Thursday, April 24, 2008

Creating Comic Characters: A Primer

" . . . Oh dear God, it's a Mary Sue."

Sometime yesterday after 1:00 PM I said these words, upon the realization that a new character of mine (whose details I won't get into right now if only because one, it'll ruin the suspense, and two, if I actually SAY anything about Character X it'll be taken as the Word of God) was just . . . built up too much. Safe to say, Character X is being rebuilt as we speak.

Creating characters may be one thing -- and the details of which are covered in so many other tutorials online -- that it's worth detailing how a comic character differs from, say, a character you might come up for a written story of yours, or a role-playing game. The differences?
  • Ease of Illustration - If you plan on drawing this character over and over (and OVER) again, it ought to be something that is easily-enough drawn if you expect to be able to keep drawing at a particular speed. Granted, the more you draw a character the easier it gets, but it's still a problem if your character happens to have several features that are not easily drawn -- elaborate masks and tattoos, large wings... if it take too long to draw, you've got a problem.
  • Visual Originality - Okay, great backstory aside, how do they LOOK? A common sin of most video games who think just altering the faces of their characters is originality enough, the easiest way to check if you're doing it right is the silhouette test. If your bodies are too similar or the hairstyles are too confusing, this will highlight most problems. If you don't do this, you get posters like this one where the only reason I can tell one blonde from another is by the clothes. And even that doesn't get me too far.
(Yes, Adam Hughes, I know it's not your fault you get stuck with trying to make DC's intellectual properties look unique, but come on, man . . .)
  • Visual Appeal - This should NOT be confused with sex appeal lest you draw all your women with the exact same size breasts. Visual Appeal, rather, focuses on the aesthetics of drawing the character; regardless of how attractive or "disgusting" a character is intended to be, they should still have a general degree of characterization that makes the character appealing somehow. A good example of "ugly" creatures with great visual appeal are the movie-monster archtypes; the mummy and Frankenstein's monster might not be the type of creature you want to run into in a dark alleyway, but they still retain a certain level of charm about them.
A lot of this comes down to the artistic skills available as much as everything else -- if you spend huge levels of time drawing all your characters, ones with actual tricky parts might not be that much of a stretch -- but in a comic story, not hitting all three of these points results in lots of problems.
  • Not remembering that a character should be easy to draw will only slow down your ability to draw pages, leading to burnout.
  • Not designing visually unique characters means that readers will confuse them for each other way too often. (In recent pages, for example, Nate and Vince have been getting confused for each other -- familial relations aside, it's a sign that I need to tweak them a little further to prevent future issues.)
  • Not designing characters with a certain visual appeal in mind means that readers don't get the characters at all... and thus your efforts end up in vain.
At the heart of all of this is that you still have to create great characterization, but comic characters need that little bit of extra effort. What sort of character details do you think are important?

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Monday, February 4, 2008

5 Stupid Blogging Mistakes That Even The "Experts" Do

This probably belongs under the auspices of my earlier article about Entrecard, but let's face it, there's only so freaking much you can say about widgets before you just have to come out and say it:

Some people just have bad blogs.


If you're reading this, don't think you're immune to it either. Not everyone's a interface genius, and there's a lot you could be doing to make things easier on your reader's eyes that you don't do already because you insist on having ads in this spot and columns wherever they can stick them. Because so many people insist on having the "Above the Fold" space as valuable as possible, they overlook the fact that people's eyes can't POSSIBLY process all that information at once! So even if your content is top-notch, your website's design could be scaring away timid readers.

Stupid Blog Mistakes could be the subject of its own blog in and of itself, but let's just stick to the first five major mistakes that I noticed before they make me want to crawl into bed from the headache they give me:
  • Subverting Standardized Icons, Especially for RSS. Come on, people, it's a standardized icon for a reason. When I see that RSS Feed Icon, I know EXACTLY what is behind it and what I expect to find. If you change the icon, I have to think more than I should be.
  • Having Giant Fonts! Your eyes can only parse a certain amount of 'focused space' at a time; ergo, if you want people to read at a certain distance, you adjust the size, otherwise you force reader's eyes to have to adjust their focus before they can continue reading, especially if you change sizes a lot. Simply put... hm, how should I put this...
    LARGE FONTS TAKE LONGER TO READ!
  • Cluttering your pages! We get it, ads make money online. You also make more money for having fewer larger ads (ala project wonderful) versus having lots of little ones. That means you should consolidate what you've got so it takes up as little space as possible.
  • Monetizing too much. You know what "Your Ad Here" REALLY says? "I want money and nobody's willing to pay me what I think I'm worth, so you get to look at this ugly thing instead!" It makes you look desperate, in other words.
  • Monetizing too little. Money left on the table doesn't really help you... Okay, so it may cause people to demand what they can't have and so eventually when you cave in you make more, but in the meantime you're selling yourself short.
If you don't spot what you're (probably) doing wrong yet, don't worry... it probably just belongs in the next article. In the meantime, how about leaving a comment and confessing to a few mistakes for me to include in the next article? I'd love to be able to point to some examples...

