that have some
literal intent as they attempt to convey perceptual impressions, such as lines
radiating from bright light (1982, 600). Forceville has adopted Kennedy’s
term (2005, 2011). In his tongue-in-cheek lexicon, Mort Walker defines em
anata as emanating outwards “from things as well as people to show what’s
going on”, such as a character’s “internal conditions” (2000).
12 See also Dürrenmatt’s (2013, 115–127) discussion of how exclamation
points, question marks, and ellipses have become autonomous means of
description in the medium, especially for expressing characters’ emotions,
mental states, and/or silence.
13 Forceville, El Rafaie, and Meesters distinguish a pictogram from a pictorial
rune on the basis that an isolated pictogram, such as $ or ♥, has “some basic
meaning of its own when encountered outside of comics”, unlike a picto
rial rune such as motion lines, droplets, spikes, or spirals (2014, 492–493).
They admit, however, that the borderline between the two categories may be
fuzzy (2014, 494).
14 Suzanne Covey distinguishes between ‘descriptive’ sound effects, by which
she means “words, usually verbs, that don’t attempt to reproduce the sounds
they depict” and onomatopoeic words that try to approximate sounds at
least to some degree (2006).
15 Forceville, Veale, and Feyaerts include in para- and quasi-balloonic phenom
ena the various non-bordered zones of the picture that display onomato
poeia and sound effects (2010, 65). On onomatopoeia in French-language
comics, see Fresnault-Deruelle (1977, 185–199).
16 Some examples are discussed, for instance, in Dürrenmatt (2013, 165–167).
17 Compare with Chapman (1984, 18–24) on the difficulties of reproducing
speech in written dialogue.
18 Forceville emphasises, importantly, the combined effect of non-verbal signs
in comics in the representation of emotions such as anger (2005, 84–85).
19 See Smolderen (2002, 2009, 119–127) on why the speech balloon was rarely
utilised as a citation of a character’s speech before Richard F. Outcault’s
242 Speech and Thought in Narrative Comics
“The Yellow Kid”. There are important exceptions, however (see the last
chapter of this book). Lefèvre discusses the gradual spread of the balloon
device in European comics since its final breakthrough in the 1930s (2006).
20 Saraceni argues succinctly that the “function of the tail is equivalent to that
of clauses like ‘he said’ or ‘Ann thought’ in reported speech or thought”
(2003, 9).
21 Lawrence Abbott’s educated guess about eye movements and the order of
reading comics is similar to Groensteen’s suggestions, but Abbott puts the
main stress on words and verbal narration (1986, 159–162).
22 Will Eisner’s caution in this matter seems justified, even if eye-tracking re
search has made important advances recently: “In comics, no one really
knows for certain whether the words are read before or after viewing the
picture. We have no real evidence that they are read simultaneously. There
is a different cognitive process between reading words and pictures. But in
any event, the image and the dialogue give meaning to each other—a vital
element in graphic storytelling” (1996, 59).
23 See also Forceville (2013), who discusses some effects of tailless balloons
and tails that do not point toward an identified or identifiable speaker.
24 Carrier (2000, 42–43) associates this effect with a page from Joe Sacco’s
Palestine, but does not explicate how the effect is created. See also Force
ville (2013, 265–266) on a panel in Régis Franc’s Nouvelles Histoires: Un
dimanche d’été, where a substantial number of tails do not point toward any
identifiable speaker, thus creating the effect of a palaver where “it does not
matter very much who is saying what”.
25 See also Phelan and Rabinowitz (2012, 37–38).
26 In Groensteen’s formulation, the positioning of the balloons in the space of
the page creates a rhythm in reading as “each text fragment retains some
moment of our attention, introducing a brief pause in the movement that
sweeps across the page” (2007, 83).
27 On how pictorial metaphors in the image background may express a person’s
emotional state in manga, see Shinohara and Matsunaka (2009, 283–290).
Part V
Comics are a continuing saga, and there lies the rub: there is no point
in their history where we can pick up a particular paper and proclaim
it Comic Number One. This makes comics intriguing for the historian,
infuriating to the collector.
—Denis Gifford (1976, 6)
Voici mon credo, résumé par une simple proposition: pour l’historien du
9e art, la démarche correcte n’est plus d’expliquer l’histoire de la bande
dessinée à partir de la forme que nous connaissons, mais d’expliquer la
forme que nous connaissons à partir de son histoire.
—Thierry Smolderen (2012b)
Conceptions of Narrative
As earlier research in the history of modern comics has shown, the art
of caricature in the satirical broadsheets published and circulated in
the Georgian era in Britain allowed rich experimentation with graphic
style, caricature, and the story form. Gradually, over the course of the
nineteenth century, coinciding with the remarkable growth of the print
industry at this time, the satirical and humorous drawings of the broad-
sheet print progressed into the newspaper cartoon and the comic strip.3
Hitherto, however, the histories of comics have said very little about
the development of the narrative form from a narratological point of
view. What makes the caricature and narrative drawings of the early
nineteenth-century British context particularly pertinent for our discussion
Picture Story and Narrative Organisation 247
is that here, before the demands of mass-produced comic strips,4 the space
of the composition and the narrative form of the picture story were con-
ceived as a dynamic field of experimentation. In part, this experimentation
was enabled by the features and allowances of the new popular printed
formats. Many basic formal features of modern comics developed in the
satirical broadsheet print, caricature magazines, and illustrated magazines
of this time, yet unhindered by standardized forms of the panel strip or ex-
pectations pertaining to what ‘comics’ are. While we may recognise many
of these works as comic strips in the contemporary sense, no ‘cartoon’ or
‘comic’ was still produced under such definitions and expectations.
The further we go back in the nineteenth century, the more contingent
and relative the notion of a ‘cartoon’, let alone the terms ‘comic strip’ and
‘comics’, become. The use of the term ‘cartoon’ in reference to humorous
and satirical drawings published in printed press can be dated back to
the weekly Punch that on 15 July 1843 featured John Leech’s caricature
“Cartoon, No. 1—Substance and Shadow” that we have discussed in
an earlier chapter. From then on, in association with the satirical topi-
cal drawings in Punch, the term transformed into a general notion for
caricature of this kind, potentially also in reference to sequential stories.
By contrast, the terms ‘comic’ or ‘comics’ derived much later and much
more gradually from the comic content of the popular newspaper strips,
the establishment of publication formats that concentrated on sequential
stories (the ‘comic strip’ and the ‘comic book’), and names of popular
titles, such as the British illustrated weekly Comic Cuts5 that affirmed
the close connection between a drawn story and comical content. The
contemporary meanings of the ‘comic strip’ and ‘comics’ were estab-
lished only after World War I.6
There is no one historical beginning for comics as a medium or a form
of art. Yet, we can locate various important, and sometimes disconti
nuous, developments of graphic expression and picture story in different
cultural contexts, artistic traditions, and publication formats that con-
tributed to its emergence. In his studies on the origins of modern comics,
Thierry Smolderen has emphasised the importance of two publication
formats that functioned as kinds of cartooning laboratories for modern
comics: the caricatural broadsheet prints in the Hogarthian lineage, and
the mid-nineteenth-century illustrated magazines in Britain and France.
