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A World Familiar And Also Strange

The Real World. Page 4 of Faction. Illustrated by Heliotrope.

The Real World. Page 4 of Faction. Illustrated by Heliotrope.

It’s hard to communicate to non-gamers, and even to those of us who haven’t lived within the realm of Massively Multiplayer Role-Playing Games just how much a world-within-a-world they are. A microcosm not only in the size of the digital landscape that you inhabit, but more poignantly, the relationships and the culture that like a prism, reflect and interpret the ones we hold with each other in the real world. As art imitates life, and gives us a lens to see aspects of life more clearly than we can with mere day-to-day observation, MMOs cast a long shadow that can render parts of human existence with surprising clarity.

Because there are so many people who play MMORPGs, they have been ripe for representation in popular media. Webcomics in particular, being a medium that has come of age alongside online games, have had numerous stories that spell out these epic tales. Most of them are autobiographical in some sense, or comedic, using the world in miniature to have motley crews play out daring adventures, with perhaps a prat fall or two. Some use the digital realm as inspiration for their own stories, using a game they’ve played as a launching point for creating a whole new world of fantasy. Most are heroic. Heroism is, after all, what MMOs are all about. It’s a rare thing in stories to talk about failure, about impending defeat, the post-apocalyptic genre being an exception.

 
Page 10 of Faction. Illustrated by Heliotrope.

Page 10 of Faction. Illustrated by Heliotrope.

 
 
Page 11 of Faction. Illustrated by Heliotrope.

Page 11 of Faction. Illustrated by Heliotrope.

 

Page 21 of Faction. Illustrated by Heliotrope.

Enter the world of Faction, a webcomic begun in 2016. The story takes place in a cyberpunk setting, where people play a massively online multiplayer game called MUlate. Not unbelievably, this game has a world-wide following of fans and spectators, where sponsored players make boku bucks by being the best, the flashiest, the most destructive. Emma Martina, known by her callsign Crashback, is Red faction’s champion, a “tank” class who wields oversized powered gauntlets to crush and maim her enemies, and seize victory on behalf of her team. Well, using the present tense might be a bit inaccurate. A series of setbacks, poor leadership from the top (a problem many MMO players will sympathize with), and dwindling alliances have put Red on the back foot. In fact, they are on the verge of being eliminated from the game, and once you lose in MUlate, you can never come back.

This story may seem strange and detached from our world to those unfamiliar with the narrative nature of video games. The language is bizarre, and at best the game itself seems like an isolated simulacrum, perhaps fascinating in some way, but ineffable nonetheless. However, to MMO veterans, who understand on a base level that the world we create within the game is essentially a parallel social order, a world-in-miniature where we remake the organizations, the contracts, and the web of relationships which however crude and simplistic mimic the birth of tribes and familial clans of old, Faction is deeply compelling. The guild leader who is full of himself, detached from the realities on the ground, a buffoonish entity whose ego leads him to conflate his identity with that of the guild itself? Check. The veteran player who is the real reason the guild manages to survive at all, but due to machinations, or just apathy, barely concerns themselves with the functioning of said guild? Check. The eager newbie, who has great ideas but is stuck in the twisted web of guild hierarchy, unable to actualize the strategies and restructuring that might save the guild from extinction? Check, check, and check.

Page 32 of Faction. Illustrated by Heliotrope.

Page 32 of Faction. Illustrated by Heliotrope.

The reason why these archetypes resonate is not just because, as MMO players, we have actually encountered these people before, sometimes over and over again. (It is important to note that for many of us, far greater shades of complexity color the people we have called guildmates, enemies and friends.) Stripped of their outer wrapping, these people exist in the real world as well; as our bosses and fellow employees, and in our politicians, albeit on a far greater scale, one that can be difficult to imagine, to accurately place these caricatures within a setting so grand and serious. Yet when we talk about an obsequious manager who sets unreasonable goals in order to get good performance reviews, sucking up to their superiors and presenting themselves as the pinnacle of competence while it is only due to the herculean effort being put out by their team that anything is getting done at all, we are seeing the guild officer who acts in exactly the same way with their guild leader. The parallels are not a coincidence, and any person who has been seduced by the rich ecosystem of connections and interactions inherent in any MMORPG recognizes this.