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Thursday, January 24, 2008

Art of Last Resort - GlitterBot Mascot

Well, this is a blog for my comic, first and foremost... talking about how to make others successful is fun, but I owe my readers a few tidbits to speculate on too. It's about time I included some pretty pictures in the blog.

Those who look close may note she looks awful similar to Siege. . . well, it IS a robot, but I've not picked out a name for her yet. The general idea of a dreadlocked robot still looks pretty good though.

(By the way, there are still plenty of badges available for purchase... go buy one. The weekend's coming up soon and it'll be the perfect time to draw them!)

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Friday, December 28, 2007

Gaming Project Wonderful: Fewer Ads, Bidding Nothing Makes You More Money

When Project Wonderful first came out and approached the webcomic communities, people thought the new "Infinite Auction" model would revolutionize advertising as we know it. Finally, everyone thought, people would get paid what they were worth! Of course, nobody realized what "they were worth" actually meant.

Make no mistake, Project Wonderful is a clever system, and it's certainly more entertaining (and easier) to become an advertiser on there than ever before. The problem is that (like most advertising media), Project Wonderful is working in the Advertiser's favor, so it's up to the publishers to do everything they can to make sure their properties make as much as they can. Fortunately, it's easy to be both, and there's only a few things that need to be done to get the best results possible, to beat Project Wonderful:
  1. Comb the Freebies. Sometimes bids go for $0.00 (as in absolutely free), and believe it or not, these things will allow you to use completely free advertising. By bidding on these, you force paying customers to pony up (which does at least a little good for the people offering the space, as even 1 cent of profit is better than making absolutely nothing), and/or you get some free airtime, which drives new traffic to the site and improves your own statistics (see below). Remember, you can only make a zero bid for two days at a time, and even if someone else already had a $0 bid on the slot, that just means that you can either force them to pay, or you'll get the spot once their two days runs out.

    The best way to do this is to use Firefox to access PW, search for a specific size ad, and target the ads with a $0.00 current bid and no minimum; then open up a huge number of tabs to bid on those zero-spaces once you've pulled out a good number to bid on. At least 25% of those will likely result in immediate high bids. Even if they're on lousy sites, it's exposure nontheless, and it's also an easy way to test out similar ads against each other (which allows you to E.A.T. on your ads prior to actually laying out some cash!)

  2. Don't Be Picky. Waiting for a publisher to accept your ad is a drag, and likewise, you're missing out on money from each and every ad you do accept, because you get credited every 30 minutes! Even if you like one ad over another, keep in mind that everyone else's bids drive up the price of the one getting the top slot right now, so being picky is in nobody's best interest.

    Why? Because EVERY BID BUILDS ON THE OTHERS. Here's a quick demonstration of a typical bidding scenario on a single ad space:

    • Bidder A is willing to pay $1 on the space, but nobody else wants it. Even though A could pay, it is an unconstested bid, so A gets the slot for free, and the publisher gets no money even though A is willing to pay $1.
    • Bidder B comes along with a $0.00 bid, since he's looking for free advertising. Suddenly there are more bidders than spaces available, so bidding begins to come into play. Even though B is freeloading, it's still an active bid, and so A is finally forced to pay (it's only a cent, sure, but that's better than nothing!).
    • Bidder C comes along and bids $0.05. Now A has to pay $0.06 in order to keep C from claiming the space.

    In other words, the only way you get A to actually pay $1 is if someone bids up to $0.90 on the same slot at the same time. This is great for advertisers because it ensures they never pay more than they want to, but the only way publishers (i.e. you) get to see these huge returns is if a bidding war actually starts. Also, it means you shouldn't discourage smaller bidders, because their presence forces bidding wars and gets higher-paying advertisers to shell out more money. Bidders will often pull out when they realize they're being outbid, which is a pain in the ass in and of itself when you're counting on certain bidders to keep your prices high, so don't help the process along unless there's something REALLY wrong with a higher-rated ad than you're comfortable with.