The popular British mid-nineteenth-century illustrated periodicals and
weeklies, such as The Penny Magazine, Figaro in London, Punch, The
Illustrated London News, The Pictorial Times, and The Graphic, ac-
commodated what Smolderen calls ‘polygraphic experiments’, graphic
solutions in visual representation, and hybridising semiotic practices de-
rived from cartoons (in the contemporary sense of single-image draw-
ings). For Smolderen, the graphic solutions that emerged from these
periodicals included, for instance, the development of the clear line and
the modelled line, the possibility to combine various graphic styles,
248 Narrative Form and Publication Format
the schematic depiction of an instantaneous moment, the use of speech
balloons, and the art of caricature to depict posture and physiognomic
expressions and register shock, surprise, and violent emotion (Smolderen
2012a, 2014a, 3, 2014b, 53–54). These solutions, Smolderen claims,
together with Rodolphe Töpffer’s ironic novels in print that were first
published in 1837, suggest the immediate historical formal context for
modern comics, in particular the comic strip.
Importantly, Smolderen problematises the use of an axiomatic defi-
nition of comics as a sequential art, and questions the type of comics
history that concerns itself only with formats that correspond to a con-
temporary definition of the medium (2012b, 2014b, 60). What makes
the transposition of the idea of sequential art to the nineteenth-century
context particularly problematic is that illustrators and caricaturists in
Europe at this time were engaged in hybrid semiotic practices with draw-
ing and writing that, rather than developing the sequential form, fo-
cussed on means of humor and satire (Smolderen 2012a, 2014a, 50–51).
Yet, what remains open in Smolderen’s history of comics, and perhaps
overshadowed by his emphasis on the development of the polygraphic
visual field and Töpffer’s ironic treatment of the sequential form, is the
question of the narrative form and function of the new graphic solutions.
Much more could be said about the development of the story form and
the narrative organisation of picture stories in this historical context,
both in relation to the sequential form and beyond.
The question of narrative sequentiality in early nineteenth-century
caricature and picture story is more complex than a contrast between
a Hogarthian series of images, where the linking between the images
takes considerable effort and reading/viewing is necessarily slow, and
the emerging mass-produced narrative strip design that enables a more
fluid way of reading. The opposition that Smolderen establishes along
these lines allows him to argue that the emergence of the modern comic
strip in the nineteenth-century illustrated journals, newspapers, and
comic magazines pushed to the side the Hogarthian complexity of the
picture field. Thus, also, the principles of simultaneity and sequentiality
are contrasted: the caricaturists and artists of the new illustrated maga
zines and newspapers were constantly preoccupied, Smolderen claims,
with “the contrast between simultaneous presentation (serpentine and
intricate) and sequential content (straightforward action and/or rigid
social scripts)” (2014a, 84). The emergence of the newspaper comic strip
may then be said to be the culmination of the developments that enabled
cartoonists to better link images in series through image content, and
thus create the illusion of continuous action and motion, inspired by the
new recording technologies of photography and film.
However, it needs to be stressed that in the early nineteenth-century
context the sequential forms of graphic art were not restricted to sim-
ple linear forms of reading and narrative organisation or a contrast
Picture Story and Narrative Organisation 249
with simultaneous presentation. Other relevant kinds of sequentiality
include back-and-forth, up-to-bottom, and bottom-to-up sequencing,
and a variety of types of spatial contiguity and temporal relations bet
ween the panels beyond the linear order, including also forms of visual
storytelling that are engaged with the total space of the composition.
Moreover, while I agree with Smolderen that the purpose in early and
mid-nineteenth-century ‘comics’ in the illustrated magazines is fre-
quently to make comical points or offer humorous digressions by telling
the story in a certain way, instead of trying to tell a story “seamlessly”,
“effortlessly”, or “effectively” (2014a, 15, 129), this does not diminish
the interest in investigating the conventions and conceptions of the story
form at this time. On the contrary, the historical forms of organising
narrative drawings in series become particularly interesting at this time
since (1) sequentiality has many varieties in these works; (2) sequential
order may be combined with other principles of organisation such as
juxtaposition and simultaneity; and, moreover, (3) storytelling in the
strip design does not always seem so effortless as may be expected from
today’s perspective. The sequential form is not a purely axiomatic con-
cept in this context, but can be grounded historically in its multifaceted
manifestations, for instance, in relation to particular traditions of cari
cature, picture story, audiences, and the evolving publication formats.
Furthermore, it is essential to note that the sequential form in the early
nineteenth-century British context is both an aspect of layout and image
content, and that in both of these aspects, the sequential structure is
used by the cartoonists to engage the readers in certain ways. In terms of
composition, the sequential form suggests, as a type of reading protocol,
that it makes narrative sense to follow a series of images in particular
order. The strip design, however, does not have to be based on the se-
quential form, even if these two usually coincide in comics.7 There are,
for instance, a rich variety of non-narrative uses of the strip design in the
satirical broadsheet prints and the later caricature magazines: descrip-
tive image series, series of caricature portraits or stereotypes, thematic
inventories, visual alphabets and dictionaries, mock manuals, juxtaposi-
tions of people, behavior, or objects for a humorous effect or the viewer’s
critical evaluation, and so on. In some exceptional cases, the strip design
may also support a nonsequential series of images, such as when the im-
ages in a strip can be read in various orders, or need to be viewed from
many directions.8
In terms of the image content, the sequential form can be affirmed in
multiple ways, such as by the recurring character or an object, or the po-
sition, orientation, and gaze of the depicted figures. Other visual mark-
ers of sequence in the early nineteenth-century picture stories contain
formal devices and instructions for the order of reading, including num-
bered panels, the placement of the captions or the speech balloons so as
to facilitate the sequencing between the panels, and the use of frames to
250 Narrative Form and Publication Format
suggest an order of reading and viewing. By contrast, the impression of
continuous motion or action is rare in this body of work.9
Why and how the sequential form acquires prominence in the course
of the nineteenth century, and how it does become associated with the
strip design, is a complex historical issue. To answer this question, we
need to problematise, on the one hand, their historical relationship.
On the other hand, we need to open up the question of the historically
contingent models of visual narrative in this body of work, including
especially questions of narrative organisation and form.
In his ground-breaking study The Early Comic Strip, which examines
the prehistory of the comic strip from c. 1450 until 1825, David Kunzle
made the useful distinction between a picture story and a strip design,
claiming that “all narrative strips are picture stories, although not all
picture stories are, in the first instance, narrative strips” (1973, 5). The
distinction allows that the strip design, while being “more or less narra-
tive by definition”, does not always function narratively, but may have
other functions as well. The design can take, for instance, a descriptive
function, such as the creation of a panoramic view of society or the de-
piction of types of people (1973, 5). Furthermore, the strip design is not
the only compositional form that can serve narrative communication in
the broadsheet format. For Kunzle, a ‘narrative’ in the art of broadsheet
caricature accommodates both a sequence of separate images, in parti
cular in the form of the strip design, and what he calls the “single-setting
narrative” (1973, 4). The latter applies, more precisely, to engravings in
which are depicted, within a single image, two or more episodes from
the same story.
One-panel narrative cartoons were published in different formats be-
fore the emergence of the satirical magazines of the late 1820s or the
illustrated magazines a decade later. In fact, we should specify that the
single-setting narrative, in Kunzle’s definition, has two quite distinct
forms: the proper single-image narrative, which depicts some narrative
sequence in one image, and the story told in a series of separate images
collected in a narrative album in the Hogarthian style from A Harlot’s
Progress (1731) to The Four Stages of Cruelty (1751). At the same time,
the relationship between a series of images in an album and the story
told in the strip design is close, and Kunzle points out that their dis-
tinction is to some extent only a matter of presentation: any narrative
album could be presented as a strip, and any strip can be mounted in an
album (1973, 5).
