Yeah, wordiness is always one of my problems. First issue had waaaay too much internal narration, and I know there's a ton of dialogue in this issue. Much of the "action" of this series is in the dialogue, and there's a lot of information (or gags) that I want to cover. Many of the seemingly throw-away details will have repercussions down the road, so it's stuff that needs to be there for the story. Plus, with Inkblot, all of the talking is sort of reverse-psychology--he's a villain who's convinced of his mental superiority and loves to talk and gloat, so much of Grasshopper's "strategy" is to turn the tables on him and put him down verbally and out-talk him (and Fusion's quick to catch on as well). I could spread the dialogue out over more panels, but I set page limits for myself, which tends to cram the pages with text. Plus, I tend to minimize the number of panels (meaning more text has to go in fewer panels) because of time constraints--I try to get one page done a week, which is often tricky to do with a family and full-time job, and more panels means more time.
All of this is just a means of explaining why I tend to cram so much text in a page but does not mean that I think it's a good thing. I'm with you guys and know that ideally things would be spread out more, but I hope that the dialogue is fun enough to read that it doesn't detract from the story's fun or make the pages tedious to read.
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Date: 2011-02-25 03:07 pm (UTC)All of this is just a means of explaining why I tend to cram so much text in a page but does not mean that I think it's a good thing. I'm with you guys and know that ideally things would be spread out more, but I hope that the dialogue is fun enough to read that it doesn't detract from the story's fun or make the pages tedious to read.