Monday, 31 October 2011
eHow
http://www.ehow.com/how_4881381_write-graphic-novel-online.html
Comic book Graphic novel
http://www.ehow.com/search.html?rs=1&s=Comic+Book
Graphic novels, places & learning
During the 2010-2011 school year the Outreach Center at the Center for Middle Eastern Studies explored how the medium of comic arts and “graphic novels” can be used to teach and learn about the Middle East and Muslim communities. Anyone writing today about uses of comics in the classroom does not have to spend much time defending this medium as a valid form of art or an important pedagogical tool; thankfully, many creative minds have done this work already.
This introduction will focus on works and strategies of particular relevance to ME studies, including suggested uses of resources in The Outreach Center's lending library.
Highlighting the unique features of "sequential art" to combine visual, text-based, and cultural literacies, these workshops and events approached the subject from a variety of perspectives, ranging from exploring depictions of Muslim identity in superhero comics to grassroots comic collectives in Cairo and Beirut. We are developing a curriculum catalog of these materials.
Web-based resources
Using Comic Arts to Teach and Learn about the Middle East: Introduction to Pedagogy
Archive of interviews with independent and grassroots comic artists in the Middle East Region.
Panel Presentations on Comics and Muslim Identity
Our on-going blog on Graphic Novels and the Middle East
Programming Information and Archive
Comic Making Workshop
Panels on Comics and Muslim Identity
A Graphic Novelist's View of the Middle East and Israel Palestine
Using Comics to Enhance Global Studies in the Classroom
Graphic Novels, the Middle East, and Muslim Communities: Introduction to Content and Resources
On-Line Book Group
Monday, 24 October 2011
What Is Manga
What Is Manga
Manga refers to an Asian style of trade paperback graphic novel that has recently reached new heights of popularity in the United States. While often digest-sized and usually printed in black &
white, Manga (which is the Japanese word for “comic book”) is currently one of the biggest trends in the publishing industry. Because most manga represents translated editions of books from Japan, Korea and China, English-language versions attempt to retain the title’s authenticity by printing it in a reading format that matches the original printing.
Since Japanese graphic novels are printed so that they read from right-to-left, the English translations are also printed from right-to-left. Korean graphic novels are originally printed so that they read from left to right, and the English translations are the same. Most manga titles are part of a series containing several volumes. Dark Horse’s Lone Wolf & Cub, for example, tells a complete story over 7,000 pages and 28 volumes!
Additionally, there are many terms affiliated with manga that are important to discern: the term manhwa is most identified with Korean graphic novels. Original English Language (OEL) or
Original English Manga (OEM) manga refers to original manga stories created by North American writers and artists rather than the typical manga that is translated. Manga also contains several genres that are marketed to very specific types of readers. Shojo (also spelled Shoujo) is a genre typically aimed at young teenage girls, usually involving drama and
romance. Shonen refers to manga primarily intended for boys and features humorous stories and high levels of action. The most recent manga genre to gain popularity in America is yaoi. Intended for mature readers, yaoi refers to romantic stories featuring gay male protagonists and aimed at a female audience.
While the above represent the most popular and frequently sought-out manga genres in the United States, curious readers will be able to find translated titles to suit all tastes, from sweet children’s stories to edgy alternative titles to serious autobiography and historical accounts for adults. Please see our Reference
Resources section to find some excellent books on the history, scope and
variety of manga.
What Are Graphic Novels?

A comic book or “pamphlet” is the traditional periodical form most people are familiar with. A comic book can stand on its own or be a part of a series. A series is also sometimes called a “title,”
which refers to the entire series, not a single, discrete unit. Sometimes, multiple issues of a series are collected into one volume. It can be hardcover (as shown here) or softcover. Softcover editions are often called “trade paperbacks,” or just “trades,” regardless of size. A hardcover or a softcover can also be called a “graphic novel.” When a story is published in the hardcover or soft cover format first (that is, without periodical serialization), it is referred to as a graphic novel and only a graphic novel.
Many of these terms are inter-changeable, as you can see. A “graphic
novel” can refer to a hardcover or soft cover, to a reprint collection or an
original story. Similarly, all of the formats referenced can be called “comics”
or “comic books.”
A Brief History of the Graphic Novel By Stan Tychinski
pictures instead of prose. From the cave paintings of the Cro-Magnon Men to the
hieroglyphics of the Ancient Egyptians, graphic storytelling has been used as a
popular means for communicating thoughts and ideas.
world's population was illiterate. Reading was a luxury reserved for the well to
do. Instead of written announcements, in many cases drawings and cartoons were
used as a simple way to convey ideas or sentiments to the working class
populace. As the world entered the Industrial Age and people began using
machines to do tasks quickly & more efficiently, these working class people
suddenly had more leisure time... time that was spent looking for entertainment.
