When
I read this week’s blogging prompt I immediately thought of a project I was
involved with during the last two semesters of my undergraduate degree and the
summer following. Two friends of a friend were working on a graphic novel,
using photographs rather than drawings for the graphics, and needed real people
to pose as the characters. I was cast as one of the characters and we shot the
first two chapters of The Weekend Wars, quite sporadically, over the next two years.
Originally, Ryan and Dylan, the creators, imagined a conventional graphic
novel form, a physical book with printed pages. As the project evolved they
realized it would be easier and less expensive to self-publish an eBook with
their considerable combined tech skills, and once they changed to an online
platform the possibilities for a graphic novel really opened up, and they
actually ended up creating an interactive app. The final product involves sound
and movement on each page or panel, from small touches within the story, like steam
rising out of a hot cup of coffee, to larger and more surprising movements barely contained onscreen, like a plane taking off across the screen,
sound included.
In their chapter from this week’s reading
list, Stoicheff and Taylor speak of aural acts and acts of looking as part of
reading, referring to these as part of reading’s “multimedial” quality (48),
and my example makes these acts much more explicit. Some pages or panels have
sound effects, as previously described, while others feature music, scoring a
scene like a movie, adding emotional cues. The app also brings in other media, like
messages that pop up looking and acting like text message bubbles in the middle
of the story, interrupting a character’s thought process and the reader’s
progress through the narrative just like the sudden distraction of an actual
text message. Graphic novels in their more static, print form can challenge the conception of reading and the page, making Stoicheff and Taylor’s “acts of
looking” even more explicit, and this example also brings movement into the equation.
While there is still a linear plot and
story, and even a forward swiping similar to turning pages, there is also the
idea that, in sudden movement and interactivity, the story is a little bit
unpredictable, and out of the reader’s hands. Indeed, Stoicheff and Taylor also
talk about this idea of a pathway in reading interfaces, an awareness of moving
through space (60), and one of the interesting aspects of my example is that
while some of the movement on the pages is within the narrative, like the
motion of driving, some takes the reader outside of the story and reminds them of
the eBook, like handwriting scrawled over images and text.
While The
Weekend Wars app is by no means perfect, and a few years out its creators themselves
have spoken of changes or regrets, it is an interesting prototype of the way
that eBooks might play with format and move away from the so-called
restrictions of the page, making the experience more multimedial while still
including elements of book-like narrative and navigation.
What a great project to have been a part of. I love that what started off as a sort of "second best" option turned into something that really plays with form and content, and is now available freely online. The features available in this app are things that could never be achieved in print so this is a perfect example of what we've been discussing in class so far about taking advantage of the possibilities made available through digital books and apps, i.e. this application of the explicit "multimedial" quality of reading. I was trying to think of examples of interactive book apps for this week's post, but wasn't familiar with one in particular. I find this example so intriguing, not only because it is interactive, but also because of it being in the format of a graphic novel. Thanks for sharing!
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