1Introduction
In the last ten to fifteen years, no book format other than e-books has had a bigger boom than graphic novels, which have recently also started to come out in electronic form. It has even been argued that graphic novels have ensured the survival of bookstores in the electronic age (cf. Platthaus 2010). However, the popularity of graphic novels has certainly not been solely due to clever marketing ploys. After the void left by literary postmodernism (in verbal narrative fiction, that is), graphic novels have been the field or genre most prone to experimenting with form(s) and subject matters. If I apply paradigms such as âhistoriographic metafictionâ or âself-referentiality,â for example,1I find postmodernist features in graphic novels of the 1980s and 90s, when postmodernist narrative fiction was still in fashion, as in Alan Moore and Dave Gibbonsâ Watchmen (1986â1987), Alan Moore and Eddie Campbellâs From Hell (1999), Art Spiegelmanâs Maus (1986/92), and in Marc-Antoine Mathieuâs Julius Corentin Acquefacques, prisonnier des rĂŞves (6 vols., 1990â2013). But even nowadays, works like Bryan Talbotâs Alice in Sunderland (2007), Mana Neyestaniâs Une mĂŠtamorphose iranienne (2012), or Chris Wareâs Building Stories (2012) are strikingly self-referential in their makeup: Talbot and Neyestani frequently employ metalepsis, which has also been found in the exemplarily postmodern novel by John Fowles, The French Lieutenantâs Women (1969); and Wareâs Building Stories, coming in a box as a loose leaf or booklet collection, strongly remind me of B.S. Johnsonâs âbook in the boxâ The Unfortunates (1969), which, like Fowlesâ novel, has also been viewed as exemplary of postmodernism.2 And as an experiment with layout, Wareâs Building Stories may be traced back to Julio CortĂĄzarâs postmodern trailblazer Rayuela (1963), in which the author suggests two different orders to read the individual chapters. In this respect, postmodernism has survived in the graphic novel â in fact, the graphic novel openly celebrates the revival of postmodernism, as in City of Glass (2004), Paul Karasik and David Mazzucchelliâs graphic adaptation of Paul Austerâs eponymous 1985 novella.
A considerable share of graphic novels are autobiographically motivated. The so-called graphic memoirs (see chapter 3.3.3), however, are not just graphic autobiographies; they rather thematize the making of the work itself and/or the factuality and fictionality of the self and other, as seen in Lynda Barryâs One Hundred Demons (2002), David B.âs Epileptic (2005), Alison Bechdelâs Fun Home (2006), Julie Doucetâs Ciboire de Criss! (1996), Fabrice Neaudâs Journal (1996â2002), or Lewis Trondheimâs Approximativement (1995). Not every graphic memoir, though, is self-referential or metafictional, as Ulli Lustâs Heute ist der letzte Tag vom Rest deines Lebens (2009), Marjane Satrapiâs Persepolis (2000â2003) or David Smallâs Stitches (2010).
Like graphic memoirs, reportage comics (also called travelogues or graphic journalism) are concerned with fact and fiction and display an explicit awareness of the problems at work in their narratives. Thus, Joe Saccoâs Palestine (1993â2001) and Emmanuel Guibert, Didier Lefèvre, and FrĂŠdĂŠric Lemercierâs Le photographe (2003â2006) make an increased use of irony, employ eye-catching layouts, and incorporate different media like photographs and contact prints. Although cartoonistic images seem at first to jar with the journalistic demand for objectivity, upon closer inspection, they allow for a critical presentation of âfactsâ and the involvement of the journalistsâ self in their presentation: Sacco, for example, drawn like a Crumbian underground hero, makes ironic and sarcastic comments about himself, his desire for fame, and his journalistic methods; also, he uses a layout that is reminiscent of a storyboard and underscores the subjectivity involved in the choice of his material; Guibert, Lefèvre, and Lemercier also occur as drawn characters, whereas the Afghanis, objects, and the (beautiful) countryside are often shown in photographs or on a strip of contact prints. The mixing of the different media and their layout on the page seem to highlight the dubiousness and difficulty of the journalistic undertaking, and it seems at times that Le photographe is at least as much about the author Didier Lefèvre himself as about his mission in Afghanistan. The crossing of genre borders (from graphic journalism to the graphic memoir, as in Sacco and Lefèvre, from the postmodern superhero story to the apocalyptic novel in Moore and Gibbonsâ Watchmen, or from graphic metafiction to graphic intermedial fantasy as in Mathieuâs Julius Corentin Acquefacques) is a specific feature of the graphic novel that has made it interesting to a new and growing audience apart from adult males that have outgrown the comic books of their youth.