Seeing it played out in a story, rather than in-game, is tantalizing, all the more so when the writers of Faction refuse to pull any punches. While the “drama,” as we RPGers call it, can seem infantile to outside observers, the feelings and the emotions we experience in-game are very real, because it’s not about the game. We’re not playing when a guild devolves into internecine warfare, or players have a falling out; that’s actual people having problems with other people, and we get hurt regardless of the screens and pixels that lay between us. That is often what draws us gamers into MMOs. The relationships we have are genuine, even if the stage which we perform them on is little more than a digital dream. Faction puts that front and center by making the crisis facing Red Team an existential one. Guilds ebb and flow in MMOs, and it is entirely believable that Red was once a powerhouse that put all the other factions to shame. But mismanagement is the bane of all empires (an echo uncomfortably familiar in our own United States). The degradation found within the power dynamic stems from personal issues, another scenario all too familiar with gamers.

The rot set in when Emma appointed a friend, Seong (known by his callsign Headwinde), as Faction leader; over time they grew distant, leading Emma to become cynical and apathetic, while the crushing weight of maneuvering Red Team’s future alone led to Headwinde’s ego inflating to compensate. Both are sympathetic figures when their guard is down; are we experiencing deja vu again, boys and girls? Because although personal conflict leads to attempts to paint former friends as stupid or malicious, in truth most of the wiser gamers know fault tends to lie with both sides. It is this subtle application of the brush of character writing that makes the story alluring.

Headwinde is the ruler of a doomed kingdom, and while he knows that some of the missteps are his fault, he nevertheless is devoted to the survival of his faction. He is cognizant that there are hundreds to thousands of people who will be locked out of the game forever if Red loses their last bastion. While earlier in the comic he is portrayed as an egomaniac, a hothead and arrogant, as the burden he has been forced to bear becomes more apparent we begin to understand how he got to be this distorted caricature, as well as glimpsing the strong and intelligent bulwark he might have been in the beginning.

Page 75 of Faction. Illustrated by Heliotrope.

Page 75 of Faction. Illustrated by Heliotrope.

Crashback, for all the fact that she is a revered celebrity, is revealed to be unhappy, in financial trouble, and a loner. A relative giant of a person in the real world, her considerable height seems to be a metaphor for her isolation. She towers above other people, and in doing so appears removed from the ties of social interaction and friendship. Because she earns her living as a sponsored player, she relies on nameless brands and companies to give her a paycheck. With Red’s troubles and potentially imminent demise, the flow of cash has dried up, and she’s left relying on total strangers to pay her public transit tickets. Her part-coach, part-manager, who goes by the tag Advocracy, is present only in text message conversations, trying to mollify her with promises of negotiations with sponsors, and cryptically referencing the possibility of her being able to return to the game as a member of another faction should Red lose. It’s sad that Advocracy seems to be the only person in Emma’s corner, and even that is ethereal, a non-present presence that the reader is left unsure of whether he personally cares of Emma, or merely as a professional relationship.

 
Page 41 of Faction. Illustrated by Heliotrope.

Page 41 of Faction. Illustrated by Heliotrope.

 

This humanizing of those who are initially presented as one-dimensional is Faction’s greatest strength as an enjoyable piece of fiction. Reading about heroes and villains who have their set roles is entertaining yet ultimately unfulfilling, because real life is more complicated than that. As Faction delves into its characters, adding layers that are wonderfully unwound through encounters and changes in scene, you get a sense of these being real people, with flaws, failures, and triumphs. To us gamers, it simply reiterates, in a gorgeously illustrated setting, what we already knew; that the real world and the digital world are mirrors, in which we catch glimpses of our true selves, in the midst of all that playing and posturing. And occasionally, we learn something new about who we are, and who we can become.

Part of the allure of Faction comes from its grand and atmospheric illustrations. The graphic artist Heliotrope works the magic of transposing narrative to action-packed page. Go on, give yourself the treat of examining it indepth. He employs a wonderful, elegant method of abstracting characters who are farther in the background, rendering them in deft digital brushstrokes that harken to traditional East Asian painting. With his rich foregrounds, he packs in as much emotion as he can scrunch into a face.

The austere beauty of the environments is briefly sketched, like a landscape painting. It was chosen early on that there would be an elemental connection between a team’s home environment and their color; Red, not surprisingly, being aligned with Fire. Scorched forests, smoldering pools of lava, and sharp, monumental boulders comprise their territory.

 

Page 62 of Faction. Illustrated by Heliotrope.

Page 48 of Faction. Illustrated by Heliotrope.

