The Poetics of the Page: City of Glass, the graphic novel
by Martha Kuhlman

Avon Books, 1994
When David Mazzucchelli and Paul Karasik's adaptation of Paul Auster's City of Glass, the first novella in the New York Triology, was published in 1994 as part of the Neon Lit series by Avon Books, it received a review in Newsweek, a brief mention in The New York Times Book Review, and no scholarly attention at all. By contrast, there are dozens of articles on Paul Auster's prose original. The difference would appear to stem from an automatic prejudice on the part of American critics who regard comics as a form of "low" art, although this attitude is being challenged in some academic circles.1 Sven Birkets, who states that Auster's version of City of Glass is to the graphic novel version as Mozart is to "muzak," is characteristic of this dismissive stance. On the other hand, Auster himself asserts that the adaptation goes beyond a "cinematic approach [into] something that can only be done through drawing" (Birkerts, qtd in Placens 70). When I had the opportunity to ask Auster what he thought of the Mazzucchelli/Karasik version several years ago, Auster's reaction was unambiguously positive: he immediately knew what I was talking about, visibly brightened, and said that he greatly admired the book.

Although Auster's City of Glass resists summation due to the open-ended nature of the narrative, a brief outline of the story is necessary in order to situate and understand the graphic version. Daniel Quinn, a mystery writer who uses the penname "William Wilson,"2 is plagued by mysterious phone calls from someone who asks for the help of the private detective "Paul Auster." Quinn finds himself working for Peter Stillman, a man who was mentally wrecked by his abusive father, Professor Peter Stillman. Professor Stillman locked his son in a closet for years in order to see whether the child would rediscover the original language of human beings — the language of Eden before the fall. Stillman is eventually caught, judged to be insane, and imprisoned; meanwhile the child, Peter Stillman junior by default, undergoes intensive speech therapy but never fully recovers.

Quinn is brought onto the scene because Professor Stillman is about to be released from prison, and the son fears that his father will try to kill him. Quinn shadows Professor Stillman, but the old man is plotting something altogether different from the murder of his son. In a series of deliberate walks around the city, Stillman traces the letters of the "Tower of Babel," a crucial Biblical reference in his dissertation on language, through the streets of New York. Increasingly desperate and perplexed, Quinn enlists the help of the "real" Paul Auster, who, as it happens, is not a detective at all but a writer. Quinn stakes out Stillman's apartment, and gradually loses his grip on reality. In the end, we discover that the entire narrative we have just read was contained in a red notebook that was found by an unnamed narrator who is only identified as a friend of Paul Auster's. The novel is a kind of an artichoke that sheds successive layers of meaning, each layer destabilizing the prior one, without ever yielding a definitive answer to the mystery.

To analyze the graphic novel adaptation, we need a theoretical apparatus that can register and decipher the complex interplay between text and image on the page. In the field of comics criticism, there is no clear consensus on a semiotics of comics. Nonetheless, one name that consistently emerges is Scott McCloud, whose groundbreaking work Understanding Comics (coincidentally published the same year as City of Glass, 1994) is the standard against which all others are measured.3 McCloud is the semiotician of the comics industry, and one of its most passionate advocates; a contemporary Roland Barthes of the comic book, if you will. Rather in the manner of Barthes' reading of Balzac in S/Z, McCloud has codes and categories for various facets of comics, which he defines as "juxtaposed pictorial and other images in deliberate sequence intended to convey information and/or to produce an aesthetic response in the viewer" (9). But the test of any theory is whether it is capable of adequately describing the most sophisticated object of its study. And it is here that Karasik and Mazzucchelli's adaptation may serve as a signpost for new directions in comics criticism.

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I want to return to the point when Quinn is researching Stillman's theory of language, because this episode dramatizes the crucial difference between literary criticism and comics criticism. Professor Stillman delves into the mythological origins of language to imagine a time when words were unproblematically linked to the objects they designated — that is, a time when signs were motivated, and signifiers were neatly paired with signifieds. According to Stillman's Biblical interpretation, this idyllic state existed in Eden, but ended catastrophically with the Fall. Based on the lectures of Ferdinand de Saussure, students of literary criticism usually begin with the premise that the signifier and signified have long since parted ways, leaving only an arbitrary link between the one and the other. Karasik and Mazzucchelli's version ingeniously illustrates this moment of separation through the graphic pun of the shadow that is both the word and the thing it describes. The traumatic break between word and meaning, here playfully represented as the ground literally crumbling beneath the feet of Adam such that the word "shadow"4 is absurdly stranded, appears to function as a warning that words (and pictures!) are not transparently tied to one signified.