Perhaps surprisingly, however, Kunzle has relatively little interest
in the historical aspects of the narrative form and the way in which
changes in the publication format contributed to the emergence of
the early comic strip. The transition to the comic strip from the late
eighteenth century to the mid and late nineteenth century involved a
number of significant changes in the publication format, from narrative
Picture Story and Narrative Organisation 251
albums and broadsheet prints to caricature magazines and illustrated
satirical magazines, then comic magazines and albums. These trans-
formations were accompanied by changes in the way in which picture
stories could be told. Narratologically relevant inquiries that could be
pursued in this context involve, for instance, the development of tech-
niques for creating narrative voice, perspective, characters, plot struc-
ture (time and causality), sense of action and movement, the setting,
and narration through showing, style, and page layout. The develop-
ment of the narrative use of the speech balloon has perhaps been given
most attention in this regard.10
The rest of this chapter will discuss the available alternatives in the
organisation of picture stories in the early nineteenth-century carica-
ture and narrative drawings with a specific emphasis on the narrative
uses of the multi-panel sequence in the satirical caricature magazines
published between 1825 and 1835. The main examples are taken from
caricature magazines published in Britain and Scotland. These in-
clude, in particular, the fortnightly Glasgow Looking Glass (1825),
today considered by some as the earliest comics magazine, and which
changed its name to Northern Looking-Glass after five issues, to run
for n ineteen instalments altogether (1825–1826); the continuation of
this publication in the monthly The Looking Glass or, Caricature
Annual (1830–1836), based in London and also known as McLean’s
Monthly Sheet of C aricatures, or The Looking Glass; and the caricatur-
ist Charles Jameson Grant’s fortnightly single-page broadsheet ‘mag-
azine’, Every Body’s Album and Caricature Magazine (1834–1835),
that ran for a total of thirty-nine issues.11 The principal illustrator of
Glasgow/Northern Looking Glass and the first issue of The Look-
ing Glass was the English artist William Heath (1794–1840). Robert
Seymour (1798–1836), who is best known for his illustrations for
Charles Dickens’ novels, continued Heath’s work from the eighth in-
stalment of The Looking Glass onwards. Unlike the weekly illus-
trated magazines, such as Figaro in London (1831–1839), for which
both William Heath (under the pseudonym “Paul Pry”) and Robert
S eymour contributed, or the more successful Punch and The Illustrated
London News that started in the early 1840s, these caricature maga-
zines mainly featured cartoons and picture stories.12 In the course of
this discussion, I will make comparisons between this body of work
and illustrative examples of the British Golden Period of caricature,
roughly extending from 1780 to 1820, in order to be able to better
contextualize the forms of narrative organisation and the graphic in-
novations in the satirical magazines. These Golden Period works will
include selected narrative drawings, published as broadsheet prints,
by James Gillray (1756–1815), Richard Newton (1777–1798), George
Woodward (1760?–1809), Charles Williams (active 1797–1830), and
George Cruikshank (1792–1878).
252 Narrative Form and Publication Format
Principles of Narrative Organisation
The early nineteenth-century picture stories in the satirical illustrated
magazines can be conceived around three operative principles of juxta-
position, sequentiality, and simultaneity. These principles of narrative
organisation are grounded in the history of caricature and the illustrated
press, but should be seen as heuristic devices rather than as historical
categories. They are not mutually exclusive, but can be combined over
a scale of variation where most cases would have to be characterized as
intermediate. In fact, pure instances of these principles are rare.
Juxtaposition
The juxtaposition of two or several images, parts of one image, or text
and image, is widely used as a means of narrative organisation and vi-
sual communication in this body of work: juxtaposition can provoke
meanings through contrast, association, extension, similarity, differ-
ence, reversal, and antithesis, among other things. It can be used as a
technique in a single image as well, between two images, or a series of
images. The effect of juxtaposition may in some cases also extend over
several images in a long strip or between two or more strips.
Humorous contrast is perhaps the most common manifestation of this
principle in the satirical prints and caricature magazines, based both
on the visual contents of the comparison and the contrast between the
caption and the images. We can observe this in the broadsheet carica-
tures, for instance, when a delightful young woman with a slim fig-
ure, a “nobody”, is contrasted with a buxom lady, who is somebody
important (Richard Newton’s “No Body Some Body”, 1795); when a
moonstruck young man who looks at a miniature of his beloved is jux-
taposed with a corpulent old wine lover, who is angered by a new wine
tax (Richard Newton’s “Contrasted Lovers”, 1796); or when four differ-
ent nationalities (the English, the Scots, the French, and the Dutch) are
contrasted through their “civilized” and “primitive” lavatorial habits
(James Gillray: “National Conveniences”, 1796). In the first issue of The
Looking-Glass (1830), in William Heath’s “Siamese youths, our own
youths”, Siamese twins, conjoined by their bodies, are compared to “the
British youths”, Duke of Wellington and Sir Robert Peel, the long-time
close political allies. The titles of these works confirm the sense of con-
trast, or similarity with a significant difference, such as physical figure,
cultural context, social standing, between the figures thus juxtaposed.
The many narrative uses of juxtaposition in these works include,
especially, contrasted perspectival changes, speech and dialogue, or
temporal framework (“before” and “after”, “then” and “now”), and
certain devices of spatial division that call for a narrative response. For
instance, changes of perspective, such as shifts between close-up and
distance, or between different points of view on the same situation, can
Picture Story and Narrative Organisation 253
suggest a magnification of the situation or an effect of accumulation.
William Heath parodies the English actor Edmund Kean (1787–1833)
in the two-part caricature entitled “Kean in America”, published in
December 1825 in Northern Looking-Glass, by juxtaposing two images
of Mr Keen performing Shakespeare for American audiences. In these
images we can read Kean citing lines from Richard III and Richard II
while he is greeted with insults from the audience, who consists mostly
of A frican-Americans. In the first image, round objects, sticks, and what
seems to be a dead cat are thrown onto him on the stage. In the second
image, we then see Kean much closer, citing Richard II in the same cos-
tume, but this time he no longer appears to be on the stage, but pleading
in a street with a copy of Thomas Moss’s “Beggar’s Petition” in front of
him. The two African-Americans who pass and speak stereotypically
broken English recognize the actor, calling him “a very bad man” and
“a naughty man”. The changing perspective and setting, as well as the
dialogue in the speech balloons, make a satirical point, but also de-
scribe a dramatic situation. Thus, this two-part image has the potential
to be conceived both as a deepening of the satirical take on the same
situation—Keen’s humiliation in front of the American audiences—by
means of juxtaposition, and as a sequence that shows how his situa-
tion is deteriorating. Our choice, whether to regard this as a narrative
sequence or not, would partly depend on how much emphasis we are
ready to put on the temporal and causal connections between the two
panels. The juxtaposition itself has weak narrativity.
Dialogue, in the literal sense of a conversational exchange, can
strengthen the sense of duration between the images and elements in
juxtaposition. The two panels in George Cruikshank and the anony-
mous artist J. Pxxxy’s broadsheet print entitled “Back & Front View of
the Ladies Fancy-Man, Paddy Carey O’Killus” (1822) feature extended
dialogue in speech balloons between the spectators gathered around
the newly erected Duke of Wellington statue in Hyde Park shown from
two juxtaposed angles. The statue, where Wellington is allegorized as
Achilles, was London’s first nude sculpture, albeit garnished with a
fig-leaf, and is shown here to be an intense object of curiosity and look-
ing. One of the spectators uses a lorgnette to better see the details, many
people point at the statue, even a telescope is directed at the monument,
and the spectators utter excited comments on both sides of the statue
(Figure 10.1). The first panel shows the statue from the back and the
second from the front; the two panels are divided by a gutter. Most spec-
tators who crowd around the monument are women, with the exception
of Wellington himself and two children. Wellington is caricatured in the
first image in uniform looking at the statue in profile and saying: “The
Honor is so great, that all I can say by the Powers, is that I’m Speech-
less”. The dominant role of women in these images is a reference to the
fact that the statue was funded by subscriptions from women in honour
of the Duke’s services for the nation.