His style offers a syncretic blend with the writing, where our brief exposure to the characters comes across in big, bold strokes. We never get enough time to obtain a complete picture of each person, but the impressions we receive tag them with strong personalities. When Opticular, the jaded but tactically competent Medium class, gets first introduced, a forlorn guardian welcoming his woefully inadequate reinforcements, the complex tapestry which is he gets deconstructed and laid out in just a handful of pages.

The Mediums are not fighters; they are a support class, which in RPG parlance means they aid their allies, rather than being frontline fighters. They also appear to be a pet class, which will engender invariable groans from the MMO veterans among us. The lameducks of MUlate, they’ve been cast aside into this one castle by Headwinde. Left to rot, Opticular whiles his time away lamenting Red’s hubris and blindness.

His restrained and constricted competence is bursting at the seams with irritation, at forced impotence by Red’s leader. Headwinde apparently has a problem with Mediums, thinking them an inferior class. Having left them to rot, these orphans were gathered together by Opticular, serving a lone vigil with insufficient manpower and no reinforcements.

Opticular might be the jaded cynic, but only as a part of a larger enterprise of dysfunctionality. As a paraphrasing of a Chinese saying might go, when the emperor is misguided, all under heaven and earth falter. Headwinde and Crashback’s alienation has led to a fractured leadership for Red, where sycophants and the inexperienced create holes in successful organizing like a good swiss cheese. Or a rat’s nest. For those who have had the misfortune of personally experiencing dysfunctional guilds, the view might well have looked like the latter rather than the former.

Hope is its own emotional thread throughout the story. Warsparks, the intrepid newbie who is all hyped up to kick some ass for her team, plays a counterpart to Emma’s resignation, Seong’s arrogance and Opticular’s apathy. It is due to her quick thinking, and accurate assessment of Red’s assets, that allowed her, Crashback and Opticular to succeed in a fierce engagement. She’s smart, she isn’t tied down with baggage, and she wants to win. Her burning brightly offers the potential for a way out. While for everyone else, Red’s eventual demise seems inevitable, excluding Headwinde’s bull-headed assertion of resilience, with her each step seems to light the way towards a possible future.

It’s striking because as MMO players we’ve experienced this, hopefully to a good conclusion. Good people, and good players, often find ways to bring the guild back on track. It takes positive thinking, some creativity, and willpower, but it can happen. While the future of Red Faction is uncertain, one can enjoy their journey, and find some moments for self-reflection in the process.

The team that brings you Faction are Alex Palm and Alexander Wozny, Heliotrope, and ClockworkJordan.

You can read Faction here. Start at the beginning.

When I contacted the Faction Team, Heliotrope very kindly accepted my offer for an interview. I’ll be posting the results of that conversation in two weeks, so stay tuned.

tags: Webcomics, Gaming, MMORPGs, Art, Illustration, Landscapes, Popular Culture
categories: Art, Entertainment
Monday 02.25.19
Posted by Patrick Benesh-Liu
 

Mysterious Realms: The Dream World in the Work of Sara Valta and Marc Chagall

True fantasy is a lost art in the modern age, only to be found in the nooks and crannies of the world. Yes, there is fantasy, that pseudo-medieval world inhabited by orcs, elves and dragons, but I am speaking of the fantastic. Not the hyped, or the over-glorified, but the subtle, the strange, the vivid, and the mystical. One modern example is to be found in the webcomic world, a thick forest of imagination that by now has reached an age where there's old growth. Not necessarily in the age of the comic itself, but where creativity has spread its gnarled roots.

Sara Valta's Alchemilla is the delightfully wet mat of leaves that coat the forest floor in the autumn, turning into mulch underfoot and floating odors most pungent through the nostrils. Well, depends on where you live; that doesn't happen around here, although I *have* had the pleasure of visiting a friend's family vacation home in Wisconsin, where the forests do indeed have leaves piled thick and deep. You get the picture, though. There's something earthy to her work, a feeling of decay that isn't the dull stink of death, but rather that continual recycling of life that is the forest itself. It's not just the hues and tones she chooses to depict her world and characters, each of whom is a vibrant individual that inhabits a rich, otherworldly, and yet absolutely human world of flaws and foibles; it's the overflowing details, the potent expressions on people's faces, the chaotic bustle of the city in which her story takes place, the festivals, celebrations and messiness of day to day existence laid bare.