    The best way to encourage bidding wars is to keep the number of ads available at any given time down to begin with, and that means showing the largest ads you can for a given space. Larger ads pay better (Note how the Skyscraper ad on the blog tends to outperform the banner ads on Last Resort's front page, even though the blog receives only a fraction of the traffic), and the more spaces you have, the more people you need to even be interested in advertising there to make a single cent (once again, the ads only start paying off when you have more bidders than available slots!).

  3. Expect Logarithmic Returns on Traffic. Put bluntly, there are a lot of sites with very little traffic, and very few sites that get a lot of traffic. As you accrue more traffic, you should receive exponentially higher bids for that traffic because you are now competing with fewer and fewer sites that have the same level of traffic.

    This gets back to the initial problem again of furthering your exposure, but it also means that when you start to see an improvement in ads, it also means you're getting more/better traffic as well.
Keep in mind that Project Wonderful should not be your only source of income; while more consistent than donations, it can be incredibly hard to see worthwhile returns when starting out. The good news is that Project Wonderful can run alongside Google Adsense (Google's restrictions apply only to content-based ads; Project Wonderful doesn't care about content!) , and it can provide a new set of statistics for you to keep track of, giving you a better sense of where to put your ads (and also how to further improve your advertising gain!)

And when you realize how easy that can be, it's just wonderful.

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Thursday, December 6, 2007

Project Wonderful, Google Analytics, and Experimenting with the Website

Been busy on a lot of things (not the least of which is end-of-semester prep) along with trying to figure out what else is good to do for the website. Consider this a random-dump post versus anything else.
  • Google Analytics is still in the "Well it's interesting, bot how useful is it?" category. It's one thing to know you have X% of a bounce rate, but another to understand how much any given change can reduce that rate. And while Funneling and Goals are nice, on a non-defined page that isn't really selling anything (except perhaps either donations and/or Project Wonderful ads), it's only so useful.
  • Speaking of Project Wonderful, I'm trying out some new ads by these folk, in order to take a little pressure off of the donation meter. I receive (almost) as big a percentage off of these as I do from donations, even though the current amount is still just pocket change.
  • Cast Images are coming soon (while comic pages are still needing to be done, cast images are surprisingly quick to do) ; I intend on posting them in packs of 4 at a time, due to the large number of characters we have so far (there's at least 20 'main' characters right off the bat . . . Not as many of them are visible at any given point, but that's still a huge amount of people compared to most other webcomics). In the meantime, for those looking to get a sneak preview, already-completed images are showing up at DeviantArt before they end up here. They're just the images through; the text to go with these images will arrive when they show up on the website.
Until next time, folks!

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Saturday, December 1, 2007

Tweaks for the Site!

Trying a few new tweaks to the site. Those who've been coming earlier in the week may have seen a few of the changes; namely, We've added an introduction to the "What is" box for new readers to help get them up to speed, along with some commentary in the Casting Call arc (i.e. the first few comics) in order to improve the place. That, and I can post new text up much faster than working on cast pictures, which take almost as long as comic pages.

Hope you enjoy it!

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Sunday, November 25, 2007

Do You Make These Common Mistakes in your Dialogue?

(It's worth note here that we're not talking about text bubble placement; though that's important too, there's a better tutorial for that and I don't feel like going into all the image-worthy details when this is mostly ending up in a teensy sidebar blog.)