Only a couple of years ago, insisting upon the comic book/graphic novel distinction was widely looked at as pedantic (and, although the winds have changed, it is still partly frowned upon). Starting around 2010, the term graphic novel has increasingly figured in the titles of articles, monographs, and essay collections. Before, with few exceptions, graphic novels were either tacitly subsumed under comics, or they were simply not subject to investigation. This considered, Roger Sabinâs Comics, Comix, and Graphic Novels (1996) and Hans Baetensâ The Graphic Novel (2001) must be looked at as pioneers in the field.
In general, the classification terminology is oriented toward comics and implies that graphic novels are a subcategory to them. Chapter three starts out with the first criteria brought up to distinguish graphic novels from comics, that is length (which concerns the page numbers in traditional American comic books compared to their Franco-Belgian peers), serialization (many but not all graphic novels first appeared in installments before they were rounded up in one volume), seriousness or authenticity (regarding the subject matter, for example, in autobiographical works), the cartoonicity of the characters, and, last but not least, complexity (which has been referred to aspects of form and the subject matter). In the end, however, these criteria have proved as too blurry and therefore inappropriate to uphold viable pertinence: there were always too many âexceptionsâ from the rule, if the rule is to be the distinguishing criterion. Take the serialization issue: a good many graphic novels first came out in installments, and many others were immediately published in book format. An âeither/orâ decision for or against membership in the category âgraphic novelâ on the basis of serialization would be dubious. And take length: where is the cutoff point? Are Karasik and Mazzucchelliâs City of Glass and Jasonâs The Left Bank Gang (2005) not graphic novels because of their relative brevity (though they do exceed the Franco-Belgian 48-page limit)? Here again, as with respect to other possible distinguishing criteria, an either/or seems out of place. Reflections of this kind led me to the conclusion that firstly, there should not be one single major criterion but several distinguishing criteria and secondly, those criteria should be graded to be of critical pertinence.
In fact, precisely because it was less precise than the other criteria brought up in the critical literature, complexity seemed most promising, presupposing that it was, first of all, graded, and that it came with a clear-cut set of subcategories graded in their own right. Such a terminological construction can only be realized in a prototype approach, which admits âfuzzy boundariesâ (Dittmar 2008: 25) in â and overlap between â the categories and which is based on a well-defined set of core features to be completed by peripheral distinguishing features. A prototype approach thus admits categorizations based on âboth ... andâ as well as âx rather than yâ in addition to âeither/orâ decisions. Moreover, it has one more considerable advantage: unlike classical categories, it is not exclusive regarding whether an object is or is not a member of a category; its flexible categories thus forestall the necessity typical of classical categories to add new categories over time when a new object does not fit in the old ones. In other words: it provides systemic stability.
Yet before that approach can take hold, the basic terms âformat,â âmedium,â and âmode,â which have been so heterogeneously employed, need to be (re)defined. First, I take âcomicsâ to signify a medium rather than a genre. As a second step, I shall set up a general, prototypical, genre classification in which graphic novels figure as a (twice removed) subgroup of graphic narratives, the counterpart to verbal narratives (see chapter 3.3.3, Fig. 3.2). With this, I shall consolidate the graphic novel as a genre, that is a historical text group. To conclude chapter three, I shall assess what I think have been the most significant approaches to comics and graphic novels, historically and with respect to critical pertinence.
