Benefit of Writing Comics: Pacey Dialog
May 15, 2015
Welcome back to another installment in my series on the benefits of writing a recurring web comic. In this, the sixth such installment, I’ll be talking about the benefit of writing pacey dialog. This is a direct follow up to my previous blog about writing tight.
The dialog I write in my comics and prose stories has been called “pacey” by several people, which is interesting as I didn’t even know pacey was a word to begin with. The first such person was in a writing course I took at the local university. She had a Scottish accent so I always hear the term “pacey” in a Scottish lilt now regardless of who’s saying it.
At any rate, pacey dialog is that form of dialog you get when you have two or more characters rapid firing lines off one another in quick succession. For example…
![[Cubes 99: Banter Up]](images/Strip099.gif)
Banter Up
While there are many things that separate comics and prose writing, one thing they have in common is that they’re both static. Whether it’s writing words in a novel or a short story or it’s those same words supplemented by illustrations, the fact of the matter is that there’s no motion in those forms. They sit there. Still. Static. It’s up to the author to inject a sense of urgency and movement into those words.
I grew up on the films of George Lucas and Steven Spielberg. Movies that move along quickly and have lots of action. The original Star Wars trilogy, Indiana Jones, Jurassic Park—they caught me in my “formative years.” As such, they’ve indelibly informed how I write stories. I like to write stories that move along at a good, well, pace. One of the best places I’ve found to do this is in dialog. There’s nothing I like better than to write two characters ping ponging lines back and forth.
So where does writing comics come into all this?
As I wrote about previously, in a comic strip you have to write tight. You physically do not have the room in a four panel comic strip to be sloppy. Every word is crucial. As well, except for the occasional location name or time reference (e.g. “meanwhile”), every word in a comic strip is a word of dialog. I’ve been writing the comics regularly for nearly a decade now. That’s a lot of dialog to write.
To have any sort of back and forth between characters in a comic strip requires their lines to be very lean. Even a single word can make the difference between a line fitting nicely within a comic panel or it covering up the artwork. I’ve dropped words. I’ve even completely rearranged sentences to make them fit. Some of that I discussed last time.
Where pacey dialog truly enters the mix is with the speech bubbles in a comic strip. Since every speech bubble has an outline, that outline and the margins around it take up space within the frame. The more bubbles you put in the less space for both the words and the artwork. So to have that true back and forth in a comic strip requires very terse, very pacey lines.
The thing is, after writing terse lines like that for years you get a lot of that carried over into normal prose writing. In that carry over, that’s where I discovered that pacey dialog isn’t just about writing short lines. It’s about getting the rhythms of the lines right too.
![[Cubes 10: DishBlaster 3000]](images/Strip010.gif)
DishBlaster 3000
When I first released the above comic, the final line in the last panel read “You can’t even see the pattern anymore.” It included neither the “wow” nor the “flower.” I left those two words out so that less of the artwork would be covered—there’s an exploded dishwasher on the floor behind the speech bubble.
However, that truncated line always bugged me. It never felt quite right. It didn’t have the rhythm that it needed in order to really work.
I started making the comic strips a couple years before I set up www.CubesComic.com to house them. When I created the website, I took some time to fix a few typos and art errors in the comics I’d produced to that point. When I got to the DishBlaster 3000 comic I revisited that line. I added the two missing words in and found it didn’t slow down the dialog and made it, to my ears at least, sound better and funnier. It was worth giving up a bit of the artwork for that.
Writing comics has taught me that pacey dialog is a combination of terseness moderated by the rhythm of a line. You can actually write some relatively long lines of dialog and still have them feel pacey if you get the rhythm right.
Character wise, I’ve found pacey dialog also really helps. It can show that two characters are on the same wavelength in their thoughts and the conclusions they come to in a story. Or it can be used in more formal settings to show that your characters are clever and quick on their verbal feet. Or it can be used to disguise an emotionally charged scene where the emotion becomes this great subtext underlying everything the characters are saying. Not bad for a few words written in a four panel comic.