As more folks began reading for entertainment, the daily or weekly periodicals
began to appear, many of them jokebooks or humor publications.
examples of this type of publication is POOR RICHARD'S ALMANAC, printed
in 1732 by Benjamin Franklin. In it, Franklin used satirical cartoons to advance
the cause of American Revolution. Political cartoons have been an important part
of newspaper publishing ever since.
adventure or mystery. Many were set in the American Wild West, and they help
popularize men like Davy Crockett and Buffalo Bill. Dime novels were also known
as "penny dreadfuls."
In 1903 Sears & Roebuck distributed a promotional comic starring Buster Brown (also by Outcault), the first nationally distributed comic book.
daily comic strips such as Bringing Up Father by George McManus & Tillie the
Toiler by Russ Westover into softcover "album" form. These series were published
regularly from around 1915 through the mid 1930S and were very successful. Other
companies such as Whitman published actual prose novels based on comic strip
characters such as Little Orphan Annie, Smilin' Jack, and Blondie, among
others.
United States after WW1...the Pulp magazine novels. Named as such for the cheap
pulp paper they were printed on, they usually featured adventure stories aimed
at male readers, with topics such as war stories, westerns, and science fiction.
Many popular pulp heroes such as The Shadow, Doc Savage, and the Spider were
spun off into popular radio series (& vice-versa). Most pulps had
spectacular covers and illustrations throughout.As publishers began to
look for new genres and ways to expand their readership, they hit upon
reprinting the daily newspaper strips, many of which featured serialized
adventure stories.
adults.Comics were especially popular with soldiers. The paperback book
debuted around this period, selling wellbecause they were portable &
inexpensive.
popular paperback format: Among them notably IT RHYMES WITH LUST, by Arnold
Drake and Matt Baker...considered by many to be the first popularly printed
graphic novel. This book is now a very rare and very sought after collector's
item.However, in the mid-1950s, the comic book scene changed
dramatically. The new medium of television was attracting the attention of the
general public. Publication of Frederic Wertham's book SEDUCTION OF THE
INNOCENT led to a growing social concern over the content of horror and crime
comics aimed at childeren. With parental concerns over such lurid
content increasing, sales began to drop. In an effort to control this decline,
publishers began to offer a more acceptable, if somewhat bland, type of comic.
instituted to appease the parental complaints of violence and sensationalism.
The Code, a self-imposed regulating device, eventually led to the stagnation of
comic books here in the United States as publishers bounced from genre to genre,
always looking for the next big trend. Comic books in America became
increasingly known as children's fare starring cartoon characters and buffoonish
super-heroes, particulaly after the Batman TV series debuted in
1966. But in many other countries, comics were marketed on different
levels for different readership groups.
late 1990s here in America, eventually becoming one of the biggest, if not THE
biggest sections of the graphic novel trade. Most major bookstores now carry a
very large Manga section.The concept of album style graphic novels also
became popular in other countries, France & Germany in particular. In 1930 a
Belgian artist named Herge created an adventure story of a boy and his dog,
Tintin.
major success and eventually Herge produced 24 Tintin albums, up until his
passing in the late 1980s. Tintin is still being published in over 29 languages.
Other major Belgian graphic novel series include ASTERIX THE GAUL by Goscinny
and Uderzo (starting in 1961 with 37 albums to date in 30 countries) and Peyo's
THE SMURFS, arguably one of the most successful comic album series of all
time.Back in the United States, underground comics began to appear in the mid-sixties. Undergrounds were self- published comics that did not conform to the restrictions of the Comics Code. Although many underground comics dealt with sexual themes and drug related culture, many used satire to comment on political and social issues of the times such as the Vietnam War and the Civil Rights movement.During the late 1970s and early 80s, a new factor entered the picture.
books and related merchandise. This direct market opened up the way for creators
to do comics and albums using specific themes and target audiences, similar to
what the overseas market had been creating for years. Creator's rights, such as
character ownership and profit sharing, became an issue between the publishers
and the creators.
THE SILVER SURFER, by Stan Lee and Jack Kirby. Lee and Kirby were paid standard rates for their work, but Marvel reaped all the profit. Later that year, Eclipse Comics released SABRE by Don McGregor and Paul Gulacy. Sabre, a science-fiction adventure story, was the first graphic novel that granted full copyright ownership and sales royalties to its creators. Other major creator graphic novels also released around this time were A CONTRACT WITH GOD by
Will Eisner (the first creator owned and published graphic novel) and ELFQUEST by Wendy and Richard Pini (the first creator owned series to receive mass market distribution in mainstream bookstores).