As most critics will happily point out, most comic artists aren't the best when it comes to writing (or worse, have an inflated idea of what their writing skills actually are.) Since the majority of the writing in webcomics is located in the dialogue, it's the easiest part of a storyline which can be targeted. After all, without much else to do within a comic, the writing may very well be what saves your work.
  1. "Hm?" Short pepperings of dialogue are common in modern society, but unless you're writing in a modern setting, it could range from completely inappropriate to totally unrealistic. Since word bubbles take up a significant part of usable space on a comic page, you cannot and should not allow for these small 'grunts' of text within your conversations. Also, it provides a way for one character to dominate a conversation when perhaps they shouldn't be.
    • Exception: Nonverbal/Barely Verbal Characters. In a society that expects people to talk, a person who consciously refuses or is unable to will stand out. Use it as a character trait, but ONLY for that person; you may be able to justify it as a group trait if you're really clever with it.
  2. "As you know . . . [exposition here]" Well, okay, genius; if they already know it, why are you telling us again? This is commonly related to having the "new guy" in the group as a plot device to force more experienced characters to constantly have to explain their actions to others. Exposition in anything (let alone in comics) is a Bad Thing, but in comics it means the dreaded walls of text. The more manageable chunks you can break your work down into, the better.
  3. "[Insert Cliché Line of Dialogue here]" This is a gimme. The Villain's One-Liner as he escapes arrest, the 'witty' last line of dialogue at the end of a cartoon, anything that makes you groan as you've heard it so many times before. If you don't like it, neither do your fans. Spare everyone the drama.
  4. Everyone talking in the same tone of voice as everyone else. More forgivable in a high-school drama (barely), completely unforgivable everywhere else. If you have a series of diverse characters from diverse backgrounds, you damn well better give them diverse voices as well. This goes back to 'character traits', and mastering the voices of your characters will go a long way to cementing the way people pick up on the plot. Even when cursing or getting into adult dialogue, remember; there's a whole lot of ways to say "sex" but each one has its own implications and times when one form is appropriate over another. (Your doctor says "intercourse", your mother says "making love", your drunken best friend says "porking" . . . you get the idea.)
  5. "[Almost indecipherable wall of text here that's just so unbelievably long and located in a block of text so big that it crowds out the rest of the panel to the point that nothing else can get said . . .]" Get the picture?
Of course, the greatest thing (and the worst thing) about writing is that people undeniably can and will find new ways to make mistakes, and even the most clever lines run the risk of becoming a meme that'll be old hat in five years.

Then again, if that happens to your comic, consider yourself lucky.

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Thursday, November 8, 2007

How to Decide if You Should Do a Webcomic

Let's face a few facts: Webcomics are new. A lot of people think webcomics suck. An enlightened subsection of those know better and assert that only the majority suck. This does not speak highly of the ones who actually want to get good at it. Granted, you could say the same things for a lot of internet groups, but let's assume you actually are looking to do something with webcomics, in spite of all this.