Well, there's monsters there too; Valta's world is full of them! Goblins, trolls, fantastic beasties and what have you. But these are humans in monster's skin; underneath all their warts and scales are worrywarts and depressed drunks. Delectably rendered in watercolor-like blotches, the stage is set at a magical social worker's office that deals with downtrodden magical folk. The counselor is a wizard. Who doesn't wizard, but from his scruffy, ill-kept beard to his limpid pools of eyes and long, flowing robe, it is an open secret hiding in plain sight. Which is to say it isn't hidden. He's a wizard. Who doesn't wizard.

That said, dealing with disembodied heads of Trojan heroes, sirens whose siren song can't lure sailors to their doom, and an overly messianic plant-like being inhabiting the body of a cat must be considered some type of magic. Datura, you know. Takes you, rattles you up and shakes you to the bone. You'll see once you read the comic.

It is within this world of monsters as people and people as monsters, that the grey area grows vast and you start wondering about what's truly human. And none of the protagonists in this series are as dear to the heart as our most magnificent guide to the human spirit, Valo. Valo is a conundrum that is wrapped up in a numbnut who is so totally crass and out-of-control, yet guiding one ever closer in to understanding what is at the root of being human. As one reads through the strip, Valo seems to stay the same but the direction we are looking at them shifts, revealing new facets as one rotates around a person who just can't help but being who they are, and being it very loudly. If you are enormously irritated with the character the first time you meet them in the comic, then Valo's done their job of being Valo.

I won't spoil things further. The story is sinuous and organic, like a vine coiling around abandoned masonry out in the middle of a grassy meadow, and is worth being revealed through reading it yourself. Several times illusion is called up in the comic, and these dream-like worlds that parallel the "real" world, like drifting clouds, are as mirrors to the psyche of the characters. But the way Sara Valta depicts her world is like a dream, with a romanticism for architecture and texture.

Like a dream. That's where we touch on the true essence of fantasy. Fantasy is actually more complicated than just a dream, because it is conscious, waking minds which create the fantastic in art and literature, even if its root might be in the fertile mulch of the subconscious. Somehow, the seemingly irrational connections of our mind's undergrowth survive the waking process to become paintings, sculptures, sketches and poetry; whatever the medium used, the result is wild, unrestrained imagination. And it is there that Valta's visual story finds common cause with the Russian painter Marc Chagall.

A recent exhibition at the Los Angeles County Museum of Art brought a lesser-known facet of this early Modernist's work to light; that of his work on costume and set design for ballets and operas. The exhibition, "Chagall: Fantasies for the Stage," was fascinating in one major aspect, as it showed how Chagall took his imagination from two dimensions to three. Graphite sketches filled out with gouache, watercolors, and india ink were his version of what we in the twenty-first century would call concept art. They practically sprang from his mind's eye onto the paper, so lively and lyrical are their poses!

Yet, these were precursors to the final result; magnificent, crude, bold ensembles, cut from cloth, adorned with animal hair, papier-mâché, and other accessories, and finally painted by hand, courtesy of Chagall himself. These costumes depict maidens, beasts, monsters, fairy kings and queens, and those constructing them put in great effort to ensure they were faithful reproductions of Chagall's initial designs. Oh, to see these magical creations worn in real life, dancing about the stage!

Chagall's creatures would not find an easy box to fit into, using today's tropes and categories. They are fantastical, yet one would be hard pressed to label them fantasy, as we would define them using contemporary fiction's world of orcs, elves, dragons and ents. Fantasy nowadays is a bit of a straitjacket; born from J.R.R. Tolkien's seminal epic, itself influenced by Norse ancestry, married to a twisted and tweaked interpretation of the Middle Ages, most everything we call fantasy is set to a certain rhyme, iterations of a time half-remembered, but reimagined. In a way, it is a method of making sense of our past. Orcs, goblins, bugbears and other dark entities represent the other; cultures which we may have seen as alien and frightening. Elves are manifestations of the exotic; distant, unreachable, yet desirable. Dragons, of course, are the wild, untamed power of nature, the beast unleashed. Imagination uses metaphors as the language with which it describes reality, and fantasy is modern day memory (just as science fiction is our way of contemplating the future).

But dreams draw from a different well. Dreams do not have to make sense, and indeed often don't. You can argue about retcons and inconsistencies in the stories of Middle Earth, Warcraft, and Game of Thrones, but the primeval power of dreams cares not for continuity or logic. When we talk about fantasy as the mainstream genre, this power does not figure into the discussion, except for the bare threads of discord that creep into it from the most gifted dreamers. Fantasy as imagination, is about what inhabits the realm between the conscious and the subconscious.