Watchmen was notable as being the first collected series graphic novel, spinning out of a new comics vehicle called the limited series, which were designed to only last a finite number of issues. This limited series concept would prove to be a major factor in today's collected series graphic novels. WATCHMEN remains one of the most best-selling graphic novels of all time, continuing to make top ten sales lists over 20 years later.Meanwhile, many of the artists from the underground comics were becoming involved in self-publishing graphic novels. Art Spiegleman, whose work first appeared in 'Raw', released MAUS: A SURVIVOR'S TALE. MAUS, the biographical story of Spiegleman's parents in World War 2 during the Holocaust, was nominated for several literary awards, and in 1992 received a special Pulitzer Prize.Arguably the most
successful graphic novel series in the United States so far has been Neil Gaiman's SANDMAN series, published by DC Comics under their Vertigo imprint. Collecting the original comic book series into book form, there are currently 10 volumes with estimated sales of over one million copies.
not comic books. Currently Donald Duck, Mickey Mouse, and Uncle Scrooge albums
are printed in over 90 languages worldwide.Today, graphic novels are an increasingly important part of comic book publishing. Along with a growing US market for import books like Manga, traditional bookstores and libraries are carrying larger selections of graphic novels. With an
ever-shrinking base of direct comic shops to sell from, publishers are finding
that packaged collections (trade paperbacks) are very appealing to mainstream
bookstores & libraries.
but unable to commit long-term to any given series. These "made-for-trade" five
or six issue runs are usually collected into book form very soon after the final
issue is released, and many of the trades feature expanded story or bonus
features, similar to DVD packaging.The success of such films as
Spiderman & X-Men has led to Hollywood movie studios seeking out other comic
related material. Films such as 300, V FOR VENDETTA, and soon WATCHMEN, all
based on original comics & graphic novel series, have favorably increased
the general public's awareness and opinion of comic books here in the United
States.
Harvey Pekar (American Splendor) have seen their graphic novels turned into
critically acclaimed motion pictures. As current media interest continues to
focus on comic books and related series, the popularity of the graphic novel
will continue to grow. The time has come for graphic novels to take their place
as valid literature in the United States, as they have been for years in the
rest of the world.
Brief History of the Graphic Novel
The Graphic Novel
The earliest comic books date from the early 1930s and generally were reprints from newspaper comic strips. Superman made his debut in comics in the late 1930s; since then comic books
have been dominated by superheroes of various sorts. Stephen Weiner, author of The 101 Best Graphic Novels, provides the following definition of the graphic novel: A cousin of comic strips, a graphic novel is a story told in comic book format with a beginning, middle, and end. Graphic novels also include bound books conveying nonfiction information in comic book form.
Weiner dates the use of the term "graphic novel" to the publication of A Contract with God: And Other Tenement Stories by Will Eisner in 1978. Eisner marketed his book to adult audiences and sold it in bookstores rather than in drugstores and comic book specialty shops.
In his introduction to Teaching the Graphic Novel editor Stephen E. Tabachnick offers another definition of the graphic novel: The graphic novel is an extended comic book that treats nonfictional as well as fictional plots and themes with the depth and subtlety that we have come to expect of traditional novels and extended nonfictional texts. The term graphic novel seems to have stuck despite the fact that graphic novels are often compelling nonfictional works, such as biograpies, autobiographies, histories, reportage, and travelogues.
Two breakout graphic novels are Art Spiegelman's Maus, which won a special Pulitzer Prize, and Frank Miller's Batman: The Dark Knight Returns, both published in 1986.
In Comics and Sequential Art, Will Eisner points out that the reader of a graphic novel must attend to not only the elements of fiction (plot, character, setting, theme) but also the syntax or grammar of graphic art, that is perspective, symmetry, color, font style, brush-stroke
style. Furthermore, says Eisner in Graphic Storytelling and Visual Narrative, the cognitive processes involved in reading words and viewing graphics are different; readers might see the words or the pictures first or simultaneously. Regardless, the graphics and the text give meaning to each other
Some Elements of Graphic Art
Paneling
The page of the graphic novel is divided into panels rather than paragraphs.
The graphic novelist manipulates the size and placement of the panels to achieve
a particular result.