Right, that’s it for the benefits of comics for this month. Come back next month for my final installment on the benefit of writing humor (or is it humour?). In the meantime, why not take a refresher on the rest of the series.
Previous: eBook Publishers: Final Comparison | Next: Implementation: Realizing the Sleuthhounds Story Board
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30: Meet the Suspects - Carmichael Portly
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23: Sleuthhounds of Christmas Yet to Come
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22: Does an Idea Have Legs?
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19: Post Project Completion Syndrome
14: Announcing: Sleuthhounds - The Valentine's Vendetta
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January
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15: How to Animate When You Don't Know How to Animate
08: So You Want to Make a Computer Game: Deploying
01: State of the Union, 2016
2015
December
25: So You Want to Make a Computer Game: Sound and Music
18: Ludum Dare 34: Rise of the Weeds
11: So You Want to Make a Computer Game: The Critical Path
04: An Hour of Code for Ludum Dare
November
27: So You Want to Make a Computer Game: Custom Artwork
20: Obfuscating NaNoWriMo Manuscripts
13: So You Want to Make a Computer Game: Inventory Items
06: Satin and Sutherland Return for NaNoWriMo
04: Announcing: Sleuthhounds - The Cursed Cannon
October
30: So You Want to Make a Computer Game: Interactivity
23: Coming Soon: Sleuthhounds - The Cursed Cannon
16: So You Want to Make a Computer Game: The Virtual World
09: NaNoWriMo Prelude: Be Creative
02: So You Want to Make a Computer Game: The Artwork
September
25: More Evolving: Tweaking the Sleuthhounds Timeline
18: So You Want to Make a Computer Game: The First Step
11: Sleuthhounds: The Cursed Cannon - It's the Final Countdown
04: Vampire Bites (Ludum Dare 33 Redux)
August
28: Ludum Dare 33: You are the Monster
21: Game Performance: It's the Software's Fault
14: Short Story Published: Where There's Thunder
07: Game Performance: It's the Hardware's Fault
July
31: CMYW - Support Your Local Game Dev
24: Is it Still Scope Creep if you Plan for It?
17: After a Game Engine, You Can Program Anything
10: An Avalanche of Done-ness
03: Sleuthhounds with Style
June
26: Sources of Gameplay - Assets Versus Emergent Behavior
19: Benefit of Writing Comics: Humour or Humor
12: Evolving: Reimagining the Sleuthhounds Story Board as a Timeline
05: Evaluating: Play Testing the Sleuthhounds Story Board
May
29: Magic and Public Speaking
22: Implementation: Realizing the Sleuthhounds Story Board
15: Benefit of Writing Comics: Pacey Dialog
08: eBook Publishers: Final Comparison
01: Design: Brainstorming the Sleuthhounds Story Board
April
24: Analysis: Dialog Trees in Adventure Games
17: Benefit of Writing Comics: Writing Tight
10: eBook Publishers: Apple
03: Sleuthhounds Production Update - The Critical Path, Designing from the End
March
27: Sleuthhounds Production Update - Games Have Rough Drafts Too
20: Benefit of Writing Comics: Long-term Story Planning
13: eBook Publishers: Google
06: Announcing: Sleuthhounds - The Unlocked Room
February
27: Coming Soon: Sleuthhounds - The Unlocked Room (The First Game Demo)
20: Benefit of Writing Comics: Character Growth
13: eBook Publishers: Kobo
06: From Case Files to Sleuthhounds: Evolution of a Computer Game
January
30: Deadlines and the Estimates that Make Them (OR Why the Sleuthhounds Demo isn't Ready)
23: Adventures in Canadian ISBNs
16: Benefits of Writing Comics: Releasing Material
09: eBook Publishers: Amazon
02: New Year's Resolutions: Making Time
2014
December
26: Quack V – The Unwrapped Present
19: Benefit of Writing Comics: Constant, Regular Practice
12: What’s next? Elementary, my dear Ampson. Sleuthhounds!
05: Announcing: Satin & Sutherland – The Golden Curse
November
28: Coming Soon: Satin & Sutherland – The Golden Curse
21: Enter the Cubes
14: Covers, Judging By
07: Hello, World!