You SHOULD do a webcomic if:
  • You have a story to tell (with some visual nature to it). If you find yourself cooing endlessly about the moons of the planet Mazz'zel'ta and the way they shine in the darkness, or other striking visual effects, go ahead and start drawing it.
  • You want to expand your art portfolio. Know what's big in portfolios? Related Works. Pages in a story are as related as related works get, and are more likely to test your boundaries as an artist. As a bonus, it pretty much ensures that if someone on DeviantArt or elsewhere sees one page and likes it in the least, they'll probably read the other pages as well.
  • You don't feel 'ready' to pitch your idea to the "Big Boys" yet. You'll probably never feel ready, but at least you can start working on it now and gaining fanbase instead of waiting for letters from them (rejection or otherwise).
  • You want to start making money off of your art. It won't be much money, but if nothing else it should improve your work and expand your audience enough that you can eventually start taking commissions (and now people will actually want to buy them!).
  • You feel there's a gap in the webcomics already out there. If an anime about baking bread can get taken seriously, anything can. As a bonus, think of all the new fans you'll get for covering a topic they care about. In the meantime, I'm just going to say this outright: I would LOVE to see a webcomic about crochet, or possibly knitting.
  • People keep telling you to start a comic. Hey, you've already got a fanbase, why not? Motivated fans you can actually have a cup of coffee with are rare enough that even just one or two of them is reason enough to give it a try.
  • You ever plan on doing a comic 'eventually'. Just start now. Seriously. Worst case scenario, you ditch working on it to start a new one.
You should NOT do a webcomic if:
  • You expect to make LOTS of money off your art. It doesn't work that way. The only truly 'successful' comics I've seen have been at it for years, and when making just above the poverty line in donations alone is considered 'successful', that means you're probably not going to become a millionaire doing this.
  • You think "I don't need ____! So-and-so did this, I can too!" Whoever you're holding in high regard did it better because they know what they're doing and how whatever rule they're breaking is meant to be broken. You don't. Don't try it until you do.
    • This goes double for people trying to imitate stick-figure comics. Yes, good writing can eclipse bad art. This, however, assumes good writing.
  • The story you want to tell is fanfic. Come back when you have some originality and aren't a walking copyright violation. At the very least, tweak it until it passes the "I think _____ did it better" test.
  • You plan on using Sprites / Screenshots / Other Game-Originating Material in Lieu of Art. No publisher will EVER touch these types of comics with a ten-foot pole. Besides, it's pretty limiting as far as visualizations go. If you insist on doing it, fine, but don't expect it to go beyond being a webcomic unless you can find a way to make the rest of the comic shine in comparison.
  • You plan on hosting the comic at ComicGenesis, SmackJeeves, DrunkDuck, or any other "Webcomic Hosting Specialist" for the life of the comic. It screams "Ameteur wanted Free Space!" and is the webcomic equivalent of GeoCities. Starting out on free space isn't bad in and of itself, but the top Comic Repositories have bad enough reputations that you may be better off doing it yourself and avoiding the taint. For God's sake, if you're going to seriously start a comic, get a halfway decent webpage; if you have any readership at all, you can make the money from hosting back in ads alone. If you MUST be a cheapskate about it, go with ComicGenesis, as you have the most control there and the least-stupid name in the URL. Barring this, LiveJournal and Blogger work as well, provided you use an additional image host like Photobucket. DeviantArt and other Art repositories are also good.
  • You're only making the comic to impress people. Don't. They're not. You probably won't become famous for doing this, and if you do, it'll be so many years from now that if this is the only reason you're doing it, you'll kill yourself before you ever get that far.
  • You don't plan on drawing a comic for very long (and I mean in terms of updates, NOT time-per-page). Comics are a BIG time investment, and take years of updates and tons of strips to take off. If you don't have the time, do a short story, but starting a comic and then not being able to keep it up is terrible and pisses off whatever fans you've acquired.
There's other tutorials and tips for starting comics, but if you're still on the fence about this at all, look at this chart and figure out how many reasons from each list are your own reasons for wanting to do a comic, and decide if you lean more towards one list or the other. Having a few "Don't" reasons in your list isn't a bad thing, (delusions of grandeur can be useful for those rough spots) but if you're hitting all cylinders on the bad list and STILL think you should do a comic, you need to rethink your priorities.

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Sunday, November 4, 2007

In Defense of Giving your Work Away:

(a.k.a. "The edge Cartoonists have over the RIAA")

This post is a glorified response to an interview over at kottke with Cory Doctorow, who apparently has some fairly strong opinions about giving away your work. Naturally, there're a few hecklers in the comments who don't "get it". This would be a fine argument to sit on the fence of, except I know of at least one stable business model that basically thrives on 'Giving Work Away', and since I'm reposting my remarks (more or less), you can take a guess what I'm referring to: Comics, comics, and more comics.

For years, people only paid for their newspaper comics as an incidental part of the newspaper; to children and adults alike, such work was essentially 'free' for them, because newspapers were a given and the news content of the paper was what was truly 'paid for', and not the comics, except when they bought the books and merchandise. The system had hiccups, the way any general monopoly does, but for several decades this model worked out fairly well for cartoonists (at least the ones that "made it", anyway).

The internet equivalent is in webcomics, with several key differences; no editorial process, no risk of a risque strip being yanked, no pre-payment from newspapers to publish and carry the work. One would expect that, if comics worked the way books and music work, they would charge people just to see the pages.

Yet they don't. All their work is free to view, and in most cases, so are the archives, making it harder to justify book sales. And yet there are probably just as many (if not more) people profiting off of webcomics, even if these profits are not as big (yet) as the average person appearing in newspapers. These cartoonists are just as niche, just as specialized, have just as much to lose, and yet they thrive, even when the majority of their work is just 'given' away.

Why? Because cartoonists work constantly. There is always 'another day' to cover, another page in the story, another advancement of the tale, and thus each individual page is cheap and worthless without the rest of the story. That commitment to the work's creator (and NOT their work itself) is the most important vector for profit. Nobody 'cares' about DMFA; they like it, sure, maybe even love it, but they care about Amber far more. Schlock Mercenary is good, but Howard Tayler is better.

The comics are an elaborate lure designed to make you want more, and recognize the hand that feeds; the person behind the comics becomes center stage. And it's not just comics; the whole "2.0" revolution is based around this idea. Jonathan Coulton's songs and Hugh MacLeod's cartoons are proof that stable models can be built around people, and not just items. The work is worthless without the creator, and so giving away the work is exactly what they WANT to happen, because as long as people can follow the lure back to the hook, everyone gets what they want.