254 Narrative Form and Publication Format
Figure 10.1 G eorge Cruikshank and J. Pxxxy’s “Back & Front View of the
Ladies Fancy-Man, Paddy Carey O’Killus” (1822). Courtesy of
The Lewis Walpole Library, Yale University.
The spectators featured in the juxtaposed panels are not the same,
but form similar groups around the statue. This could suggest that the
perspectives represent two distinct but close moments. Some of the utter-
ances are spontaneous individual remarks, such as the comment “I see
it!!”, which seems to come from the person who is shown to use telescope
to better grasp all the details of the statue. However, most of these utter-
ances involve an exchange of words, such as the question of the fig-leaf
that extends to a longer conversation in speech balloons: “This will be a
place of great attraction in the hight of the Season/You mean the fall of
the Leaf I suppose?/I would not give a fig for it/Well, for my Part I think
it a great ugly useless thing/Pray men, have you seen the Original one—
at Rome/O’yes—the Original is much finer/I don’t think its quite the
thing” (underlining in the original for emphasis). The situation is thus
extensively satirised by means of images and dialogue alike from two
juxtaposed angles. Nevertheless, this is not a narrative in a literal sense,
for the lack of temporal development and causal connection between the
panels, but represents a situation with much narrative potential.
The juxtaposition between two or more images or elements in one im-
age can attain a stronger sense of narrativity whenever it is supplemented
by some causal connection or a sense of development in a continuing
Picture Story and Narrative Organisation 255
temporal frame. This can occur, especially, when juxtaposition takes
the rudimentary narrative form of two or more polarised moments and
situations in comparison.13 For instance, William Heath’s picture story
“Politics” from Northern Looking-Glass (18 August 1825) depicts, in
two vertical strips of four panels, the daily habits of the King of France
at his castle from the morning, when the newspapers are read to him,
until the evening when he is shown to go to bed.14 There is no causal
link or sense of continuity between the depicted actions. These are just
typical events—breakfasting, going to mass, shooting sparrows in the
park, and playing with the dogs and grandchildren—during the King’s
typical day. Is this picture story, then, based on a juxtaposition of situ-
ations or a sequence of episodes? The temporal and spatial frame gives
the panels a sense of sequential order. There are, also, some thematic and
visual correspondances across the two strips, based on the structure of
juxtaposition, and that potentially emphasise the sense of repetition. For
instance, the last panels of each strip show the King lying down, “reclin-
ing” on his bed during the day and going to bed at the end of the day.
Juxtaposition thus connects the sense of temporal progress with cyclical
structure: events are in sequence, within the temporal frame of 24 hours,
but also contrasted and connected across the chronological order.
A more extensive version of a similar arrangement can be found in
Charles Williams’s broadsheet “The Two Journals” (1814) that con-
trasts, in two juxtaposed two-tier strips with eight panels, the daily life
of two royal figures: the virtuous and studious Tsar Alexander, who is
visiting England and spending a day in London in the most beneficial
way (taking a walk to Kensington, taking notes of a military drill, writ-
ing a letter to his wife, etc.), and the idle and vain Prince of Wales who
spends the day at his palace. In contrast to William Heath’s depiction
of the daily chores of the French King, we can observe here a clearly
continuing and causally motivated string of events that unfolds from one
panel to another. The sense of narrative sequence is achieved both on the
level of showing that describes connected phases of one event and, per-
haps more significantly, by means of first-person verbal narration that
provides the story with bridges between the panels. For instance, in the
first panel of the Prince of Wales’s strip journal, we see the Regent in
the bed and can read in the accompanying caption that “Boozy and
sick, with aching head,/Toss’d sleepless, on my swan down bed./Sunk
tow’rds morning in a dose,/When dreams of frightfull import rose”. The
next panel shows the Regent still in the bed, uneasily asleep, and having
a vision of a demon that his wife wards off. In the third panel, there
are three valets working on the Regent’s hair or wig. The situation has
changed, but the caption, or the citation from his journal, explains what
has happened: the Regent has finally woken up at noon and is now hav-
ing his hair done (and this will last for 2 hours). Similarly, the following
panels suggest narratively cohesive structure where both what is verbally
256 Narrative Form and Publication Format
narrated and what is shown in the images can be followed as a sequence.
As a whole, however, the satirical point of the composition is based on
the juxtaposition between the two royal figures and their contrasting
habits and characteristics.15
Juxtaposition can also be incorporated within the genre of a ‘prog-
ress’ story in a series of images, made famous by Hogarth’s prints that
contrast various phases of a person’s life, typically reflecting the char-
acter’s career and moral development. The progress story continues to
be varied throughout the Golden Period of Caricature in the works of
James Gillray, John Nixon, Richard Newton, and George Cruikshank,
and equally, William Heath makes various versions of it in the cari-
cature magazines. In this genre, juxtaposition becomes an element of
the sequential form. For instance, a temporal and causal sequence can
be used to make a satirical point by means of contrast, or a series of
events may transform into a structure of juxtaposition between two
or more ideas, themes, or perspectives. William Heath’s picture stories
“Essay on Modern Medical Education”, from Northern Looking-Glass
(Vol. 1, No. 6), and “Life of a Soldier” (Vol. 1, Nos 10–16) are examples
of such shifting emphasis. In “Essay on Modern Medical Education”,
which is a series of ten panels satirising modern medical education,
some of the panels suggest a sense of temporal progression and nar-
rative sequence, while elsewhere the sense of sequence is weak or non-
existent. The first three images in this series do not imply a narrative
logic as a sequence, but function as distinct caricatures. They depict
a mob protesting the grave robbers who dug up bodies to sell them to
anatomists at the medical schools (“The alarm, or the Kirk Yard in
danger”), drunken behaviour at a funeral club (“The dead association”)
and a meeting to counteract bodysnatching (“Watching and warding”).
The following second instalment with three panels, however, suggests
some degree of temporal progress. All of these images follow student
life at a medical institution, from an anatomy lecture, where the stolen
body parts were dissected, to pranks in an apothecary’s shop, and the
graduation ceremony.
The numbering of the panels from one to ten, and the use of the phrase
“to be continued” at the end of the second instalment, obviously indi-
cate that the story will continue, and the mention of “continued” in the
beginning of the last instalment, further emphasise the fact. Yet, it is
important to note that the last four panels that illustrate practising doc-
tors at work are organised in two tiers of two panels based on a satirical
contrast rather than temporal development or narrative sequence. The
captions of the images present the panels in pairs of two. The practicing
of vivisection on animals (“Preparing for practice”) is contrasted with
the amputation of a man’s leg with an axe (“Actual practice”), whereas
the poor hospital conditions of home (“At home”), where skeletons
are seen to tend the sick and dying, are juxtaposed with the terrible
Picture Story and Narrative Organisation 257
circumstances of a battle field, where surgeons attempt to reassemble the
mutilated soldiers’ severed legs and head (“abroad”).
