What is the relationship between Hopeless Maine and the rest of reality? It’s a question I’ve been asking on and off for about fourteen years, and neither Tom nor I has known the answer…. until now!
It came to us as we were discussing the stories Keith Errington has written for the island, and how his 19th century is so very different from the 19th century Martin Pearson depicts in his Squid and Teapot tales. At this point, the question of what gets to be ‘canon’ and what isn’t becomes really important. There are a lot of people playing with the island in different ways. Some of these explorations will be published, some will start to look more official than others.
Generally, when people get themselves and their stories to the island, it’s all fine. Hopeless talks to them – we’ve had to steer Martin away from important plot points he’d found without any input from us. Keith’s adventures took him into a space that no one has seen yet but that we’d already depicted for the next graphic novel. This happens a lot, and is why we’ve never felt much need to steer people around what they can and can’t do on the island. The island itself takes care of all that.
What’s tricky is where people launch from – their off-island reality. There’s no two ways about it, you don’t all come to Hopeless, Maine from the same time and place. The answer, clearly is to accept that and run with it.
My other fiction is full of unstable and shifting realities. I have decided they are all compatible, and the result goes like this…
Hopeless, Maine is a rare fixed point of stability in an unstable and shifting multiverse. It is thus easier to get in than get out, because if you try to get back and don’t connect with where you came from, there is resistance. Hopeless is, in its own funny way, pretty stable and there is consensus about what happens to new arrivals. And there is no consensus about where and when they came from and how historically accurate, or steampunk or other their starting point was, because they’ve all come from different points in that unstable and shifting universe.
It amuses me greatly to think of Hopeless as something solid and reliable.
In the beginning, we were going to call the series ‘Hopeless’. While we were with Archaia, (who first published 2 titles, now re-published in one volume as The Gathering) they decided it would be better for the marketing if we were Hopeless, Maine. I can see how this works, but it means that something is lost, and I want to share that lost thing with you.
It’s what happens to the titles themselves. Had we not got ‘Maine’ in there, every title would read slightly differently. The first title does it least well, because I hadn’t figured out the possibilities right at the beginning…
Hopeless Personal Demons
(Now combined as The Gathering, which fails to do the things)
The working title for the next one is Hopeless Optimists – but that might change
The final volume is almost certainly going to be Hopeless Survivors.
So now you know!
Working on the Hopeless Maine graphic novel, things have occurred to me about how the whole comics making process works. One of the things that struck me recently (over the head, with a damp tentacle) was the way in which a comic creates the perspective of the viewer. How a comic is drawn tells you who you are in relation to what you’re seeing.
Many comics favour a filmic approach to the art. Exciting angles, worm’s eye view, bird’s eye view, Dutch angles (when you tilt the camera). Distance shots, medium shots, close ups. You see the world of the comic as a camera would see it, as though you are watching a film. It can be a way of creating surprising and dramatic art, and showing off the artist’s grasp of perspective, space and angles. In terms of creating good art, this may be a significant factor.
When you watch a comic as though it was a film, stood on the outside, seeing through an imaginary set of cameras, you are outside the story. You are an observer, and the story is something you see, not something you participate in. Films show us streams of images that make sense, and that we can just look at with little effort on our part. Comics show us static images and we have to provide the motion and sound track in our heads. We have to turn the written words into voices. Comics require us to be much more active participants in bringing the story to life.
We don’t do a lot of fancy angles with Hopeless, Maine. There has been occasional criticism of this. Tom does the odd Dutch angle, but he points out that this is often what happens when you tilt your head to look at something. Most of the time, the perspective the reader gets is the perspective of someone standing, or sitting in the same scene. You might not be on an absolute level with the characters, but the eye view you get suggests that you are a person and in there with them.
It may not be a coincidence that so many people have been able to imagine themselves as just that – on the island. This blog is rich with contributions from people who have no trouble imagining they were there. Of course you were there. You’ve seen it with your own eyes…