That is the thread that weaves together Alchemilla and Marc Chagall. Chagall's costumes, and the seeds behind them, are such a madman's stitch of reality and the fantastical that it is hard to discern which came from where. But sometimes, the lines are there. Chagall's time in North America, as well as Mexico (which for obscure labor union laws he visited in order to paint the backdrops for his operas) must have suffused him with inspiration. In his costumes for the Firebird, you can see how Native American katsinas, such as the Squash Katsina, were recalled in his imagination to become the monstrous servants of the dark prince, Koschei. Another "monster", with a black, domed head, replete with multi-colored polka dots, is so similar to the Zuni Kokoshori (loosely translated as Firewalker) Katsina as to be indistinguishable. These spirits, so artfully depicted by generations of Native Americans, lit a sympathetic fire in Chagall's heart. Russian folklore is full of similar creatures, gods, witches and ogres, and to him the fraternity between the two cultures was clear. He paid homage to their brotherhood by bringing their deities to life in what was to him a contemporary creation of myth.

There is no great degree of separation between mythology and modern fantasy. You could argue that they are the same thing, just from different eras, one being the ancient past, the other, the present. Yet there is something missing in much of today's fiction. A crucial element, a missing link, something which deadens the art despite having more special effects, more grandiosity, more oomph and wow and pizzazz than we have ever had in our stories, and that is imaginative thinking.

Imagination is qualitatively different from what we currently have, which is imitation. Imagination is the mind's willingness to let go, and to walk into uncharted territories. It is where the constraints of logic and reason are relaxed, and more subtle connections are explored. Imagination is not without its own rules; it does not come from nothing. Indeed, it is drawn directly from experience. The alchemical transmutation that occurs follows lines of relation that our conscious mind cannot fathom, but which exist nonetheless.

This is the wilderness that Chagall so passionately inhabited, and which in her own way, Valta speculatively investigates, as carefully as a gardener, planting seeds which bear growth as dreamscapes and ghosts and divine entities. At the same time, her comic Alchemilla is so very grounded in the human world. Its characters deal with issues as mundane as a janitor grumbling as he cleans up yet another mess, of skipping work or running away from home to find a moment of sanctuary with a relative stranger. Chagall worked in the opposite direction; in a time where the chains of reality were closing in, when the industrial age was making man into machine, he sought to liberate the mind from its bonds, giving us vast playgrounds that verged on the nonsensical. Though their approaches differ, each shares a rare gift to those of us seeking the mysterious in life.

You can read Alchemilla here. Start at the beginning.

Though now closed, you can visit the exhibition page for LACMA's "Chagall: Fantasies for the Stage" here.

Further reading: Kimberly Chrisman-Campbell's exhibition review in Ornament Magazine.
Julia Felsenthal's 2015 review of the show at the Fenimore Art Museum in Vogue.
A historical overview of the LACMA show by Discover Los Angeles.

Featured
Costumes for Aleko: Bandura Player (Scene III), Clown (Scene II) 1942
Costume for Aleko: Fish (Scene IV), 1942
Costume for Aleko: Candle Bearer (Scene IV), 1942
Study for backdrop for Aleko: Peasant in a Wheatfield on a Summer’s Afternoon (Scene III), c. 1942
Costume for The Firebird: Blue-and-Yellow Monster from Koschei’s Palace Guard, 1945
Costumes for The Firebird: Demon, Fish, Green Monster 1945
Costume for The Firebird: Green Monster, 1945
Costume Design for The Firebird: The Sorcerer Koschei, 1945
Costume for The Firebird: Koschei, 1945
Costume for The Firebird: Monster with Donkey’s Head, 1945
Costume design for The Firebird: Monster with Donkey’s Head, 1945
Costume for The Firebird: Yellow Monster with Double Profile, 1945
Costume for The Magic Flute: Lion, 1967
Costumes for Daphnis and Chloe: Shepherdesses, 1959
Costume for Daphnis and Chloe: The God Pan, 1959
Costumes for The Magic Flute, Papagena and Papageno, 1967
Costume for The Magic Flute: Sarastro, 1967
Costumes for The Magic Flute: Chorus Members, 1967
Costumes for The Magic Flute: Blue Striped Animal, Green-Faced Monster, Alligator, 1967
Closeup of the Alligator, The Magic Flute, 1967
Costume for The Magic Flute: The Queen of the Night (with Reproduction Headdress)​,​ 1967
Costume Design for The Firebird: Purple Masked Monster, 1945
Costume Design for The Firebird: Cossack in Green Coat, 1945
Costume design for Aleko: Fortune Teller and Gypsy (Scene I), 1942
Costume design for The Firebird: Warrior with Donkey’s Head, 1945
Costume design for The Firebird: Female Monster, 1945
Costume design for The Magic Flute: Priest in the Chorus, 1966–67
Costume design for Aleko: Fox (Scene IV), 1942