Unstable signifiers and the shifting ground of representation are especially apt visual interpretations of the narrative uncertainty and linguistic ambiguity in City of Glass. Literary critics frequently cite the novel as an example of deconstruction and/or postmodernism because the narrative frustrates our expectations for a transcendental signified.5 Instead of solving the Stillman case, connecting the crime (signifier) with the motive (signified), Quinn descends into his own delusional world that is ultimately undermined by yet a third narrator at the novel's conclusion. In the end, there is neither a crime nor a motive. The panels that represent Quinn's point of view as he reads Stillman's thesis on the fall of language and the arbitrary nature of the sign function as a self-reflexive comment on the central conundrum of a detective story that has no solution.

McCloud, on the other hand, approaches the relation between language and pictures from the entirely opposite direction by raising the fusion of signifier and signified to the status of a desired ideal. Like Professor Stillman, he is nostalgic for an imaginary hieroglyphics radiant with meaning:
This is an exciting time to be making comics, and in many ways I feel very lucky to have been born when I was. Still, I do feel a certain vague longing for that time over 50 centuries ago, when to tell was to show... and to show was to tell. (161)
In effect, McCloud is searching for the motivated sign,6 and thinks that comics might be the answer.7 This may account for the overly referential bias of McCloud's categories — pictures either illustrate words ("word specific"), or words explain images ("picture specific"), or the two are locked into a harmonious balance ("duo specific," or "interdependent") (153).8 To be fair, he also invents two other categories that are less obvious — parallel constructions, "in which words and pictures seem to follow very different courses without intersecting" and "montage" "where words are treated as integral parts of the picture"9 (154), both of which are relevant for Karasik and Mazzucchelli's work. The problem with these categories, and with the "motivated sign," is that a sign or an image may have multiple valences — literal and metaphorical.10 Although McCloud has the best possible intentions, his presentation may, in fact, paradoxically coincide with common negative perceptions of comics. In the most complex examples of the genre, the object is not to tell a story in an efficient and easily digestible form, but rather to draw attention to the visual dimensions of a narrative that the creators discover and invent.

To develop analytical tools for the discussion of the graphic novel, it is necessary to employ aesthetic criteria that would differentiate comics from other word/picture combinations (an illustrated instruction manual, for instance), and for this purpose it is useful to turn once again to literary criticism for guidance. According to Roman Jakobson's definition, the poetic function "focus[es] on the message for its own sake" (1263). That is to say, poetic language not only conveys a message, but contains other features — meter, alliteration, and rhyme, for instance — that heighten the reader's awareness of the choices that led to a particular form. Thus, Ogden Nash's "Candy is dandy but liquor is quicker" is catchier than "I prefer alcoholic beverages to sweets." Jakobson describes the production of metaphorical language as a dynamic mechanism:
The selection is produced on the basis of equivalence, similarity and dissimilarity, synonymy and antimony, while the combination, the build up of the sequence, is based on contiguity. The poetic function projects the principle of equivalence from the axis of selection into the axis of combination. (1265)
In the example previously cited, the selection of words that are related through alliteration and assonance (equivalence) is projected into the combination that forms a grammatically logical sentence of Nash's one-liner. Jakobson's examples are drawn from foreign languages, but there is no reason why his theory would preclude visual examples. As he emphasizes, "[M]any poetic features belong not only to the science of language but to the whole theory of signs, that is, to general semiotics" (1258).11 Poetic features are manifested in Karasik and Mazzucchelli's adaptation in a number of different ways: in transitions from panel to panel, in the introduction of various visual motifs, and in the structure of page layout, such that form and content are inseparable. These devices are predicated upon a form of visual poetics that effectively slips through McCloud's categories.12

