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The DC Comics Guide to Writing Comics [Paperback]

Dennis O'Neil
4.3 out of 5 stars  See all reviews (31 customer reviews)

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Book Description

June 1, 2001
For any writer who wants to become an expert comic-book storyteller, The DC Comics Guide to Writing Comics is the definitive, one-stop resource!

In this valuable guide, Dennis O’Neil, a living legend in the comics industry, reveals his insider tricks and no-fail techniques for comic storytelling. Readers will discover the various methods of writing scripts (full script vs. plot first), as well as procedures for developing a story structure, building subplots, creating well-rounded characters, and much more. O’Neil also explains the many diverse formats for comic books, including graphic novels, maxi-series, mega-series, and adaptation. Of course, there are also dozens of guidelines for writing proposals to editors that command attention and get results.

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Editorial Reviews

Amazon.com Review

There must be dozens of books on how to draw comics, but even the best artists need to tell a good story. Who can teach them? Dennis O'Neil. A comics writer and editor for more than 20 years, O'Neil oversees DC Comics' Batman titles--one of the most successful comics franchises ever. In addition, he's a bestselling novelist, a screenwriter, and a writing teacher. So when it comes to storytelling, O'Neil knows his stuff. In this guide he delivers his knowledge in a succinct, no-nonsense style.

O'Neil explains three-act story structure and examines subplots, characterization, and methods for developing drama and suspense. He then applies these concepts to comics' specific forms: graphic novels, miniseries, maxiseries, and the rare megaseries (such as Batman: No Man's Land, a year-long über-narrative played out across five comics titles). As in good comics, words and images work together in this book. Every idea is illustrated by panels or pages from great moments in DC Comics lore. Especially illuminating are the script excerpts that come paired with the comic book pages they describe.

Strangely, the book ignores the visual side of comics writing. Modern comics scripts specify shots, angles, and blocking in movie-director fashion, but that craft is never addressed. (DC has a good opportunity here for a second volume.) However, what this book sets out to teach--storytelling--it does quite well. Aspiring comics writers won't just learn theory, they'll be empowered, because O'Neil provides a framework for crafting new tales. --J.B. Peck

From School Library Journal

Adult/High School-This witty, clear, and concise guide is tailored to those who want to create comics. O'Neil is adamant that there is no One True Way, although he stresses the importance of practice. He discusses story structure, characterization, script preparation, and other general writing topics. He also covers those more specific to comics writing such as miniseries, maxiseries, and continuity. O'Neil addresses the visual component of the art, the importance of page layout, and the relationship between the writer and the artist. He concludes with a short essay, "Writing Humor Comics," by Mark Evanier. The book is lavishly illustrated with black-and-white examples from various DC comics. In addition, the author includes many pages of scripts, which are usually juxtaposed with the finished page. He provides excellent advice and guidance for beginners. Although the examples focus on DC characters and stories, the content should have broad appeal. This is a nice balance to the many how-to-draw-comics books in most collections. Even for nonwriters, the book is interesting for the background look it provides into how comics are created.

Susan Salpini, Fairfax County Public Schools, VA

Copyright 2002 Cahners Business Information, Inc.


Product Details

  • Paperback: 128 pages
  • Publisher: Watson-Guptill; 1st edition (June 1, 2001)
  • Language: English
  • ISBN-10: 0823010279
  • ISBN-13: 978-0823010271
  • Product Dimensions: 7.6 x 0.4 x 10.5 inches
  • Shipping Weight: 15.2 ounces (View shipping rates and policies)
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (31 customer reviews)
  • Amazon Best Sellers Rank: #30,021 in Books (See Top 100 in Books)