In Comics and Sequential Art, Eisner points out how paneling works:
"The art of paneling or boxing the action not only defines its perimeters
but established the position of the reader in relation to the scene and
indicates the duration of the event" the "number and size of the panels. . . contribute to the story rhythm and passage of time" ; for example, to compress time increase the number of panels
on the page long, narrow panels imply a sense of being crowded
The panel border can be used like language:
rectangular, straight-edged panels imply action in the present a wavy or scalloped border implies a flashback a lack of frame implies limitless space
Text Treat the text as an image, says Eisner in Comics and Sequential Art.
The font or style of text can convey a mood
The outline of the balloon that encloses the text can convey the sound of the
speech.
The Human Form
Eisner notes that the artist must freeze the form in such a way that he conveys the movement that precedes and the movement that follows from the moment being portrayed.
Gestures, posture, and facial expressions all contribute to the emotion being portrayed
Eisner notes several limitations of the graphic novel:
Because of the specificity of the image portrayed, the graphic novel cannot convey the reader's richer construction of a visual image from words alone.
Graphic novels have difficulty conveying any abstraction or strong emotion.
Eisner sums up the nature of the graphic novel:
The art then [of the graphic novel] is that of deploying images and words, each in exquisitely balanced proportion, within the limitations of the medium and in the face of the still unresolved ambivalence of the audience toward it.
Sources and Further Reading
Eisner, Will.
Comics and Sequential Art: Principles and Practices of the Worlds
Most Popular Art Form. Tamarac, FL.: Poorhouse Press, 1985.
Eisner, Will. Graphic Storytelling and Visual
Narrative. Tamarac, FL.: Poorhouse Press, 1996.
Trabachnick, Stephen, ed. Teaching the Graphic
Novel. New York: The Modern Language Association of America, 2009.
Weiner, Stephen. "Graphic Novels." Bookmarks
Magazine. September/October 2004: 24-29.
http://en.wikipedia.org/wiki/Graphic_novel
As the exact definition of graphic novel is debatable, the origins of the artform itself are open to interpretation. Cave paintings may have told stories, and artists and artisans beginning in the Middle Ages produced tapestries and illuminated manuscripts that told or helped to tell narratives.The first Western artist who interlocked lengthy writing with specific images was most likely William Blake (1757–1826). Blake created several books in which the pictures and the "storyline" are inseparable, such as Marriage of Heaven and Hell. The Adventures of Obadiah Oldbuck, the 1837 English translation of the 1833 Swiss publication Histoire de M. Vieux Bois by Swiss caricaturist Rodolphe Töpffer, is the oldest recognized American example of comics used to this end. The United States has also had a long tradition of collecting comic strips into book form. While these collections and longer-form comic books are not considered graphic novels even by modern standards, they are early steps in the development of the graphic novel.
1920s to 1960s
The 1920s saw a revival of the medieval woodcut tradition, with Belgian Frans Masereel cited as "the undisputed king" of this revival. Among Masereel's works were Passionate Journey (1926, reissued 1985 as Passionate Journey: A Novel in 165 Woodcuts ISBN 978-0-87286-174-9). American Lynd Ward also worked in this tradition, publishing the first wordless, woodcut-picture novel, Gods' Man, in 1929 and going on to publish more during the 1930s. Other prototypical examples from this period include American Milt Gross' He Done Her Wrong (1930), a wordless comic published as a hardcover book, and Une Semaine de Bonté (1934), a novel in sequential images composed of collage by the surrealist painter Max Ernst. In 1941, author/illustrator Virginia Lee Burton published Calico the Wonder Horse, or the Saga of Stewy Slinker. Intrigued by her nine-year old son's fascination with comic books, she had tailored the book to his interest, creating an early graphic novel.
Defining Graphic Novels and/to Manga
A graphic novel is a narrative work in which the story is conveyed to the reader using sequential art in either an experimental design or in a traditional comics format. The term is employed in a broad manner, encompassing non-fiction works and thematically linked short stories as well as fictional stories across a number of genres. Graphic novels are typically bound in longer and more durable formats than familiar comic magazines, using the same materials and methods as printed books, and they are generally sold in bookstores and specialty comic book shops rather than at newsstands. Such books have gained increasing acceptance as desirable materials for libraries which once ignored comic books.
The term is not strictly defined, though one broad dictionary definition is "a fictional story that is presented in comic-strip format and presented as a book." In the publishing trade, the term is sometimes extended to material that would not be considered a novel if produced in another medium. Collections of comic books that do not form a continuous story, anthologies or collections of loosely related pieces, and even non-fiction are stocked by libraries and bookstores as "graphic novels" (similar to the manner in which dramatic stories are included in "comic" books). It is also sometimes used to create a distinction between works created as stand-alone stories, in contrast to collections or compilations of a story arc from a comic book series published in book form. Whether manga, which has had a much longer of both novel-like publishing and production of comics for adult audiences, should be included in the term is not always agreed upon. Likewise, in continental Europe, both original book-length stories such as La rivolta dei racchi (1967) by Guido Buzzelli, and collections of comic strips have been commonly published in hardcover volumes, often called "albums", since the end of the 19th century (including Franco-Belgian comics series such as "The Adventures of Tintin" and "Lieutenant Blueberry", and Italian series such as "Corto Maltese").
