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Speaking of economics, where's the money in
www.scottmccloud.com?
Actually, I am making money, but I'm making money
selling atoms, so I consider that an empty victory. It's meaningless
to me that I'm able to sell original art an pay for the site. It
is a comfort, and it's allowed me to get along, but it's not a
long-term strategy. Ultimately I think we have to look to selling
the bits that are on the web. There are only three types of thing
you can sell on the web. You can sell atoms, you can sell eyeballs,
or you can sell bits. In other words, you can sell physical products,
you can sell advertising, or you can sell what people are actually
getting. And I think that only the third of those is a sensible
kind of commerce, because it's the only one that involves selling
the actual experience. Advertising tends to completely distort
the product. Eventually I think advertising-based sites will be
twisted to conform to the advertisers' agenda. I'm sorry, I'm getting
off the mark here... I don't think at this time that selling bits
is practical, because people feel as if they're paying with their
time and the expense of the initial setup. But those things are
temporary, they're technological-based conditions that are changing
very rapidly as band-width rises, as the price of computing goes
down, and as the computer becomes ubiquitous enough that people
don't think about how much they pay for the machine, I think they'll
become practical. But, in order for it to work, we're going to
have to have a system of scaleable transactions like the oft-mentioned
micropayments to make it possible for very small transactions
to take place.
Okay, bringing it back to comics, what's your
vision of the way that the Internet can and is affecting the way
that comics are made?
Well, that's the other phase. Really, this thing
comes in three phases, when you're talking about computers and
comics.The first stage is the digital creation of imagery, which
is regardless of how it gets printed or distributed. There's digital
delivery, which is what we were just talking about, and then there's
digital comics. They're all separate issues. A digital comic
could exist on a CD-ROM, it doesn't have to be delivered digitally.
That's the most interesting thing for me - the design question.
Because I don't think we realise how much comics have been shaped
by print. That binding box, that rectangle that we're trapped in,
has an enormous influence over the way comics are designed, the
way they're constructed, the way they're paced. But we're so used
to it, because it's the only way we've read comics, that we don't
even notice it anymore. Until there's an alternative, and now there
is. But most people in going from print to digital, still cling
to the metaphors that print affords us. They still talk about the
web in terms of pages. You hear about homepages and whatnot. And
they still set comics up as pages. So much so, they'll even do
preposterous things like having pages of comics on the Internet
as upright rectangles, even though all monitors are horizontal
rectangles. Now, even if you're going to treat these things as
pages, that's just lunacy (chuckles). That just shows how far we
still have to come. But regardless of how far away we are, I think
we should do away with the whole idea of the page and go back to
first principles, and see that comics in their essence are a temporal
map, that is that they're a very simple idea of placing one picture
after another and saying that as we're moving through space, we're
moving through time. That's a very powerful idea. But if it's going
to hit the web, you might as well run with it and take it all the
way, and that means having that temporal map be one single object
that you navigate through. Even if it's three thousand panels long,
you should be able to see it all at once, from a distance, and
then zoom in on it and hike through at ground level, read each
panel that way.
This is something you've been exploring with
the Porphyria's Lover and the My
Obsession with Chess strips.
Yeah, those are early examples of it. Now, because
of bandwidth limitations, and computational limitations, how much
the processor can hold all at once, these things tend to be small.
Chess is about - I think we figured it at about 20 feet high if
you were to look at it all at once. But there's no reason, as far
as a design principle, there's no reason these things can't be
a thousand feet high. Also, there's no reason we need to be limited
to two dimensions. These things can be three dimensional - I think
it'd be very interesting to see a horror or suspense story in which
you actually turned corners to see the next part of the story,
where things were set up on an XYZ grid such that surprise was
possible in a way that our previous design model didn't really
allow. There are any number of possibilities. Things could move
in a spiral. Panels could be embedded in other panels. But it's
really important for me that we maintain that spatial idea. Space
is really important in pulling this through. If you embrace the
web's native model of hypertext, you pretty much abandon space.
that is, in hypertext everything is either here, not here or connected
to here so that you lose that idea of a temporal map, and you lose
what it is that makes comics comics an you start on the slippery
slope to animation.

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