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Chris Ware is one of the most unusual writers in the comic industry so far, who experiments with forms and panels in order to convey his personal emotions and feelings (well, at least it seems on the first glance). His works do follow a comic standard, ignoring or deconstructing its patterns, thus some researchers called this genre of strategy as a “meta-comic”. However, it is significant that Ware is always open and honest with the reader, using the huge potential of subjective narration for exploring his emotions, experience, and specific philosophical ideas. In this regard, the subjective narrative of Ware requires breaking the classical structures of panels, expanding the limits of this genre. Jimmy Corrigan, the Smartest Kid on Earth is a great example of subjective narrative where Ware tells the dramatic and sad story of a boy, who is searching for his father in this lonely world.
Ware tries to convey a sense of loneliness and isolation due to the minimal design of buildings and interiors, creating a contrast between Jimmy’s world and the surrounding reality. In this context, Jimmy differs from superheroes since he cannot change the world in which he lives. He has no super power and skills, thereby has to rely only on himself in searching of his father. Ware needs to change the design of reality in order to transfer Jimmy’s existential isolation. For example, the author shows that is always difficult to be in one’s interior for Jimmy, designing the surrounding space as an isolate cage. It seems that all the surrounding objects are hostile to Jimmy, disturbing and throwing him in frustration.
The innovation of Ware’s subjective narration is that he designs the panels with different objects accordingly to the main theme, changing their usual functions and meanings. Ware often isolates these objects in the small frames, without combining into a single narrative, but “throwing” them into the same discourse of Jimmy’s alienated identity. The biggest paradox is that Ware uses the rational and thought-mesh panels, depicting the theme of despair and disorientation within them. In this regard, the subjective narrative may include the panels without verbalisation as it often happens during the story. Hence, cold rooms, big houses, food, clothing, and cities are the elements of subjective narrative, where the main task is to express Jimmy in both space and time.
Following this, things and objects reveal the vulnerable world of Jimmy as a “footsteps” of his tragedy as an individual, encouraging the reader to reconstruct their meaning independently. For example, Ware often uses different types of sections, ignoring the linear structure of storytelling, when parallel panels can develop the same story from opposite focuses, uniting both present and past, real and imaginative settings (p. 61). This principle breaks the classical type of storytelling, but also activates McCloud's of closure, giving more freedom for imagination. Following this, Ware does not limit the reader in the process of interpretation, when everyone can add mentally frames inside the panel. At the same time, Ware isolates Jimmy from the world by the specific design of panels and interior, showing that the things have lost its logical connectivity, thus cannot express a certain order. This idea refers to Jimmy, who also cannot bind and identify himself with the world, and it processes "as an ongoing process filled with errors and corrections” (Bennett and Jackson). In this regard, the reader should design and shape Jimmy’s story on his/her own as well as the character’s identity, involving both verbal and visual patterns.
I also would like to add that Ware perfectly uses the visual potential of text, creating additional comments about the main replicas in the form of a meta-textual game. This strategy allows not only to extend a comic, but also to transfer the subjective narrative though both verbal and non-verbal components. The most popular method is a game with text on different spatial surfaces (p. 188), when Ware breaks the classical textual replicas according to his visual pattern. For example, the author often places his text on the walls and ceiling, commenting the specific elements of narrative. On the one hand, it refers to the narrator's voice, which helps to deal with Jimmy’s broken identity. It means that Ware’s meta-text does not only tell a story, but also visualizes it, creating different associations and emotions. The text mainly plays an aesthetic function, expressing joy or depression. Thus, Ware creates a collection of fonts, which design the subjective narrative, strengthening and directing it from point to point.
Following this, Ware’s use of meta-textual game also allows him to reflect the subjective narrative in the context of signs and symbols. Accordingly, the narrative scripts are placed on the street panels, boards, screens, and traffic signs. In this regard, Ware through reveals different levels of Jimmy’s life though the meta-textual discourse, creating a series of comments and images. Cook refers to McHale’s idea of double content, being "both about the story and being about the process storytelling" (p. 258), mixing both the real world and the subjective narrative. Consequently, the reader should not only combine such statements, but also select the most appropriate type of narrative for understanding Jimmy's life. This practice may be the complicate one for the reader, because these signs may have different interpretations. However, Ware always enters them in a certain context that shapes one's interpretation. For instance, the most notable meta-textual game an extensive scheme of family history includes a large ball in the center and a complex series of different buildings, ships, European immigrants, and African slaves (p. 119). All these images are interconnected by a series of arrows and lines, directing the reader into one direction. It means the process of reading reflects the main principle of a meta-textual game, where one should decode a story, involving both personal experience and cultural background.