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Customer Reviews

I feel like I have the tools to get started. Zack Davisson  |  4 reviewers made a similar statement
I thought the book was very informative, provided excellent examples, and gave great tips on writing. Gerald Drinkwater  |  6 reviewers made a similar statement
Most Helpful Customer Reviews
34 of 36 people found the following review helpful
Format:School & Library Binding
"The DC Comics Guide to Writing Comics" is author by Dennis O'Neil, who wrote some of the classic Green Lantern and Batman stories (usually drawn by Neal Adams). In this volume O'Neil covers the various methods of writing scripts, procedures for developing a story structure, creating well-rounded characters, and more. Although most of what is covered in here is basic to all forms of writing, O'Neil does keep the focus on how these key concepts apply to the writing of comic books. The book is divided into two parts, with an appendix:

Part One: (1) What are Comics? is answered in terms of a comprehensive vocabulary of comic book terms such as speech balloon, story arc, and inker; (2) A Full-Script Versus Plot-First compares the latter, which is the Marvel method developed by Stan Lee, with the former, the traditional approach for writing film and television scripts, with the strengths and weaknesses of each; (3) Story Structure provides a listing of the basic kinds of structure used in comics, including a detailed look at different examples of "The Hook"; (4) Creating Drama looks at the importance of keeping the action going and offers a key distinction between suspense and surprise; (5) Subplots presents the advantages and inherent dangers of subplotting; (6) Characterization spends as much time talking about dialogue and humor as well as about the hero and other characters; and (7) Script Preparation is about the physical act of writing and producing something that can be turned over to an artist (assuming, for the sake of argument, you are not going to do the whole comic book yourself in the spirit of Dave Sims, the early years).

Part Two starts by covering the rules for different types of comic book stories: (1) Miniseries give you a title with a predetermined number of issues, usually between three and six; (2) Graphic Novels are, for want of a better definition, long fictional narratives (sidestepping graphic novel miniseries like "The Dark Knight Returns"); (3) Maxiseries are essentially longer miniseries, like "The Watchmen" or "Crisis on Infinite Earths"; and (4) Ongoing Series, which are the staple of DC Comics and include titles like "Action Comics" and "Batman" that have been published continuously for over 60 years. Basically the same general rules are applied to all of these forms, with a different balance of consideration. The rest of this unit looks at (5) Story Arcs as ways of doing a miniseries in an ongoing series; (6) The Levitz Paradigm for tracking plots and characters over the course of multiple issues; (7) Megaseries, which is O'Neil's newly coined term for stories that cut across multiple titles for the same characters, such as Batman's "No Man's Land"; (8) Adaptations, which in this case applies not to turning great works of literature into comic books but rather adapting Batman movies back into the comic books that inspired them; (9) Continuity, or rather three types of continuity; and (10) Denouement, which is O'Neil's final pat on the back to his readers.

The Appendix has Mark Evanier's thoughts on "Writing Humor Comics," and a list of suggestions for the Comic Book Writer's Library. Overall, the book is much more descriptive than anything else, which ends up being both its strength and its weakness. Still, O'Neil does try to crystallize his thoughts into specific rules whenever possible. If anything, O'Neil is guilty of trying to cover too much and sacrificing, to some degree, depth for breadth. Throughout "The DC Comics Guide to Writing Comics" the best examples are when O'Neil can go into detail (especially if it is regards to a comic we have actually read). The book is illustrated with examples from comics throughout DC's history, but the best examples are rough or finished pages paired up with the pages written up for the artist by the writer. This is where we get our best sense of how comic books are written and produced in the real world.

The companion volume to this work, "The DC Comics Guide to Pencilling Comics," is written by Klaus Janson. There is actually a minimum of overlap between these two volumes, which offer a complimentary approach to the creation of comic books. These two DC volumes are worthy additions to the limited library that every aspiring comic book writer/artist should own, which would include Will Eisner's "Comics and Sequential Art" and "Graphic Storytelling," Scott McCloud's "Understanding Comics" and "Reinventing Comics," and even John Buscema's "How to Draw Comics the Marvel Way."
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21 of 22 people found the following review helpful
5.0 out of 5 stars Great for basic knowledge July 16, 2001
By A Customer
Format:Paperback
First off, I'd like to do the mini-review for those with limited attention spans: "Buy This Book".

Following is a list of why I think you should buy this book:

1) Although it's about comic books, in my opinion, many of the lessons Dennis O'Neil teaches in this book are valuable for writing in general, especially the point he makes about never letting the reader get bored.