However, the polarised structure of ‘before’ and ‘after’, or the con-
trasting of events within some other temporal frame such as ‘then’ and
‘now’, do not always serve a narrative function. Such temporal structures
can also make a statement, that is, have an argumentative function. For
instance, James Gillray’s broadsheet image “The Blessings of Peace, the
Curses of War” (1795), which is dedicated to the Parliament of the Great
Britain, contrasts, in two roundels or medallions, an image of peace
and war to make an anti-war statement. Here, the first image shows
happy family life in a prosperous British home with the caption “such
Britain was!”, while the the second image portrays a family outside a de-
stroyed farmhouse lamenting the death of the father (or husband), who
is stabbed to death with a bayonet somewhere in the warring Europe,
with the caption “such Flanders, Spain, Holland, now is!”. The topi-
cal contrast between “Blessings of peace & prosperity and domestick-
happiness” and “The curses of War, invasion, massacre & desolation” is
also accompanied by the inscription, placed in between the upper parts
of the roundels, “from such reverse O GRACIOUS GOD, preserve Our
Country!!!”. The inscription specifies the purpose of the comparison by
giving this contrast a logic of an argument: the possibility of a war at
home that needs to be prevented, and the threat of a French invasion
that needs to be addressed. Similarly, in George Cruikshank’s caricature
“John Bull’s Three Stages or, From Good to bad & From Bad to Worse”,
published in the political monthly The Scourge (1811–1816) on 1 March
1815, the contrasted situations in the life of John Bull and his family
make an argument against war. In this folded colour strip, the three
panels that are entitled “Before the war”, “During the war”, and “Peace
with all the world” show first how war deprives the family of the neces-
sities of life, then changes their physical appearance from rosy-cheeked,
robust, and cheery to a starved and miserable state, and finally how the
following peace only worsens their situation. John Bull and his family
eat a large meal before the war, much less during the conflict, and have
only bones on their plates when the peace arrives.
In some broadsheet caricatures as well as narrative drawings in the
satirical magazines, the structure of juxtaposition can emphasise the
spatial division of the image that reflects two neatly distinct spheres or
realms of life. On the one hand, we can observe this in images where
some aspect of the image suggest an inner division and thus potentially
undermines the distinction between a single image and two panels. For
instance, in James Gillray’s caricature entitled “BLACK-DICK turn’d
Taylor” (1788) a tailor’s shop-board suggests a division of the image field
into two relatively independent visual spaces. In the upper part we can
see Admiral Richard Howe, known to his men as “Black Dick”, sitting
on a tailor’s board and working on a naval coat. In a speech balloon,
258 Narrative Form and Publication Format
the Admiral explains his plans for reform—new uniforms, ships, ap-
pointing young (unexperienced) officiers and admirals. In the lower
section of the image, a demon echoes the Admiral’s words and reveals
his own plan to control the Admiral’s reform (“I shall get you before
you are aware of it”). The Admiral is not aware of the demons working
underneath him, but the demons can see and hear the Admiral from
below. Similarly, in one of Charles Jameson Grant’s several cartoons in
the 15 September 1834 issue of Every Body’s Album that focus on the
theme of angling, the water line serves as a virtual frame inside the im-
age dividing it into two sections. Above the water line, a fisherman sits
waiting with his hook and line in the water, while below the water line
two fish, unseen by the fisherman, converse and mock the man and his
methods in their own virtual panel (Figure 10.2).
On the other hand, the juxtaposition of elements can contribute to
spatial division in the embedding. For instance, in Gillray’s caricature
“Hope” (1802) we perceive, in the left side of the image, the symbolic
figure of John Bull standing in the lobby outside the House of Commons,
voicing his concerns about the economical situation and the budget plans,
while through the open door on his right we see Prime Minister William
Addington making a budget speech inside the House of Commons. John
Bull’s rumination and comments (“Let me see—25 millions. How are
we ruined? Income Tax taken off! Well! Well! Well!”), concerning Add-
ington’s abolishment of the unpopular wartime income tax, function as
a means of connection between the embedding and embedded image.
The two men, furthermore, are associated and at once contrasted by
their positions and physical shape. They both stand, in profile to the
right, with one leg forward, within the same perspectival line, while the
speech balloon, superimposed on the embedded image, directs our gaze
to Addington in the House of Commons.16
In yet other kinds of broadsheet caricatures, certain visual means of
connectivity, such as speech balloons, lines of sight and perspective,
and shared background space, can create thematic, conceptual or scenic
connections between juxtaposed images without a particular narrative
function. For instance, the positioning of the speech balloons and the
shared background in James Gillray’s satirical print “Nelson’s Victory,
or, Good-News Operating Upon Loyal Feelings” (1798) forges connec-
tions between different reactions of desperation and disappointment by
the various Members of the Opposition when they have received the
news of Horatio Nelson’s victory at The Battle of the Nile. In Richard
Newton’s “Sketches in a Shaving Shop” (1794), which depicts humorous
scenes at a barber shop, some of the twelve featured barbers’ utterances
or lines of sight, which point outside the panel frames, indicate that there
is a larger social situation taking place at the barber shop beyond what
is shown in the image. In these juxtapositions of similar situations, the
juxtaposed elements may offer an incentive for further interpretation,
Figure 10.2 © The British Library Board, LOU.LON 1052. Charles Jameson
Grant. Fisherman and the fish. Every Body’s Album (September
1834).
260 Narrative Form and Publication Format
i.e. prompt the viewers to think how the things are related. Juxtaposi-
tion, then, functions as a question, a joke, or a kind of enigma rather
than a narrative.
Sequentiality
In the historical context of the early nineteenth-century British satirical
magazines, the sequential form of narrative organisation operates on
a continuum of various kinds of temporal and causal relations. In this
regard, we can distinguish two basic forms of sequentiality: the episodic
sequential form and the narrative continuity sequence. Furthermore,
the sequential form of these picture stories can interact dynamically with
forms of organisation and layout that are based on juxtaposition and
meaningful contrast, or the sense of simultaneity between the images
that invites a more global look at the composition.
The episodic sequential organisation involves two or more images in
series where each image represents a stage or phase of a situation or
an event. The episodic picture stories in the caricature magazines and
broadsheets of 1825–1835 exhibit considerable variety in this regard,
and the balance between episodic and more continuous arrangement can
also shift in the course of the story. At one extreme, these publications
feature picture stories where an episode in a single image is more or
less self-contained and, consequently, the order of the episodes may be
rearranged without affecting the work as a whole. In these cases, the
logic of the sequence is based on a recurring character, place, or theme;
the causal connection between the visual contents, actions, or speech
situations included in the images remains weak. At the other extreme,
episodic picture stories can include, both in the images and the texts,
strong markers of causal development that necessitate that the sequence
is read in a certain order. The genre of ‘progresses’ is the most common
genre in this kind of episodic arrangement. In the ‘progress’ story, the
passing of time between one image and another can usually be observed
in the main character’s changing physique and social standing.
