A Quote by Alan Moore

The comics medium has some unusual features that do make it very different, in that it's combining a verbal narrative with a visual one that allows for much richer possibilities of transmitting information.
I believe we should celebrate new possibilities of combining the printed codex with electronic technology... The information ecology is getting richer, not thinner.
I don't think comics use iconic forms - or they don't have to. But that makes them even more "cool," if I understand the idea. One has to be quite involved to make comics work. Signals have to be decoded on both the verbal and visual level, simultaneously, and the reader must do a lot of cognitive work between panels as well. Comics definitely need an engaged reader.
I personally have no need to make a strict definition of the medium. I am more interested in what can be done with comics than how it can be described, and if I want to remain truly open to the creative possibilities, the less I define the medium, the better.
I am a film director, and I work with a visual language, with a visual medium. And I try to make virtue of the use of this visual medium. And I try to make sure what I do speaks the language of cinema.
If I could express the same thing with words as with music, I would, of course, use a verbal expression. Music is something autonomous and much richer. Music begins where the possibilities of language end. That is why I write music.
I did a good bit of episodic television directing, but directing a movie is so much more complicated. And there's so much more responsibility because the medium is very much a director's medium. Television is much more of a producer's writer's medium so a lot of the time when you're directing a television show they have a color palette on set or a visual style and dynamic that's already been predetermined and you just kind of have to follow the rules.
We used the camera only as a means of expression and as a visual medium that offers possibilities found in no other artistic technique, possibilities that the eye cannot catch in their totality. We tried to establish a characteristic vision of photography.
Television [is] a high-impact medium. It does some things no other force can do-transmitting electronic pictures through the air. Still, as an explored, comprehensive medium, it is not a substitute for print.
Film is a temporal medium as much as it is a visual medium: you're playing with time, and you don't have that ability where someone can pause at home. That's such a fundamental part of what makes filmmaking exciting to me. I don't really have as much interest in any other medium. I just like the control.
Surely comics require more effort on the part of the reader than movies or television. I'm always learning new things you can do with comics that wouldn't work in any other medium, and often they require the need to process a lot of dense information. Of course, the trick is to make the complicated seem effortless and spontaneous.
I've said this before, but I don't like putting captions in my comic books. I feel, for me, they become a crutch, a way to ignore the essential fact that our medium is a visual medium, and the greatest pleasures to be derived from comics are how stories can be told with pictures.
In early comics, you see the amazing awkwardness and bizarre reasoning in the storyline, and it's because comics hadn't really been invented yet. There was no format for them to follow. They were just making it up. So I try to incorporate that kind of awkwardness in my comics quite frequently, which is odd. In some ways, I can't be as awkward as I'd like. But I do think that's one way in which my comics are unusual, because I will try to make the artwork look bad, occasionally.
I do think some games are works of art, although their medium is visual rather than verbal. Both games and novels allow the reader/player to become a protagonist in the theater of the imagination. Both build worlds. In my opinion, the big difference between game and novel is in narrative structure. Communal role-playing games are open-plan without an end. A novel - at least the kind I write - has a closed structure with a beginning, a middle, and an end. I like that closed structure, and I feel I can say more with it.
We all accept the visual shorthand used throughout comics: if something's farther away, it'll be drawn with a thinner, simpler line, eventually leaving out most visual information and becoming a gesture, a skeletal representation of a thing.
I think too many comic book covers are way too busy, crammed with far too much information, both visual and verbal, that just becomes a dull noise.
I draw on a lot of cinematic influences like Ingmar Bergman and Wim Wenders, artists who let a story take its time. Comics are a visual medium, and visuals should be allowed to tell some of that story.
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