2) It's doesn't cost a arm and a leg.

3) It's well written. O'Neil's style is very fluid and natural, sometimes funny, and always very clear on the lessons he wants to teach.

4) It's full of examples. Almost every page in the book has an example from a comic book or script that clarifies and illustrates O'Neil's points. Half the fun in this book is reading the examples.

5) It's short. 120 pages long, and about half the book is examples.

Reasons you might want to not buy this book:

1) It's pretty basic. It rehashes a lot of material experienced writers may have already learned.

2) It doesn't hold your hand. O'Neil doesn't tell you a single method and have you go through it step by step. The book is very general, and is meant to enhance your existing writing abilities, rather than give you a single recipe. ;-)

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10 of 11 people found the following review helpful
5.0 out of 5 stars Best book on writing I've ever read. January 3, 2006
Format:Paperback
I've read about a dozen books on writing and screenwriting, and most have been very helpful, especially J. Michael Straczynski's "The Complete Book of Screenwriting." None of them, however, have just laid it all out like Dennis O'Neil's book. While Straczynski's tome can tell you everything you night ever want to know, O'Neil's book tells what you what you MUST know, and very clearly lays out the basics, without which your story will not work. It's short - and half illustrations at that - but insightful and concise.

It is written specifically for the fast-paced, melodramatic writing style of comics, especially action comics, but it's lessons are useful in any story.

I especially like that it is not about teaching you how to write, but about utilizing tools that will clarify your writing, or help to get you out of a bind.
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Most Recent Customer Reviews
3.0 out of 5 stars good chapter on suspense vs. surprise but ...
most of this guide was pretty basic and repetitive in places.
I'm an aspiring screenwriter and hoped this would up my game a bit
but ... no. Read more
Published 16 days ago by sparky_magic_rainbow
5.0 out of 5 stars Great!
It arrived without flaws. I'm really enjoying the content of the book. It's very informative and helpful. It gets me wet!
Published 5 months ago by Mason Havens
5.0 out of 5 stars Dennis is a comic guru
I've been writing my own comic for a few years now, and all the books I've read on the subject pale in comparison to this one. Read more
Published 6 months ago by Dr. Jack
5.0 out of 5 stars Great textbook for the aspiring comics writer
Students of creative arts (cartooning, painting, woodcarving, writing, whatever) want two things out of a good textbook: Instruction on how to do the craft and examples of just... Read more
Published 7 months ago by Mike Suchcicki
4.0 out of 5 stars Denny O'Neil Gives Solid Advice
As a professional comic creator, I can say without a doubt that Denny O'Neil knows what he is talking about. In fact his skills in comic book writing are legendary. Read more
Published 7 months ago by Mike Gagnon
5.0 out of 5 stars very good
This book covers the most important, and most ignored, part of comics: planning. It covers the planning very well. No, it doesn't cover everything, no one book can. Read more
Published 8 months ago by David
5.0 out of 5 stars A Great Guide to Writing Comics by a Long-Time Pro
Dennis O'Neil wrote and edited for Marvel and DC Comics from the 1960s until the turn of the century, and is most known for a well-received run on Green Lantern/Green Arrow and for... Read more
Published 9 months ago by goldenrulecomics
5.0 out of 5 stars In Introduction to Comic Writing
Like pretty much everyone, I got this because I am interested in writing a comic. And I knew that with a writer like Dennis O'Neil I was in good hands. Read more
Published 12 months ago by Zack Davisson
4.0 out of 5 stars Let Denny O'Neil Teach You the Basics
The DC Guide to Writing Comics by Dennis O'Neil is a quick little romp through the utter basics of story structure, scripting, and dialoging. Read more
Published on March 15, 2011 by Weston Locher
4.0 out of 5 stars Very classical
Mmm... I first gave 3 stars to this one, but now I have raised it to 4 stars because, as a classical source and guideline for comicbook scripting, this book has all you need. Read more
Published on January 24, 2011 by Joah
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