We can count at least three picture stories as clear cases of the progress
genre in Northern Looking Glass: “Life of a Soldier”, “Life of a Sailor”,
and “Life of an Actress”. While the principle of juxtaposition operates
in these stories as well, it is overshadowed by sequential structure. The
longest of these, “Life of a Soldier”,17 which consists of twelve numbered
cartoons (in our modern sense of the term) in several instalments, de-
scribes a soldier’s career. The contents of the images reflect the idea of
significant episodes in a developing career: the first three panels portray
the soldiers’ training and promotion, the next pair of panels show the
embarkation and the ensuing battle, and the following pair of images de-
pict a fight between a British soldier on the ground and someone else—
the opponent is dressed in what may be an Arab costume—and then
Picture Story and Narrative Organisation 261
shows a wounded soldier walking on crutches. The numbering of the
panels from one to twelve, and the use of the phrases “to be continued”
and “Cont’d”, even if this is not altogether systematic, give indications of
the order of reading. The first instalment in issue 10 (14 November 1825)
has three panels, the first of these folding out from the middle of the page
to extend the width of one panel. We need to note in this respect that
panels numbered 5 and 6 (third instalment, “The Embarkation”/“The
Action”) are curiously printed in the reverse order from right to left: the
panel on the left is accompanied with the mention “to be continued”
(Figure 10.3). While this is likely to be a mistake in printing, we can also
speculate that another reason for the numbering of the panels and the
use of the phrase “to be continued” might be to guarantee that all read-
ers can understand how these narrative drawings are set in sequence.18
Yet, some features of “Life of a Soldier” also suggest that the sense of
narrative sequence is quite weak or ambivalent in this case. On the level
of the image content, the instalments show various situations in a sol-
dier’s career, from hiring a new conscript to becoming an adjutant. One
challenge in conceiving these images in terms of a continuing narrative,
at least in the first instalments, is the protagonist’s somewhat uncertain
visual identity. In fact, given that the soldiers in each panel look some-
what different, can have their backs turned towards the viewer, or wear
hats that cover parts of their face, it is possible to read “Life of a Soldier”
alternatively as a story of an individual British soldier or as a story of un-
identified conscripts who represent typical situations in the course of a
military career. That said, however, the accompanying written explana-
tions of the story in the issues of 12 and 13 of Northern Looking Glass
(12 and 26 December 1825), after the narrative had run for four panels
in two previous issues, make it evident that the story is anchored on one
particular British soldier.
Figure 10.5 Robert Seymour. “Colonial Slavery.” The Looking Glass No. 8.
1 August 1830.
268 Narrative Form and Publication Format
situations, not just in order to undertand the chain of events, but to per-
ceive the various political stances in the case and take a stand of one’s
own as well. 20 This strip is, then, a narrative representation of a chain of
events and positions that portray how the judicial and political system
attempts to justify the system of slavery.
Simultaneity
As we have already seen, the strip design can be employed for other than
narrative purposes. This can involve, for instance, description, argument,
or the development of a theme. In strips caricaturing the same character
in different situations or sketching different types of people, the strip
design can serve the purpose of inventory and accumulation rather than
narrative sequence. The descriptive use of the strip form may also fol-
low a spatial logic. In William Heath’s full-page drawing “My House in
Town” in Northern Looking Glass (Vol. 1, No. XV, 23 January 1826),
the twenty picture panels of this work are set in eight rows, representing
an interior of a room enclosed in a town house from the coal and wine
cellars to the garret. There is no sense of narrative sequence between the
panels. Instead, most panels depict recognizable situations that may im-
ply story-like scenarios: a footman tumbling down with his tray on the
floor in the “Ladies’ Withdrawing Room”; toasting and heavy drinking
in the “Gentlemen’s Withdrawing Room”; servants playing cards in the
Laundry; a crippled man in a Study pulls the bell, while trying with his
crutch to stop a dog from biting a cat; a footman hugging a coy maidser-
vant in the Kitchen; and so on. The space of the house, thereby, allows
the humorous portrayal of a cross-section of society and many evolving
simultaneous situations in the same space.
Beyond such descriptive uses of the image sequence, humorous pic-
torial alphabets, calendars, and dictionaries, 21 or mock instructions22
can also be given in the strip design in this historical context. Thus, the
panels may be related to each other by some shared topic or conceptual
frame rather than a narrative. We must note, furthermore, that the dis-
tinction between a strip sequence and a single image is not always that
clear cut in this body of work. One case in point is the long panorama
image that has the potential to be read both as a scene where many situ
ations occur simultaneously, and as a series of situations, and thus as a
kind of strip without the panel frames. The amount of visual detail in a
typical panoramic broadsheet print, depicting for instance a procession,
a ball, a dinner party, or a pub scene, such as Gillray’s “Union Club”
(1801) or “The Grand Coronation Procession of Napoleon the 1st”
(1804), gives a scene of rich and lively simultaneity. At the same time,
certain features of the image content, such as a road or the portrayal of
movement into a particular direction, may imply that the image consists
of various distinct units of attention set in a certain order.
Picture Story and Narrative Organisation 269
The sense of an image sequence can also be heightened by the material
form of the publication, such as when the work requires the reader to un-
fold or uncoil the image in order to see it in full.23 For instance, Robert
Cruikshank’s “Going to a Fight” (1819), 24 which depicts in forty-two
scenes with Londoners going to see a boxing match, and the subsequent
match, requires the viewer to uncoil eight broad picture sheets from a
spool and boxwood drum. The numbered scenes of this panorama strip,
showing various styles of clothing, journeying, and boxing enthusiasm,
and that relate some story-like situations such as pickpocketing, are
meant to be viewed from right to left. The order of viewing is further
confirmed by the direction of movement in many of the scenes. In com-
parison, the various ‘three-dimensional’ features in Glasgow Looking
Glass/Northern Looking Glass investigate the issue of perspective
rather than strengthen the sense of sequence. Perhaps the most impres-
sive of these innovations is the multi-perspective cartoon entitled “All
My-Eye”, from the cover of the fourth issue of Glasgow Looking Glass
(23 July 1825), which shows how the same eyes, forehead, and hair may
serve for two different people and facial expressions. Here, a piece of
paper, on which is depicted the features of the lower part of a face, is
superimposed on another face underneath. By flipping the paper, which
is pasted to the page by one margin, the reader can thus perceive two
faces in one image. 25
Many of the larger images in Every Body’s Album, such as “The
Century of Invention. Anno domini 2000”26 (1 February 1834) that de-
picts a scene with futuristic means of transportation, including flying
machines, moveable houses, cars, and buses, function similarly to the
richly detailed panoramic broadsheets. In addition to the global look
on a transportation utopia that this scene suggests, the many speech
balloons and dialogue situations within the image imply that the com-
position consists of various simultaneous situations and distinct units of
attention.
By contrast, in Glasgow Looking Glass/Northern Looking Glass,
panoramic scenes are relatively uncommon. However, what becomes
important in terms of simultaneity in these caricature magazines is the
question of the page as a unit of attention and reading. In some large
full-page or half-page compositional units in Northern Looking Glass
and The Looking Glass, the page layout suggests effects of s imultaneity,
multiple possible perspectives and the global look across the whole
page. In these cases, the significance of the page as a design unit in-
volves both the conception of the page as a whole and its division into
distinct cartoons, sequences, and zones of composition. One of the
most impressive compositions in this regard is “St. Michael of London”
from The Looking Glass (No. 8, 1830), which depicts Bishop Charles
Blomfield, poised on a cushion in front of a dark cloud, reminiscent of
the hovering Christ in church paintings, suspended above and in front
270 Narrative Form and Publication Format
of the little scenes given in three panels. What is particularly remarkable
here is that the bishop’s caricature serves as a link between the surround-
ing contrasted panels and strips (Figure 10.6). The Bishop, exclaiming
“Profane Wretch!!!”, spears a leg of mutton with a lance on a poor man’s
dish in the panel below, thus shattering the dish. On the left, the Bishop’s
cloud extends to a panel that shows a group of soldiers carrying large
dishes from a kitchen, while a military band plays “Go to the Devil and
shake yourself”, and The Duke of Wellington greets them from the bal-
cony of his Apsley House, with the new statue of Achilles (as Wellington)
in the background. To the right of the bishop, in contrast, we see groups
of poor people driven by canons “back to the smoke on a Sunday”, and
two individuals who hold their ground, claiming that “Ve vont go back”.
