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Loading... The DC Comics Guide to Writing Comicsby Dennis O'Neil
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will love Sign up for LibraryThing to find out whether you'll like this book. When I saw this book, I thought it would be a great way to pick up some tips ... and it was, but not as many as I had hoped for. It's great for beginners, but for anyone who has been at this a while (like myself), it seems pretty dumbed down. Another bad thing is that I expected a book and I got what looks like a trade paperback comic. It's fun to read, but I just think there is more to be said. This book focuses more on format & structure than content. And even at that, O'Neil (an outstanding writer) spends half his time saying how there are more than one ways to do anything, and this way may not be the right way for you. HOWEVER, I was able to get a few useful tips and pointers from its 128 pages. Personally I feel that if you can get JUST ONE useful tip from it, then it's worth the .... And I did get several, so I'm happy with it. But don't look for writing tips on how to make compelling characters (there is a breif bit about it, but not much). This book is more about style and format. But at the end of the day, I would certainly recommend this book to anyone who wants to write comics. Format & structure are very important. As I said, if you can get just one tip from it, you've got your money's worth! A very good book about writing comic books, with some excellent tips for plotting out any type of story. no reviews | add a review
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O'Neil explains three-act story structure and examines subplots, characterization, and methods for developing drama and suspense. He then applies these concepts to comics' specific forms: graphic novels, miniseries, maxiseries, and the rare megaseries (such as Batman: No Man's Land, a year-long über-narrative played out across five comics titles). As in good comics, words and images work together in this book. Every idea is illustrated by panels or pages from great moments in DC Comics lore. Especially illuminating are the script excerpts that come paired with the comic book pages they describe.
Strangely, the book ignores the visual side of comics writing. Modern comics scripts specify shots, angles, and blocking in movie-director fashion, but that craft is never addressed. (DC has a good opportunity here for a second volume.) However, what this book sets out to teach--storytelling--it does quite well. Aspiring comics writers won't just learn theory, they'll be empowered, because O'Neil provides a framework for crafting new tales. --J.B. Peck
(retrieved from Amazon Fri, 24 Apr 2009 07:57:55 -0400)
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