Wednesday, 19 October 2011
Wikipedia Visual Novel
A visual novel (ビジュアルノベル, bijuaru noberu?) is an interactive fiction game featuring mostly static graphics, usually with anime-style art, or occasionally live-action stills or video footage.[1]
As the name might suggest, they resemble mixed-media novels or tableau vivant stage plays.In Japanese terminology, a distinction is often made between visual novels proper (abbreviated NVL), which are predominantly narrative and have very little interactive elements, and adventure games (abbreviated AVG or ADV), which typically incorporate problem-solving and other gameplay elements.
This distinction is normally lost in the West, where both NVLs and ADVs are commonly referred to as "visual novels" by Western fans. Visual novels and ADVs are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006.[2]Visual novels are rarely produced for video game consoles, but the more popular games are sometimes ported to systems such as the Dreamcast or the PlayStation 2.
The more famous visual novels are also often adapted into the light novel, manga or anime formats. The market for visual novels outside of East Asia, however, is small, though a number of anime based on visual novels are popular among anime fans in the Western world; such titles include
To Heart (1997) by Leaf;
Kanon (1999),
Air (2000) and Clannad (2004) by Key;
Kimi ga Nozomu Eien (2001) by âge;
School Days (2005) by 0verflow;
Higurashi no Naku Koro ni (2002) and Umineko no Naku Koro ni (2007) by 07th Expansion; Tsukihime (2000) and Fate/stay night (2004) by Type-Moon;
Steins;Gate (2009) by 5pb.
Visual novels are distinguished from other game types by their extremely minimal gameplay. Typically the majority of player interaction is limited to clicking to keep the text, graphics and sound moving (most recent games offer 'play' or 'fast-forward' toggles that make even this unnecessary).
Most visual novels have multiple storylines and many endings; the gameplay mechanic in these cases typically consists of intermittent multiple-choice decision points, where the player selects a direction in which to take the game.
This style of gameplay has been compared to the Choose Your Own Adventure books. Most, however, strive for a higher level of plot and character depth than the aforementioned series of interactive children's books. These can be more closely compared to story-driven interactive fiction.
While the plots and storytelling of mainstream video games is often criticized, many fans of visual novels hold them up as exceptions and identify this as a strong point of the genre.Some visual novels do not limit themselves into merely interactive fictions, but also incorporate other elements into them. An example of this is Symphonic Rain, where the player is required to play a musical instrument of some sort, and attain a good score in order to advance.
Usually such an element is related as a plot device in the game.Some shorter works do not contain any decision points at all. Most examples of this sort are fan-created. Fan-created novel games are reasonably popular; there are a number of free game engines and construction kits aimed at making them easy to construct, most notably NScripter, KiriKiri and Ren'Py.
Many visual novels use voice actors to provide voices for the characters in the game. Often, the protagonist is left unvoiced, even when the rest of the characters are fully voiced. This is to aid the player in identifying with the protagonist and to avoid having to record large amounts of dialog, as the main character typically has the most speaking lines due to the branching nature of visual novels.
Tuesday, 18 October 2011
Introduction?
Introduction
Abstract
My report will reflective on graphic novels and there transmission to digital games. The report will explain where graphic novels come from, why & how they were created, who created them and what they are? Furthering this I will reflect on what difficulties the creators may have had
produce the novel. Also I will explore why a graphic novel is laid out the way it is. Most importantly however I will reflect on the differences between graphic novels and games. Such as what & how are characters chosen to be in the game or novel? Why are new characters introduced to the games when they aren’t in the novel? What part of the novel will become the games storyline?
Research on Graphic Novels
Report Questions and Ideas
How do graphic novels relate/Process/Transmit to digital games and vice a versa
What & how are characters chosen to be in the game or novel?
Is it because they are main characters/most recognisable/ favourite from a public vote
Why are new characters introduced to the games when they aren’t in the novel?
Perhaps the process goes like this novel – film – game
How are techniques /moves chosen for different characters?
Naruto & Bleach have hundreds of characters to choose from each one may play a role. Which ones will become an NPC & why?
What part of the novel will become the games storyline?