Photographs by Patrick Benesh-Liu/NineWindBao.

tags: Los Angeles County Museum of Art, LACMA, Marc Chagall, Sara Valta, Alchemilla, Costumes, Cosplay, Webcomics, Fantasy
categories: Craft, Art
Friday 05.18.18
Posted by Patrick Benesh-Liu
 

The Funny Pages are Back: Webcomics On the Internet

Did you ever open up the Sunday newspaper as a child (or as a child-like adult) and skip right to the comics section? Back then they were had quite a few nicknames attached to them, but I always called them the funny pages. I would read them for one reason and one reason only: to see Calvin & Hobbes, in print, in their full, gray-papered glory.

Alas, I was born too late for that to have been a long-lived habit; indeed, Calvin & Hobbes stopped syndication just a year or so after I realized they were actually in newspapers and not just the comic books my parents bought for me as a kid. Ah well, c'est la vie.

As it turned out, I came into the world at just the right time, as an entirely new genre of illustrated stories was on the verge of being realized. The Internet, that filthy newfangled thing which was leading to the demise of newspapers and print (except not really), had provided an open platform where anyone who could draw, write, and had some knowledge of photoshop could put together their own comic series. Webcomics were pioneered by an array of young artists who had a story to tell, and finally a public canvas where they could tell it. The best part of it was, for the artist and writer, one only needed about a hundred bucks in hosting fees to have a website on which they could post their webcomic, and for us, the avid readers of the times, it was free! Gloriously and completely free. It was as if the funny pages had returned to us, except this time we didn't even need our parents to purchase the Sunday newspaper.

There is an interesting distinction between when one has to be self-motivated, and are entirely responsible for your own output, versus working in the structure of a job where you are making something for someone else. I happen to believe that there are upsides and challenges to both, but qualitatively one leads to a different set of stories than another. In the latter case, one is essentially working under a mentorship, and a pre-existing intellectual property; fancy words for another person's narrative and universe. You write underneath that umbrella, and while you can branch out, you are always creating within that framework. What was so exciting about self-made webcomic artists was that the tales they had to tell were all from many different universes.

Some of them were very relatable; not surprising in the least, as they were written *by* people just like us. Megatokyo spoke to every teenage anime gamer geek, and popularized esoteric terms to the mainstream such as l33t (a reference to elite, as in an elite gamer, a word that has now become hopelessly obsolete) and otaku, the Japanese word for fan that generally meant someone who was a fan of manga and anime. Those of us who were looking for a cool nerd role model finally had one in the form of Largo, a Don Quixote-style badass with a clownish sense of humor who played the extroverted counterpoint to Piro, the introverted, socially awkward harem-anime style protagonist who somewhat predictably entered into a romance with a robot girl. Megatokyo found itself, after some artistic disagreements between the co-creators, to head down the path too often traveled, with a focus on a single protagonist and a storyline that was nigh identical to the dozens of romantic dramas and comedies that Japan produced in spades. That's a matter of opinion, but the spark, of two characters who each had their turn in the limelight, was what drew me to Megatokyo in its early years.

It is the escape from tropism, from that which has been hashed and rehashed, which separates webcomics from the comic book world. In some odd way the gravitational mass of previous stories makes it harder for the grand duo, Marvel and DC, to come up with something that seems genuinely novel. I attribute that to the fact that many of their stories have to do with superheroes and villains. It is fundamentally about some type of larger-than-life conflict, and while that can make for a lot of entertainment, it also makes it impossible to tell stories which are not oriented towards good versus evil. The webcomic world, in its creative freedom was limited only by the imaginations of its writers and artists, and their necessity of having a job on the side to support their narrative-creating alterego.

It ain't all violets and roses, let me tell you now, and the lack of quality control makes for many comics that have either sub-par stories or artwork, or both; but having to wade through all the prenatal storytellers to get to the gold is worth it. We have a vast world as the playground of our imagination now, and it's all thanks to the internet.

tags: Webcomics, Internet, Comics, Art
categories: Gabble
Sunday 03.26.17
Posted by Patrick Benesh-Liu
 

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