when is too much dialogue too much in comics?


Agonus

 

Posted

I asked this to a few other comic makers but I figured id ask comic readers this too.
For reference and if you haven't read my work its at www.jkcomics.com.

How do you know if you have too much dialogue in an issue?
Both my last issue and now this one seem to be very dialogue heavy. I feel that was the main problem in my issue 1 comic. Which i am going to redo later after I am done with this storyline called Obey.

But I was going over last issue and this one and its very hard to get rid of any dialogue. It all fits and is needed for both character and plot development. But it makes the comic less fun in some ways to me since its a heavier read...

Any thoughts on this topic? Should I sacrifice character development or what? Its rather frustrating...

I appreciate any feedback on this. Thank you.


-Sin


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Storylines:
Introductions, Obey,

 

Posted

I went to Random.org and grabbed two numbers. The second one* I took to Order of the Stick. I randomly got This comic, which I feel makes my case: There's no limit to dialogue if you can convince players to read it.

Maybe you should ease people into that much dialogue. Once you do, however, the sky's the limit.

Anything and everything is rated by its convenience primarily, quality second. The first few comics should be about convincing people to read it in the first place. The later comics should convince them to care.


 

Posted

You could always do what Erfworld does. They have artwork with speech bubbles, but then they supplement the regular work with text stories in between. This way you get deeper character development, but the action is not obscured by walls of text.


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Posted

When you can't see what is going on in the comic due to too much dialog, then you have gone too far.


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Posted

Quote:
Originally Posted by Marcian Tobay View Post
I went to Random.org and grabbed two numbers. The second one* I took to Order of the Stick. I randomly got This comic, which I feel makes my case: There's no limit to dialogue if you can convince players to read it.
I know people love Order of the Stick, but that is an atrocity.

Honestly, I'm not much of a comic reader these days. The last time I picked up a mainstream book I was slapped in the face (slap in the face!) with blocks of text over mediocre art. Really nice artwork that's integrated well with the dialog and narration is probably more of an exception than the rule. In my opinion, if they story doesn't read mostly without the words, then it's becoming a problem. Comics are a visual medium. If you're going to throw a wall of text at the reader you may as well be writing a short story.

Here's a page from Gunnerkrigg Court, a webcomic that started out pretty rough, but the artist has really come into his own. This isn't one of his best pages, but it does exemplify a good text to image ratio.

Or a page from A Lesson is Learned... in which the dialog is as much a part of the image as the characters.

Anyway, in regard to Sin's work, I don't find it too dense with text. There are a few spots that it leans toward being overwhelmed with words, but the tools you are working with make it a bit difficult to always show rather than tell. Using pre-rendered images is in some ways like sprite comics. I think you did a good job with the medium.


 

Posted

Quote:
Originally Posted by Sin_Stalker View Post
I asked this to a few other comic makers but I figured id ask comic readers this too.
For reference and if you haven't read my work its at www.jkcomics.com.

How do you know if you have too much dialogue in an issue?
Both my last issue and now this one seem to be very dialogue heavy. I feel that was the main problem in my issue 1 comic. Which i am going to redo later after I am done with this storyline called Obey.

But I was going over last issue and this one and its very hard to get rid of any dialogue. It all fits and is needed for both character and plot development. But it makes the comic less fun in some ways to me since its a heavier read...

Any thoughts on this topic? Should I sacrifice character development or what? Its rather frustrating...

I appreciate any feedback on this. Thank you.


-Sin
Well for a good Comic Book Story to become good, you need to build up the Story dialogue, then at the end there alway an epic fight or a Major Conflict. Same goes for Drama and Super Heroes Show like Smallville and Heroes. You got to build up a story, in order to no what the heroes are battling for, I write Fan-Fiction and Sturdy Story and TV shows. If there nothing but action in a show, then what is going on, what are they battling for, Goals and Conflicts won't matter unless you have some dialogue to build up the Story.


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Posted

Too much dialogue in comics...Chris Clarmont. That's first thing that comes to mind. The guy would have the Xmen spitting entire paragraphs of dialogue in time they throw a punch. On top of explaining how their mutant powers worked every time the used them. He's had some great stories but he would sometimes overkill the text boxes.



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Posted

Dialogue I think you can go crazy with so long as it doesn't hinder the art or slow down the pace of the book to unnecessary levels (Example: a character is supposed to be performing a quick action such as ducking a punch and yet has time to think out or read an entire novel). Just focus on making it worth reading, though, and folks will likely be okay with any amount of dialogue.


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Posted

kind of true as long as Art Work is good and don't put any useless info like what they eat or what they done over the week. What you need is to tell the Story Dialogue in a way that keep people reading, Like adding Drama and Conflicts.