The way songs (and other media) are done now, though, there's no lure past the song itself; the song IS the hook, so to speak. So . . . perhaps the reason big, foreboding, faceless companies are afraid of giving away their work is because they know that there's no person behind the work, and so they're subconsciously afraid that once people have it, they won't want anything more from their 'creators'.

No wonder they're scared of file-sharing; it actually forces people to care about something other than material items for a change.

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Saturday, June 16, 2007

7. Beware the Family Friendly Label (unless you're really REALLY good at it).

Howard Tayler is one of the heavyweights in webcomics, and he's pretty damn successful at it. He's managed to make a daily strip run for seven years (and the majority of the past four without fail), he's sold books, done cons, gets his stuff to go for hundreds to the right fans, and manages to do it well enough to support a sizable family on the profits. He clearly knows what he's doing when we works on this stuff.

He also, apparently, gets flustered at fake ads referencing Orgasms-Per-Hour and random mothers of young children giving him crap because of said ads. As much as I hate to inject myself into the obvious drama this has brought to his fanbase, I can't say that 'orgasm' is a dirty word most kids would even understand (as opposed to something they already recognize is a bad word, like 'cunt'), and quite frankly I'd rather have a young child looking at an ad and realizing it's aimed at older people (thus ignoring it), than the previous ad which was talking about creepy old men who can erase your memories and also happen to be driving schoolbuses. Apparently it's okay to scare the crap out of young children and make them afraid of schoolbus drivers, but not okay to let them see the word 'orgasm'.

But, as I said, Mr. Tayler knows what he's doing, and I know why it's got him in such a righteous snit: he insists on total control over which ads appear on his site, while BlogAds refused to give him that total control, and this makes sense that he would be upset with them over such a distinction along with their bait-and-switch tactics. He also insists on a family-safe label as well, however, which makes sense for him and his audience, but not necessarily with the same universal approval. Then again, he's also someone who's been running for the past seven years on a daily comic; that kind of longevity gives you the power to dictate your own terms pretty damned well, and he is more than entitled to maintain whatever standards he likes.

I bring up Mr. Tayler and his recent drama as a pair of examples; On the one hand, we have a man who is clearly both good at his job and successful by webcomic standards. On the other hand, he's also bound by a stricter set of guidelines than the average artist, and as a result he has less flexibility to do what he wants and has to maintain that extra sense of vigilance over ads he deems inappropriate. The message is in the method: If you try to make things safe, you're causing yourself extra work later on in order to maintain that illusion of safety.

Family-Friendliness isn't the 'natural state of the internet', so to speak, and without a certain sense of what's good and what isn't (or your own personal canary in the coal mine to let you know what's what), you run the risk of making things 'too safe' and the resulting material has no effect whatsoever. If you need a certain amount of color to your humor, there's not much point in trying to 'dilute' it to make it 'family friendly' when such a distinction kills the joke.

This statement ties back to a basic Comic Commandment: Know Thy Audience. It doesn't shock me that a father with several small children insists on having a comic meet these Family-Friendly standards. It shocks me significantly that a college graduate in his mid-20s aims for one too, especially as it's meant for a nostalgic audience. When you aim for a niche audience (which, let's face it, being kid-safe is a definite niche), you give up some of the affordances having a webcomic often gives you, and require the rest of your work to pick up the slack since you can't just "go to the well".

As for my own work? I freely admit Last Resort isn't meant for a children's audience. There's no real way a story about a bunch of condemned criminals walking into their deaths (and that's without adding in the vampire elements...) is going to BE family-friendly, either. I can swap out a few of the invectives I use in the comic and censor it down to a PG level, but quite frankly I'd rather leave them in as fair warning about the level of violence and plot therein.

Family-friendliness means people don't die on-screen. Family-friendliness means you keep a minimum amount of clothing on. Family-friendliness means you can't let your characters say whatever they feel like. Family-friendliness means you don't have references to 'satanic' creatures like vampires, apparently, but that's a whole other complaint about people confusing Family Values with Christian don't-rock-the-boat Values. Eventually you realize that the Family label is just like the Adult label: once you accept it, you start locking yourself in and squelching your creative energies.

Given the choice, I'd much rather define the label than let the label define me.

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