Visual Metaphor

The opening section of the graphic novel is a condensation of the first chapter of Auster's text in which we are introduced to the main character, Peter Quinn. Thirteen pages of prose are converted into eleven pages of the graphic novel.13 Some sentences are taken directly from the Auster narrative and are included as captions (text placed at the top or bottom of a panel), "word balloons" (monologue, dialogue), and "thought balloons" (internal monologue). But there are many instances when Auster uses an omniscient third person narrator to offer more abstract insights into Quinn's character. In this passage, Auster describes Quinn's relation to New York City:
New York was an inexhaustible space, a labyrinth of endless steps, and no matter how far he walked, no matter how well he came to know its neighborhoods and streets, it always left him with the feeling of being lost. Lost, not only in the city, but within himself as well. Each time he took a walk, he felt as though he were leaving himself behind, and by giving himself up to the movement of the streets, by reducing himself to a seeing eye, he was able to escape the obligation to think, and this, more than anything else, brought him a measure of peace, a salutary emptiness within. The world was outside of him, around him, before him, and the speed with which it kept changing made it impossible for him to dwell on any one thing for very long. Motion was of the essence, the act of putting one foot in front of the other and allowing himself to follow the drift of his own body. By wandering aimlessly, all places became equal, it no longer mattered where he was. On his best walks, he was able to feel that he was nowhere. New York was the nowhere he had built around himself, and he realized that he had no intention of ever leaving it again.
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The artists retain the metaphor of the labyrinth, but add visual analogies not present in the prose version. Lines from the original text accompany a series of nine panels that segue from Quinn's view of buildings outside his apartment window, to a field of lines that loosen and gradually reform into a maze, and then focus on a single fingerprint (p.4). The perspective pulls back from a close up of the fingerprint to show the window with the original view of buildings, now marred by the fingerprint smudge. In the last panel on page, Quinn raises his foot to suggest that he is stepping out of the frame. Motion, loss, and solitude are suggested by the visual transitions from the buildings, to the maze, to the fingerprint, and back. These similarities in form function as "equivalences" in a "visual metaphor" that connect the separate stages of Quinn's reverie.14 This sequence is repeated later in the novel, with an additional variation, to represent Quinn's confusion when he appears to have reached a "dead end" in the case: at the end of the maze, we see a locked door (p. 85).

Visual Motifs

As we have seen in the previous example, visual correspondences are present not only at the level of panel to panel transitions, but also inform the structure of the graphic novel as a whole. When searching for a suitable format, Karasik was inspired by one of his mentors at the School of Visual Arts, Harvey Kurtzman, who is famous for his cinematic style in his comic "Frontline Combat" and his nine-panel comic strip "Hey Look" (113). Karasik explains how the nine-panel grid became the inspiration for the page layout:
[It] looks like a jail cell door. That's it! We'll use this grid in all sorts of ways in the first half of the book to reinforce this rigid structure that Quinn has locked himself into. Bit by bit we're going to break down the grid in subtle ways. As his sanity leaves, the drawing itself will start going off-kilter. (141)
This design serves as the framework for the nine-panel schema for the book, the window of Quinn's apartment, and a cell door. One pattern is echoed in another at the conclusion of Peter Stillman's (Jr) monologue when the "gutters" between the panels are suddenly rendered three dimensional by the switch from negative to positive space, dramatically transforming the entire page into a cell door (22). In another striking juxtaposition, we see Quinn at his desk with the window before him, while on the facing page we appear to be looking through this window from an exterior point of view that encompasses all nine panels (36-37). At this point in the story, Quinn has started to keep a diary to make sense of the Stillman case, but confusion and uncertainty plague him at every turn; here the window also doubles as an echo of the cell door to represent Quinn's psychological imprisonment.

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By the end, the nine-panel structure disintegrates into squares that are skewed across the page, which both signals Quinn's mental breakdown and exposes its artifice as a narrative device (129-131). The accumulation of these details and similarities over the course of the novel creates the uncanny feeling of familiarity, much in the same way that a motif in a novel functions. In effect, Karasik and Mazzucchelli employ a form of "visual motif" that powerfully unifies the form and content of City of Glass.

Metanarrative

Literary critics often comment upon how Auster manipulates the relation between the narrator and the concept of authorship,15 but even in this instance, the graphic novel presents ingenious interpretations of conflicting levels of reality. Layers of subterfuge proliferate: Daniel Quinn uses the pseudonym William Wilson, a reference to the Poe story by the same name, for his mystery novels about the adventures of Max Work, a hardboiled detective. Quinn assumes the name "Paul Auster," who is supposedly a detective, and later meets the "real" Auster, who is not. Quinn and Auster discuss the authorship of Don Quixote, another work in which authorship is problematic, since Cervantes does not claim to be the writer, but merely the editor of a text written in Arabic by Cid Hamete Benengeli (Auster 117). The plot takes a final turn when a third narrator claims to have pieced together the entire story from conversations with Auster and notes from the red notebook (Auster 135).

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Auster's elaborate narrative pyrotechnics would not seem ideal for visual representation, but if we compare fictional frames to panels in a graphic novel, it is not as improbable as it might initially appear. Between chapters ten and twelve of the text, the narrative gradually slips from Quinn's point of view to the perspective of an outside narrator who is reconstructing the story after the fact. Mazzucchelli and Karasik's version introduces this element of doubt by including a panel that simply shows a typewriter with text on the paper; the status of this text is clearly different from that of the writing in the surrounding panels. The confusion of levels of reality and fiction are compounded by the representation of Auster, since the drawing actually resembles the living Auster, an effect that could only be achieved in the graphic novel adaptation.

Eventually we understand that the typewriter represents the interventions of a reliable narrator, while the panels that follow Quinn's increasingly inscrutable actions are progressively shaken loose from the nine-panel grid and transformed into pieces of paper that tumble and spiral through space.