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Posted

All true and I agree but if you skim over my work, mainly the Justice-Knights comic, http://www.justiceknights.net/comic/jkcomics.html

I keep looking over my work. I think issue 1 is too long and all the dialogue I put in there with several scenes was me setting up plot points throughout the series. I think now that it is too long and too much unneeded dialogue for a first issue. I plan on going back and taking out the unneeded stuff for that issue to make it more enjoyable as a first issue.

But looking back, I think my best work has been issue 2 and issue 5. Those have action and dialogue and it all carries itself with a great pace. I very much recommend reading at least issue 2.

But still, if you skim my work, I feel there is too much dialogue... but that could just be because I am comparing them to issue 2 and 5...


Need help making your own CoH comics or read other's comics at cohcomicindex.com

www.jkcomics.com for Justice-Knights comics series and more!
Storylines:
Introductions, Obey,

 

Posted

Quote:
Originally Posted by Sin_Stalker View Post
All true and I agree but if you skim over my work, mainly the Justice-Knights comic, http://www.justiceknights.net/comic/jkcomics.html

I keep looking over my work. I think issue 1 is too long and all the dialogue I put in there with several scenes was me setting up plot points throughout the series. I think now that it is too long and too much unneeded dialogue for a first issue. I plan on going back and taking out the unneeded stuff for that issue to make it more enjoyable as a first issue.

But looking back, I think my best work has been issue 2 and issue 5. Those have action and dialogue and it all carries itself with a great pace. I very much recommend reading at least issue 2.

But still, if you skim my work, I feel there is too much dialogue... but that could just be because I am comparing them to issue 2 and 5...
My critique of Issue 1 is -- and please bear in mind that I'm the person people love to identify as "The Guy Who Hates Everything" -- that it's fine.

The dialogue is fine. I don't think you have too much at all. It is, in fact, nice and spare. She repeats herself, but that's exactly what people do when wrestling with those kinds of things. However, what I would add is an extra page of him convincing her, so her acceptance of his point is less abrupt. You might even want to put in a few frames here and there which hint at what she went through, using her POV. (Which is hard to do with screenshots, but you can pull it off.) But you need a starting point, and that's a good one. Issue two is different stylistically and it kicks into gear with excellent pacing and really great framing while keeping the theme. But I like how you've ramped up the action and increased the dialogue (inner and outer) at the same time. I think the only reason Issue 1 feels dialogue-heavy to you is because there's no action. But action isn't necessary to be compelling. (Go see The Social Network as an excellent example of that.)

One minor thing I might change about Issue 1 is to make it a bit similar to Issue 2's dialogue by giving Stalktress the word "revenge' when he says "justice." "It's for justice." ["Or revenge."] "Stop them from doing it again." ["Stop you from doing it again."] That sets up the conflict but gives a hint that she plans to turn on him at some point. I mean, you could go back and make it mostly visual, but I don't think it would be a tremendous improvement.

Anyway, just an idea, keep up the good work.


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Posted

I remember reading somewhere -- maybe Scott McCloud? -- that suggested a soft rule of 35 words per comic panel. More than that is too much. But it's extremely variable.

My comics tend to be wordy. Indefensible Positions was more talk than action. My new comic, Genocide Man, will have plenty of action but I'm still on chapter 1, so there's still a lot of setup exposition that needs to be done. (That's why I'm not going to really plug it until around chapter 3.)

I'd say you shouldn't worry about it too much. Worst case, you give into the tendency to have a wordy comic. People still read wordy comics. No big deal.


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Posted

Quote:
Originally Posted by Lastjustice View Post
Too much dialogue in comics...Chris Clarmont. That's first thing that comes to mind. The guy would have the Xmen spitting entire paragraphs of dialogue in time they throw a punch. On top of explaining how their mutant powers worked every time the used them. He's had some great stories but he would sometimes overkill the text boxes.
Claremont. First thing that popped into my head as soon as I saw the thread title.

His X-men work was far too laden down with inflated word balloons but it was too bad (sometimes). But then I tried to read the first issue of Sovereign 7. Tried. So many words, yet so little said...


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Posted

Quote:
Originally Posted by Ironik View Post
My critique of Issue 1 is -- and please bear in mind that I'm the person people love to identify as "The Guy Who Hates Everything" -- that it's fine.

The dialogue is fine. I don't think you have too much at all. It is, in fact, nice and spare. She repeats herself, but that's exactly what people do when wrestling with those kinds of things. However, what I would add is an extra page of him convincing her, so her acceptance of his point is less abrupt. You might even want to put in a few frames here and there which hint at what she went through, using her POV. (Which is hard to do with screenshots, but you can pull it off.) But you need a starting point, and that's a good one. Issue two is different stylistically and it kicks into gear with excellent pacing and really great framing while keeping the theme. But I like how you've ramped up the action and increased the dialogue (inner and outer) at the same time. I think the only reason Issue 1 feels dialogue-heavy to you is because there's no action. But action isn't necessary to be compelling. (Go see The Social Network as an excellent example of that.)

