
From: Kurt Busiek
To: AD ASTRA Writers
10/25/88
I. OPENING REMARKS
This memo is designed to give you the basics of how to use the comic book format. Some of this may seem extremely obvious, but I'd rather say something you already know than forget to say something important. On the other hand, some of this may seem obscure and confusing, and you may wonder how you're expected to remember all of this stuff while writing a script The fact is, you're not expected to remember it all; don't worry about it. This will just get it all down in one place, so you have a handy (and hopefully concise) reference to check when you need it.
You're also not expected to read this, sit down and write a finished script. If you have any questions, give me a call. If you're not sure how best to handle a particular scene, how to make a plot more visually oriented or how to handle anything you have questions on, just give me a call and we'll figure it out.
II. PLOTTING
A. Visual Nature
The single most important factor in plotting comics is the fact that the comics medium is a visual one. The stories are told through pictures. Each story is made up of a certain number of pages, each page is made up of a certain number of panels and each panel holds one illustration. The captions, dialogue and so forth augment the picture in each panel, but it's the pictures that are the primary storytelling element. Therefore, the stories have to be visually interesting, and since you, as writer, are going to be telling the artists what to draw, you have to plot your stories with that in mind. Some pointers:
B. Breaking Down a Plot Into Pages and Panels
Asking how much story goes into one single comics page is a lot like asking how long a chapter should be. The correct answer is "However much works," and it's no help at all.
There two major factors determining what you can fit into a page. The first is that there's only so much room on the page. No matter how much story information you cram into each panel, there are physical limits to how much you can get on a single page. The second is the more aesthetically- determined matter of how to pace the story.
As a general rule of thumb, you can figure that the average comic book page has six panels on it. For whatever reason, it's generally accepted that your basic average unexceptional panel takes up about a sixth of the page. Naturally, you can fit more panels on a page if they can be smaller than average, and fewer if they have to be larger than average. Some examples:
Along those lines, the size of the panel carries indications to the reader of how much time is passing in the story. Generally speaking, the smaller a panel is, the "faster" it happens, much the way a short, blunt paragraph "moves" faster than a long paragraph full of description and detail.
Some writers like to construct each page so that it works as a unit, so that the structure of the individual page is as important as that page's contribution to the structure of the story as a whole. This isn't necessary, but it does carry some benefits, most notably that it gives the artist, who of necessity has to construct each page as a separate structure, some organizational hook to build the page around visually. It also allows the writer to concentrate on smaller pieces of structure at any one time, just as structuring a novel a chapter at a time allows a writer to keep from being overwhelmed by the major structure of the novel as a whole while he's working on line-by-line details. However, there's no need to feel you have to think about the structure of each individual page if that's going to make writing the script more difficult.
All the above said, there are two basic ways to break a plot down into pages and panels so it can be scripted:
Naturally, there are any number of working methods that fall between these two poles--some writers do a rough page breakdown and figure out the panel structure as they write, for instance. It's the same old question of outlining vs. not outlining, with the one added element that you have an exact page length you have to meet, not a rough wordcount.
C. A Couple of Items Of Note
Splash Pages: One page in each comics story, usually but not always the first page, is the splash page. It's a full-page panel that holds the title of the story and the credits (which usually credit the writer, the artists, the letterer, the colorist and the editor). Since the splash page is the artist's opportunity to hook the reader into the story with a dynamic and compelling illustration that will make the reader want to read that story, there are two things to keep in mind about splash pages:
Setting A Scene Visually: In any scene in a comics script, you have to give the artist a chance to show the reader where it's happening. If your script calls for a scene that runs six panels, all of them close-ups on someone's face, the reader will never be able to tell where the scene is set; unless you specifically want to keep them in the dark, that's a bad idea. The most straightforward way to establish the setting is to make the first panel of a scene a medium or long shot that shows the reader the setting as well as the players. That's not to say you have to do things straightforwardly, however. For instance, let's say you have a scene that begins with a corporate exec firing an employee. You could begin the scene with a shot of the exec's office and the exec telling the employee he's fired, then follow it up with a close-up of the employee's stunned reaction. You could start with a close-up of the exec delivering the bad news, then follow it up with a medium shot that establishes the office as the employee reacts. You could even start with a long shot of the building, then cut inside, to the office, before getting into close-ups on the characters. Each of those choices emphasizes different characters and different images and each could be the "best" choice depending on how you want the story to read. It's the same kind of thing as, in prose writing, deciding whether to lead off a scene with description, or to lead off with dialogue and get the description in later, but it's done with the art rather than text.
All text copyright 1988,1996 Kurt Busiek. Permission granted to print out one (1) copy for personal use only. All other rights reserved. Marvel Comics® is a registered trademark of Marvel Entertainment Group Inc. HTML formatting copyright 1996 Greg Morrow.
Greg Morrow morrow@physics.rice.edu