In chapter four, I shall elaborate on the process of narration in graphic narratives in general and graphic novels in particular. In comparison with drama and verbal narrative fiction, I hold that there is no narrator in graphic narratives unless it is marked on both the verbal-narratorial and the pictorial plane. Graphic narratives lack the mediating and transmitting communication system of verbal narrative fiction; there is no fictional entity that would solely bring forth the whole discourse of the work, that is, the verbal-narratorial and the pictorial track. As in drama, showing is the dominating mode in graphic narratives, despite the possibility of narratorial caption script. Showing here is defined as visual-pictorial in terms of the mise en scène and point of view. In graphic narratives, showing is set against seeing, which relates primarily to character vision and secondarily to what the reader-observers see (chapter 4.1).
Only recently have comics critics started to increasingly write about narratorial representation and particularly focalization. The latter, however, is too infused with connotations from classical narratology, which strongly stand against its application to the pictorial track in graphic narratives. To problematize the pertinence of focalization in practice, I shall demonstrate with examples from James Vance and Dan Burrâs historical graphic novel On the Ropes (2013) that focalization accounts neither for point of view switching nor for unattributable points of view and that the novelâs protagonist is not a narrator but a narrating character. As a result, I shall abandon the focalization concept from classical narratology and focus instead on the relation between âwhat is shownâ â the mise en scène and point of view â and âwhat is seen,â or character vision, to the extent that it is displayed in the image (chapter 4.2).
The focus of section 4.3 is therefore on the pictorial track. When the point of view of an image is not attributable to a subject in the story world, it is referred to as an objective image; and if it is attributable, it is either subjective, as the point of view image, or half-subjective (such as, for example, the over-the-shoulder or reaction image). However, in half-subjective images (the great majority of comics images), the characters often see something else from what the implied observer (or projection center of the image) is supposed to see, and that in turn may be different from what the empirical reader-observer sees. I shall demonstrate these points in detail with a page from Daniel Clowesâ Ghost World (1993â1997, see chapter 4.3.1.2).
What is shown in terms of point of view is subordinate to the mise en scène, which pertains to the external communication system, or the artist-writer (team). That the mise en scène shows something else from what characters see, I shall demonstrate with examples from Alan Moore and David Lloydâs V for Vendetta (1988â1989) and Moore and Gibbonsâ Watchmen (see chapter 4.3.1). Montage and cross-cutting also pertain to the artist-writer and represent above all a specific case of showing in which point of view and character vision are of secondary importance. They add complexity to the pictorial track and the plot, either in the form of two parallel strands of action or two strands of action of which one is delayed in time so that the other anticipates the upcoming events. Alan Moore and Eddie Campbellâs historical novel From Hell (1999) contains examples of both types of cross-cutting (see chapter 4.3.1.1).
The crucial relation between what the single image shows and what the characters see is best accounted for in François Jostâs term ocularization and its subtypes: primary internal, secondary internal, and zero ocularization. I have extended the definitional scope of ocularization to include the parameters of the mise en scène such as angle, framing, lighting, coloring, etc. and the perspective construction, in other words everything that the image visually and pictorially displays (chapter 4.3.1.2).
Until now, the focus of investigation has been on the pictorial track. In chapter 4.4, I shall elaborate on the different types of text in the verbal track: paratext, narratorial captions, speech and thought balloons, sounds and lettering, texts in the story world, and tags. It is noteworthy in this context that all these types of text are to some extent pictorial, which is most obvious with regard to sound lettering or speech balloons.
At the beginning of chapter four, I put forth the thesis that graphic narratives lack the mediating/transmitting communication system reified in the fictional narrator, who solely generates the whole narrative. In subchapters 4.5â4.7, the question concerning the (im)possibility of a fictional narrator shall be readdressed, and reasons are given why teachers of graphic novels need not worry that their students draw biographical conclusions about author-writers. Apart from that, fictional narrators may exist in graphic novels under the condition that th...