To summing up, Ware tells the dramatic and emotive story of Jimmy Corrigan, visualizing his personal experience of searching his father due to the subjective narrative. Hence, the comic deals with the principles of fiction since explores a linear story. However, Ware also uses the uncommon and even experimental techniques in order to transfer Jimmy’s feeling of loneliness in the big world. He practices a minimalist design in different variations, where the main goal is to show the idea of disorder and alienation.
Ware tries to convey a sense of loneliness and isolation due to the minimal design of buildings and interiors, creating a contrast between Jimmy’s world and the surrounding reality. In this context, Jimmy differs from superheroes since he cannot change the world in which he lives. He has no super power and skills, thereby has to rely only on himself in searching of his father. Ware needs to change the design of reality in order to transfer Jimmy’s existential isolation. For example, the author shows that is always difficult to be in one’s interior for Jimmy, designing the surrounding space as an isolate cage. It seems that all the surrounding objects are hostile to Jimmy, disturbing and throwing him in frustration.
The innovation of Ware’s subjective narration is that he designs the panels with different objects accordingly to the main theme, changing their usual functions and meanings. Ware often isolates these objects in the small frames, without combining into a single narrative, but “throwing” them into the same discourse of Jimmy’s alienated identity. The biggest paradox is that Ware uses the rational and thought-mesh panels, depicting the theme of despair and disorientation within them. In this regard, the subjective narrative may include the panels without verbalisation as it often happens during the story. Hence, cold rooms, big houses, food, clothing, and cities are the elements of subjective narrative, where the main task is to express Jimmy in both space and time.
Following this, things and objects reveal the vulnerable world of Jimmy as a “footsteps” of his tragedy as an individual, encouraging the reader to reconstruct their meaning independently. For example, Ware often uses different types of sections, ignoring the linear structure of storytelling, when parallel panels can develop the same story from opposite focuses, uniting both present and past, real and imaginative settings (p. 61). This principle breaks the classical type of storytelling, but also activates McCloud's of closure, giving more freedom for imagination. Following this, Ware does not limit the reader in the process of interpretation, when everyone can add mentally frames inside the panel. At the same time, Ware isolates Jimmy from the world by the specific design of panels and interior, showing that the things have lost its logical connectivity, thus cannot express a certain order. This idea refers to Jimmy, who also cannot bind and identify himself with the world, and it processes "as an ongoing process filled with errors and corrections” (Bennett and Jackson). In this regard, the reader should design and shape Jimmy’s story on his/her own as well as the character’s identity, involving both verbal and visual patterns.
I also would like to add that Ware perfectly uses the visual potential of text, creating additional comments about the main replicas in the form of a meta-textual game. This strategy allows not only to extend a comic, but also to transfer the subjective narrative though both verbal and non-verbal components. The most popular method is a game with text on different spatial surfaces (p. 188), when Ware breaks the classical textual replicas according to his visual pattern. For example, the author often places his text on the walls and ceiling, commenting the specific elements of narrative. On the one hand, it refers to the narrator's voice, which helps to deal with Jimmy’s broken identity. It means that Ware’s meta-text does not only tell a story, but also visualizes it, creating different associations and emotions. The text mainly plays an aesthetic function, expressing joy or depression. Thus, Ware creates a collection of fonts, which design the subjective narrative, strengthening and directing it from point to point.
Following this, Ware’s use of meta-textual game also allows him to reflect the subjective narrative in the context of signs and symbols. Accordingly, the narrative scripts are placed on the street panels, boards, screens, and traffic signs. In this regard, Ware through reveals different levels of Jimmy’s life though the meta-textual discourse, creating a series of comments and images. Cook refers to McHale’s idea of double content, being "both about the story and being about the process storytelling" (p. 258), mixing both the real world and the subjective narrative. Consequently, the reader should not only combine such statements, but also select the most appropriate type of narrative for understanding Jimmy's life. This practice may be the complicate one for the reader, because these signs may have different interpretations. However, Ware always enters them in a certain context that shapes one's interpretation. For instance, the most notable meta-textual game an extensive scheme of family history includes a large ball in the center and a complex series of different buildings, ships, European immigrants, and African slaves (p. 119). All these images are interconnected by a series of arrows and lines, directing the reader into one direction. It means the process of reading reflects the main principle of a meta-textual game, where one should decode a story, involving both personal experience and cultural background.
To summing up, Ware tells the dramatic and emotive story of Jimmy Corrigan, visualizing his personal experience of searching his father due to the subjective narrative. Hence, the comic deals with the principles of fiction since explores a linear story. However, Ware also uses the uncommon and even experimental techniques in order to transfer Jimmy’s feeling of loneliness in the big world. He practices a minimalist design in different variations, where the main goal is to show the idea of disorder and alienation.