In “St. Michael of London”, the juxtaposition of elements is more
important and suggestive as a principle of organisation than narrative
sequence. At the same time, the composition of this page experiments
Figure 10.6 Robert Seymour. “St. Michael of London.” The Looking Glass
No. 8. 1 August 1830.
Picture Story and Narrative Organisation 271
with page layout in ways that are familiar in modern comics albums and
graphic novels. For instance, there are several repeated patterns and situ
ations across the page of this T-shaped composition that suggest ways
of looking beyond the strip sequence. The repeated elements include
the topoi of a military band, a scene at a street door, and The Duke of
Wellington looking at a crowd from a balcony (Apsley House and the
Buckingham Palace). Their patterns suggest multiple ways for looking at
the page beyond the single cartoon or strip and extend the influence of
the “St Michel of London” and the bishop’s figure over the surrounding
frames, dominant in the upper part of the page, to other parts of the page.
Also, the lower part of the page includes a breach with the conven-
tion of the panel frame. This occurs in a cartoon entitled “His Majisty
(sic!) has discharged the German band”, where a German band is seen
marching in a file from left to right. The new King William IV, who had
dismissed his predecessor George IV’s band, stands in the background
with his arm extended beyond the panel frame to the next image, com-
manding the musicians imperiously to “March”. The foremost marcher
to the right, approaching the frame of the panel, states that he must
leave the scene: “Oh, I must leave this festive scene”. The subsequent
cartoon, a parodical reference to Robert Southey’s new edition of his
and Samuel Taylor Coleridge’s poem “The Devil’s Walk”, is unrelated in
subject matter with the previous panel. However, the King’s arm has the
function, from the reader’s viewpoint, of a kind of viewing and reading
instruction that connects the two cartoons and gives a sense of direction
on the page, which is affirmed by the band members’ movement. The
panel frame, then, appears here as a convention that can be broken.
The crossed frame not only affirms the linear order of reading but also
ironically gestures towards the reader about the artificial nature of this
convention.
The page of “St. Michael of London” is one of the many innovations
in this body of work that suggests that the broadsheet caricature mag-
azines of 1825–1835 offered opportunities for creating new types of
relation between the units on the page and the page layout, thus de-
veloping the earlier graphic inventions in the broadsheet format. This
means not just a stronger reliance on the strip format and the image
sequence, but the treatment of the space of the page as one unit of com-
position and attention. Many front covers of Northern Looking Glass
and The Looking Glass work similarly to “St Michel of London” in
that they reflect a certain spatial dynamic and hierarchy in the global
organisation of the page. Typically, the covers feature a more centralized
image, which breaks with the grid-like layout of the unrelated cartoons.
For instance, in the eighth issue of The Looking Glass (1 August 1830),
the images of William IV and Queen Adelaide’s heads in the large cen-
tral column radiate over the frames of the surrounding cartoons. Be-
low them, in an even more prominent and central design, a terrifying
272 Narrative Form and Publication Format
black giant in a general’s uniform intimidates a small dandy demand-
ing: “How dare you appear without a black coat?”. The caption reads:
“General Mourning!!” in reference to George IV’s death in June 1830.
The corners of the black-bordered and diamond-shaped rectangle are
superimposed on the surrounding vignettes, with no particular connec-
tion with the topic. Sometimes the cover page composition may also be
thematically unified, as is the case with the cover of the fifth issue of
Glasgow Looking Glass (6 August 1825) with the title “A State of the
Weather”. Here, all cartoons of the page portray, more or less, the theme
of torrid weather and seasonal conditions. In the central upper part of
the page, the rays of sun strike downwards, thus connecting a group of
five images and suggesting that they have a similar relation to the central
image of the flaming sun. Enclosed in this sun is a tiny figure of Apollo,
who blows the flames with bellows.
Conclusion
The caricature magazines that were published in England and Scotland
from 1825 to 1835, including especially Glasgow Looking Glass/
Northern Looking-Glass, The Looking Glass or, Caricature Annual,
and Every Body’s Album and Caricature Magazine, played a significant
historical role in the gradual development of modern comics. We can
conceive their significance as a kind of waypoint between the broadsheet
prints and the comic strip, the comic magazine, and the comic book from
several perspectives. The artists who were central creators in these pub-
lications, such as William Heath, Charles Jameson Grant, and Robert
Seymour, carried on the graphic experimentation of the Golden Period
of caricature and the broadsheet print, helping to translate the styles
and graphic innovations of the earlier masters, such as James Gillray,
into the format of the printed press and the architecture of a magazine
page. These experiments included, in particular, the sequential form, the
development of the progress story in the multipanel format of the strip
design, the narrative conception of panel relations, and the treatment of
space of the composition both as a design unit and a unit of attention.
The organisational principles of juxtaposition, sequentiality, and
simultaneity, or their combinations, play a significant role in this body of
narrative drawings. Heuristically, we can distinguish two basic forms of
the sequential form with regard to the implied temporal and causal rela-
tions between the images: the episodic sequential form and the narrative
continuity sequence, even if their distinction is not always that clear-cut.
While the sequential form is often (but not always) closely associated
with narrative function, the principle of juxtaposition can equally well
serve narrative function, besides doing something else, such as the illu-
mination of an idea, a theme, a metaphor, or contrasting viewpoints,
arguments, personalities, and behavior.
Picture Story and Narrative Organisation 273
William Heath, Charles Jameson Grant, Robert Seymour, and their
colleagues explored the relationship between the strip design, the image
sequence, and the space of the composition in the architecture of the
magazine page, continuing the art of caricature of the single-plate street
broadsheet woodcuts in a new periodical format that used litographed
comic images. The new publication format offered new freedoms. Their
satirical magazines, or magazine-like broadsheet prints in the case of
Grant’s Every Body’s Album, showcase various examples of a more
global conception of the page, and the zone of composition, beyond a
single image and a strip. Thus, the page layout and the space of the com-
position become important at two levels simultaneously: as a design unit
and a unit of attention. At the same time, this exploration concerns the
relation between the strip design and the sense of narrative sequence,
and the distinction that we today may take granted between a cartoon,
that is, a single-image drawing, and a sequential narrative comic. The
idea of a panel set in relation to surrounding panels, in a sequence or
otherwise, is already a convention in this body of work and one that can
be consciously broken—even if there are also strong indications that the
sequential arrangement of narrative drawings was not that familiar with
all readers. All in all, the new effects of sequentiality in these works, of-
ten combined with the logic of juxtaposition or simultaneity, met the is-
sue of visual narrativity in a novel way, thus also implying the emergence
of new types of the reader’s ‘diegetic absorption’ through an image series.
Finally, it must be emphasised that in my choice of examples, I have fo-
cussed on picture stories and their narrative organisation. There are also
various non-narrative forms for organising series or groups of images
and using the strip design in this body of work. They comprise descrip-
tion and exposition, as in illustrations to a text (poems, stories, anec-
dotes), pictorial encyclopedia or dictionary, inventory or the cataloguing
of items, objects, and so on—based on the principles of accumulation or
aggregation, instead of juxtaposition or sequentiality—puns and jokes,
and political satire without a sense of a story. We must thus note that the
variety of forms of graphic art in this body of work go vastly beyond the
narrative sequence and the need to follow a story from one panel to an-
other. While most comics since then have been narratives, comics have
never been just narratives.
