My last article on comics writing was moderately well received, so I'm having another go. This is about pacing your story in such a way that your reader will keep clicking that 'next' button. Not because I'm some kind of expert, but because I've been thinking about it, and this is what I think.
Page-turner: the advantages of high speed storytelling
Let me start by saying not all comics need to have breakneck pacing in order to be good. Actually, I really enjoy slow moving stories with a sense of stillness, like "Goodbye Chunky Rice" for instance. But I'm beginning to suspect that's even harder to do than pacing something with a lot of action or drama, so I'll leave that for someone else to explore.
The term "page-turner" is generally applied to thriller or crime novels. The idea is that once you start, you have to keep reading because it's so exciting you need to know what happens next. The ultimate page-turner in comics, for me, is Death Note, or at least the first two or three volumes of Death Note. The nail biting, coke-withdrawal, Aaargh-I-must-read-more-of-this quality of the early chapters is in my opinion a big part of what got so many people into the series. And once you're reading the series, you kind of need to keep buying it, even if the drivers in the car chase suddenly slam the breaks and go for a stroll through the mall together. (Metaphorically speaking, that's what happens in Death Note. Yes, really. =.=')
Anyway, page-turners are good to read and sell well. Part of what gives a comic this pageturning quality is high speed pacing. Unfortunately, many if not most narrative web comics are paced really, really slowly. Yes, that includes my own. So I've thought a great deal about how to accelerate the story, and stories in general. This is what I've come up with.
Young man finds out he's the antichrist and that demons are trying to return to earth through him.That's not a plot summary, it's a setup. That could go absolutely anywhere. A plot summary includes the ending.
An unwilling antichrist takes up arms against hell and stops their plans by cutting out the demon from himself.
That's a plot summary. To tell this story in a strictly minimal way, you need only a few elements: The antichrist, who should be a fully developed character, the forces of hell, preferably commanded by a fully developed antagonist, a build-up to the final battle, the showdown with its twist: the protagonist turns on himself. Now you have a sounding stone: anything that is part of those points is important. Anything that isn't, isn't. So cut it completely, or spend only a few pages on it. Sometimes you have to be cruel to write something really good.
This little antichrist plot could be anything from a thirty page short to a ten volume epic. That doesn't matter, as long as you spend more pages on sections that develop the plot, characters and central conflict than on scenes that are "colour" or "background", but aren't part of the main themes. A comic that at one point does this wrong (to my mind) is Fruits Basket, which, just as you're about to learn who the scary bad guy actually is, wanders off course and does a lot of background and side stories about secondary characters (the main character's female friends). Don't get me wrong, it's a great series and I love it, but that part made me want to yell at the author: stop stalling, tell me about Akito!
Speeding up the pacing of your comic, unfortunately, means cutting it down to size, and that hurts. Hopefully, judging scenes in terms of Important or Unimportant will help you decide which parts can be cut, altered, or fused into another scene.
Right, that's it for part 1, I'd be very happy to hear what you think or if you disagree on any point; I would like to develop this essay to make it as useful as possible. Next week in part 2, a little more about keeping a rhythm to your story and preventing dead zones.
In the meantime, why not check out Willie Hewes Comics?Â
Comments
Useful stuff
Thanks Willie, thought-provoking stuff. It's certainly made me go back and examine what I've done so far, and I'm keeping it in mind as I put my next chapter together. More and more often these past few months, as I've been learning what it takes to run a webcomic, I've been reminded that it is vitally important to know what the story is *about*. In fact Jane Espenson, in a recent blog post, mentioned a great way of summarising chapters as you begin the writing process:
1. One or two sentences describing what happens.
2. One or two sentences explaining what it's really all about.
To use your example:
1. Billy, a fairly ordinary boy, is targeted by a mysterious cult who claim that he is the antichrist. On the run and fearing for his life, he meets an excommunicated priest who positively identifies him as the antichrist, the bringer of chaos.
2. Billy doesn't understand who he is or why is he here. What if our identity, our purpose in life, was determined by someone else beyond our control?
I look forward to your next post.
David C. Simon
Crimson Dark
Some good points there,
Some good points there, Willie.
One observation I'd make, though, is that pacing isn't only about keeping the plot moving (or pages turning) quickly. Even in an action/adventure comic, it's about getting the correct balance between the fast-moving and slower-moving sequences.
Allocating the right number of pages to each type of sequence is important, yes, but so is how many of each type of sequence there are and where you position them in relation to each other. There's also a need to consider the content in terms of rising tension and/or rising action. Both can have a significant effect on pacing.
You may want to explore some of these aspects as you develop your series on pacing. Nice start, though.
Broken Voice Comics

Because comics are not just for kids
Thanks to both of you, that
This is largely an issue of
This is largely an issue of concise storytelling. The point is to tell just the story you want to tell, no more, no less, and to cut out all extra stuff. If a story element seems precious to you, then it probably needs chopped out.Â
Comics are cool in that you have a lot of tools at your disposal to expand or contract time, and this usually relates in shape, size, and number of panels. There are other ways, of course, but how you divide up the 'beats' really does this.Â
The best way to end most pages, for the 'page turn' or 'cliffhanger' effect, is rection--resolution. At the end of the current episode, have the character react to some ("No! It can't be YOU!"), and then on the next page the resolution ("I never thought I'd see my high-school Spanish teacher again!"). This is an oversimplification, of course.
http://www.graphicsmash.com/comics/johnnysaturn.php