Still, are these pictures great or what?
In other comics I’d sometimes have text in diminishing point size within each bubble, so that it got smaller and smaller. I’d always hoped this would convey to the audience “You are not supposed to actually read this”. When it was really extreme, I’d also cover up the spam bubbles with other, shorter bubbles. My worry was always that people would actually try to read the stuff, get bored, and accuse me of being the thing I was trying to mock.
I never really figured out how well all of that worked. Here we didn’t try to drive off the reader with tiny fonts and we left a most of the text open and readable. We didn’t get a lot of complaining about excessive text, so either people have a good sense of when they should skip, or they have a bigger appetite for this sort of thing than I ever imagined.
I think it works. I tend to glaze over the mass of word bubbles in panel 2. I actually quite like this strip, between the mass of narration and the bitchin’ artwork, I think this one works out rather well.
Looking back, I do wish I’d have stuck with the DMotR tradition of doing Casey’s DMing bubbles in yellow. I think on strips like this one it would have worked better.
Also, that last panel is one of my favorite things I drew in the entire run of CB.
No comic on Friday, we’re taking the day off, even from reruns.
Quakecon Keynote 2013 Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
Juvenile and Proud
Yes, this game is loud, crude, childish, and stupid. But it it knows what it wants to be and nails it. And that's admirable.
There are two major schools of thought about how you should write software. Here's what they are and why people argue about it.
The Game That Ruined Me
Be careful what you learn with your muscle-memory, because it will be very hard to un-learn it.
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.