Notes
1 Such as the title page, cover artwork, copyright pages, foreword, epigraphs,
epilogue, or publishers’ blurbs.
2 Lefèvre specifies that a publication format is not only defined by its material
aspects (size, paper quality, etc.), but also by its temporal (daily, weekly,
monthly, one shot) and editorial parameters (length of an episode, regula-
tions regarding content or the public) (2013, 267), as well as by thematic
constraints and an aesthetic system (2009, 227; 2010, 88, 91).
274 Narrative Form and Publication Format
3 See also Fox (1988, 76).
4 Including albums, such as Ally Sloper: A Moral Lesson (1873), and comic
magazines. Often referred to as the first comic magazine, it is debatable,
however, to what extent the weekly Ally Sloper’s Half-Holiday actually was
a comic magazine in its early years. The emphasis on single-image cartoons
and written articles made the weekly look much like any other satirical
periodical of this time. That said, however, we can also follow the develop-
ment of the continuing character and the sequential story in this publication.
The longest comics in the first year of its publication in 1884 include around
ten panels, while the story entitled “Toddleboy goes to see the university
crews practice” from 27 March 1886 already has twenty-one panels. On the
history of early British publication venues for comics, with a specific em-
phasis on children’s comics, see also Gifford (2004, 362–371). See Beringer
on the development of the multipanel picture story in American illustrated
magazines from the 1850s on, including Yankee Notions (1852–1875), Nick
Nax (1856–1875), and the Comic Monthly (1859–1891), and how these de-
velopments were defined “in large part by a taste for experimenting with
new and different ways of depicting narrative experience” (2015, 457).
5 Subtitled “One hundred laughs for one halfpenny”, the first issue was pub-
lished on 17 May 1890.
6 The Barnhart Dictionary of Etymology (1988) claims that the meaning of
comics as a “comic strip” is first recorded as late as 1910 in H.G. Wells’
comic novel The History of Mr. Polly where there is a reference to cheap
boys’ comics of today.
7 My distinction between the strip design and the sequential form follows
Kunzle’s corresponding definitions (quoted here) as well as Groensteen’s
distinction between a string (or a series) of panels and a sequence. For
Groensteen, a sequence is different from the mere juxtaposition of disparate
images or a series that is based on visual, iconic, or semantic correspondences
between the images, in that in a sequence the “syntagmatic linkage” in the
succession of images is “determined by a narrative project” (2014, 176).
8 As in James Gillray’s drawing “Nature display’d, shewing the effect of the
change of the seasons on the ladies garden” (1797), where the four headless
female figures need to be viewed from four different angles.
9 Compare with Beringer’s emphasis on the diversity of ways for organising
the narrative flow in comics published in the 1850s American humour maga
zines comics. In this context, Beringer argues, it was more likely that the
panel transitions were organised in ways that do not follow a tight sequence
of actions, but, for instance, through movement between various scenes, or
the change of perspective (2015, 457).
10 See, for instance, Smolderen (2014a, 137–148) and Lefèvre (2006).
11 The first issue of Glasgow Looking Glass appeared on 11 June 1825. It was
renamed Northern Looking Glass in the issue VI (18 August 1825) and
Northern Looking Glass, or Litho’s Album in the next issue (3 September
1825). In the early stages of his career, Charles Jameson Grant collaborated
with William Heath’s brother, Henry, and also produced a small number of
prints for William Heath and Robert Seymour’s publisher, Thomas McLean
(see Pound 1998).
12 Beyond the satirical and comic images, the issues of 1–4 of Glasgow Looking
Glass feature extracts from Horace Smith’s and Thomas Campbell’s poems.
The last page of the second issue of Northern Looking Glass (VII) comprises
quotes from newspapers and periodicals. This becomes a permanent feature
in the subsequent issues. The first issue of the short-lived “new series” of
Picture Story and Narrative Organisation 275
Northern Looking Glass (May 1826) includes an editorial introduction and
texts relating to some of the images.
13 Kunzle refers to the antithetical method of narration in picture stories before
the modern comic strip: “To narrate is, first of all, to polarize a sequence of
events into Before and After, Then and Now, Cause and Result—and Crime
and Punishment” (1973, 3). Thus, we may add, the logic of this method is
either temporal or causal.
14 The subtitle explains that this takes place in France and, further, that “The
following is the manner in which the King of France passes his time at
St. Cloud” (Château de Saint-Cloud).
15 The contrast is further affirmed by the motto taken from Hamlet: “Look
here upon this picture and on this, The counterfeit presentment of two
brothers”.
16 “Hope” can be further contrasted with another Gillray caricature, “ Despair”,
that was published at the same time and that shows the opposition leader
Richard Bateman Robson speaking in the House of Commons and stating
that “We’re all ruinated, Sir!”.
17 The title is reminiscent of Heath’s earlier illustrated narrative poem, The
Life of a Soldier; A Narrative and Descriptive Poem (1823), but the images
in the magazine are much simpler and more caricature-like than in the en-
gravings of the illustrated book.
18 Another instance of seemingly wrong order in Northern Looking Glass
(No. X) involves a two-panel story entitled “Cambridge Sporting Intelli-
gence”. In this incident, a Dr Syntax-like character, who is carried on an-
other person’s shoulders in a piggyback race, first falls down and is then
again shown racing in the piggyback position. See also Witek, who points
out how the use of panel numbering and directional arrows in the early
history of the medium suggests how “comicness” can be conceptualised as
“a historically contingent and evolving set of reading protocols that are ap-
plied to texts” (2009, 149).
19 Another version of this are picture stories where different phases in a char-
acter’s or a group’s development are shown in a long strip-like space without
separating frames. For instance, in George Woodward and F. G. Byron’s
“The Clerical Exercise” (1791).
20 It has been claimed that the miniature version of “Harlot’s Progress” that
was published in June 1828 in the English weekly Bell’s Life in London, and
Sporting Chronicle (1822–1886) was the first newspaper strip (Kunzle 1973,
162; Gravett 1998). The claim can be contested in light of the strips featured
in Glasgow/Northern Looking-Glass in 1825–1826. That said, Bell’s Life
had an important role in the early history of comics by running a weekly fea-
ture called “The Gallery of Comicalities”, including a series of caricatures
and illustrated jokes, beginning in September 1827. These caricatures were
then collected in the broadsheet newspaper The Gallery of Comicalities, and
published every 2 years between 1832 and 1841.
21 Such as Richard Newton’s “Clerical Alphabet” (1795) or “The Pictorial Dic-
tionary” in Northern Looking Glass (No. XII).
22 Such as “Six of the most approved methods of appearing ridiculous on the
ice” or “symptoms of jolting” (in stage coaches) in George Woodward’s pa-
rodic travel book Eccentric Excursions (1796).
23 For instance, the folded political cartoons included in The Scourge and
George Cruikshank’s The Comic Almanack (1844–1853). The readers’ ac-
tivation in this way may, however, focus on perspectival effects rather than
the impression of sequentiality.
276 Narrative Form and Publication Format
24 Subtitled “Illustrating the Sporting World in all its variety of Style and
Costume along the Road from Hyde Park Corner to Moulsey Hurst”,
accompanied by Pierce Egan’s written description, and sized 14 ft by
2.4 inches, this work is based on a true sporting event that took place in
April 1817.
25 In another issue of Northern Looking Glass (No. VII, 3 September 1825),
a cavalry officer’s hat extends beyond the panel in a separate piece of folded
paper, similarly pasted on the page.
26 Subtitled “Or the March of Aerostation, Steam, Rail Roads, Moveable
Houses, & Perpetual Motion”.
Afterword