One minor thing I might change about Issue 1 is to make it a bit similar to Issue 2's dialogue by giving Stalktress the word "revenge' when he says "justice." "It's for justice." ["Or revenge."] "Stop them from doing it again." ["Stop you from doing it again."] That sets up the conflict but gives a hint that she plans to turn on him at some point. I mean, you could go back and make it mostly visual, but I don't think it would be a tremendous improvement.

Anyway, just an idea, keep up the good work.
I meant he Justice-Knigts comic which are full lengh.


Need help making your own CoH comics or read other's comics at cohcomicindex.com

www.jkcomics.com for Justice-Knights comics series and more!
Storylines:
Introductions, Obey,

 

Posted

Quote:
Originally Posted by Ironik View Post
Bendis does wordy pages quite well, but then he's the Tarantino of comics, so he can get away with it. As long as it moves either the plot or character forward without much repetition, then I say go for it. I'll have to see if I can find a good example of how he does it.
I love Bendis especially his spider-man stuff. In my opinion he is he best spidey writer ever!!!!!!!!


Need help making your own CoH comics or read other's comics at cohcomicindex.com

www.jkcomics.com for Justice-Knights comics series and more!
Storylines:
Introductions, Obey,

 

Posted

Quote:
Originally Posted by MisterTorgo View Post
Claremont. First thing that popped into my head as soon as I saw the thread title.

His X-men work was far too laden down with inflated word balloons but it was too bad (sometimes). But then I tried to read the first issue of Sovereign 7. Tried. So many words, yet so little said...
I thought the same thing. How the heck did I like that as a kid. Argh it's bad. Check out "Days of future past" or "X-tinction Agenda" again so damn wordy and repetitive. The worst part is it didn't stop with him, the blocks of text didn't stop until well after "Operations Zero Tolerance" years later. I remember trying to read Claremonts novel gawd it was a hard read for a 16 year old. Reading this leads me to think that this explains the slump lasting as long as it did.

It didn't really change until Marvel started getting Bendis, Millard, Whedon, Pak, Brubraker and the like.


 

Posted

Quote:
Originally Posted by Late2Party View Post
Reading this
Wait - Marvel prefer to have the pictures done first, and then just fill in the text afterwards? What kind of system is that?


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Posted

It's not the amount of text; it's how well you utilize it.

I generally think that not only do too many of today's mainstream comics use too LITTLE dialog (thereby making the story move like molasses), but they also have too many characters using dialog that ends up either being pointless or needlessly expository. It's probably a consequence of "decompressing" stories for the trade paperback.

In my head, I usually think in terms of AVERAGING five panels to a page and three captions or word balloons to a panel.


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Posted

Show don't tell. If you can draw the action, you should. That being said, you should stay away from comic porn splash pages that don't add to the story.

You're not just telling a story, your also showing it to us.


 

Posted

Quote:
Originally Posted by Late2Party View Post
I thought the same thing. How the heck did I like that as a kid. Argh it's bad. Check out "Days of future past" or "X-tinction Agenda" again so damn wordy and repetitive. The worst part is it didn't stop with him, the blocks of text didn't stop until well after "Operations Zero Tolerance" years later. I remember trying to read Claremonts novel gawd it was a hard read for a 16 year old. Reading this leads me to think that this explains the slump lasting as long as it did.

It didn't really change until Marvel started getting Bendis, Millard, Whedon, Pak, Brubraker and the like.
One of the biggest changes -- which Bendis recently brought back in one of the umpteen-dozen Avengers books -- was the elimination of thought balloons. I never realized just how much I hated them until they weren't there any more. In some spots they were fine, but most of the time, ugh. Very much like narration in films: don't do it unless you're going to rock it.


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Posted

One well done dialog page that springs to mind recently is a shot from the latest issue of SHIELD. The scene is just two guys walking down a giant winding staircase talking. Rather than fill the pages with word balloons or talking heads, there is just a single, full height page of the two walking down the stairs. To the left is all their dialog, listed almost in script format. It worked really well, IMO.


 

Posted

There is too much dialog when it is uninteresting.


 

Posted

Quote:
Originally Posted by LunarKnight View Post
One well done dialog page that springs to mind recently is a shot from the latest issue of SHIELD. The scene is just two guys walking down a giant winding staircase talking. Rather than fill the pages with word balloons or talking heads, there is just a single, full height page of the two walking down the stairs. To the left is all their dialog, listed almost in script format. It worked really well, IMO.
That's a Bendis trick, too.


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