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Just as we have learned to accept the convention of the panels as a narrative device, this artifice is yanked away, leaving only the emptiness of the surrounding black page; there are not even any page numbers to anchor the text in some recognizable or reassuring frame of reference. By the novel's end, the style of the drawing changes to a pen-and-ink wash free of any panel delineations.

Paul Karasik and David Mazzucchelli's graphic novel version of Paul Auster's City of Glass is not merely an illustration, or an oversimplified version of a superior original that a lazy reader did not want to read. Instead, the graphic novel adds a visual dimension to Auster's metaphysical detective story that constitutes an artistic contribution worthy of analysis on its own merits. Auster's novella poses questions about referentiallity, metatextuality, and the limits of language. Karasik and Mazzucchelli's version cleverly exploits these semantic ambiguities, and adds its own unique form of visual poetics, a hybrid form of text and graphics that enacts philosophical mediations upon language and the limits of expression in ways that are unavailable in the original novella due to the limitations of its textual medium.

Epilogue

When I first began to work on Karasik and Mazzucchelli's City of Glass, I was much chagrined to discover that it was out of print because I wanted to use the book for one of my courses. And therefore I was delighted to hear that Picador is republishing it. While I have outlined a few of the remarkable features of this graphic novel, there is still much to explore, discover, and enjoy in its pages. I know that professors and students will find it a fascinating text from many points of view — as a graphic novel, as a variation and continuation of Auster's prose work, as a graphic display of semiotics in action, and as a work of art. I also would like to thank David Mazzucchelli and Paul Karasik for their generous help and suggestions. 


Endnotes

1 In Europe, particularly in France, the situation is quite different. As Mila Bongco explains, "comics as a distinct discipline was institutionally introduced by the Institut d'Art et d'Archeology as early as 1972 and a special subject, 'l'Histoire et L'Esthetique de la bande dessinιe,' has been taught by one of the leading figures in comics analysis, Francis Lacassin" (13). According to Rogers Sabin, the graphic novel came into its own in the 1980s with the publication of the following three books: The Watchmen (Alan Moore and David Gibbons 1987), Batman: The Dark Knight Returns (Frank Miller 1986), and Maus (Art Spiegelman 1987) (see Sabin, "Comics grow up! : dawn of the graphic novel," 87 - 95). The award of the Pulitzer Prize to Spiegelman in 1992 was one of the defining moments for the artistic legitimacy of this genre.

2 William Wilson, the title of an Edgar Allan Poe story, functions as Auster's intertextual nod to the inventor of the detective story.

3 In their introduction to The Language of Comics (2001), Robin Varnum and Christina Gibbons acknolwledge McCloud as "the most quoted writer in the present volume. Understanding Comics has great heuristic value and may have prompted more scholarly discussion on comics than any other book in the English language" (xiii).

4 Karasik explains that Casteliani, an artist featured in Raw (Art Spiegelman's compilation of alternative comics) had used the device of constructing shadows out of the word "shadow."

5 Critics who write about the prose version of "City of Glass" commonly make the connection between the futility of Peter Stillman's pre-Saussurian language theory and the futility of the postmodern detective plot. "Auster's complex investment in 'nothing' signals a deconstructive investigation into the repressive effects of any claim to be able to account for everything, to arrive at the truth..." (Little 134). "Stillman's project also calls into question the activity of the traditional detective, in his attempts to penetrate to the truth or essence behind appearances... The detective works to restore order and truth, to establish the correspondence between people's actions and motivations, between the outward sign and its hidden or disguised signified" (Sorapure 82). "In detective fiction, then, motivation and truth are thus shown to be highly problematic. Signifiers have begun to become detached from signifieds; within the sign there is misrepresentation, slipage, displacement, noise" (Malmgren 188).

6 See Dylan Horrock's insightful critique of McCloud in "Inventing Comics: Scott McCloud Defines the Form in Understanding Comics" in The Comics Journal, issue 234. 29 - 39.

7 Evidently the US Department of Defense agrees — of the various genres available, comics were chosen as the most effficient method of conveying information (Sabin 8).

8 Technically speaking, he also has an "additive" category, in which words or images "amplify" each other, but this seems to be a variation on his existing categories.

9 Gene Kannenberg, Jr., explains how this principle functions in the work of Chris Ware, one of the most inventive artists working today, in "The Comics of Chris Ware: Text, Image and Visual Narrative Strategies" in The Language of Comics (174 - 197).

10 Even Robin Varnum and Christina Gibbons, stuanch supporters of McCloud, concede that his system omits more complicated relations between word and image: "McCloud does not say so, but words and pictures can also stand in ironic juxtaposition to one another. Pictures can belie words. They provide context for words. They also provide subtexts, thereby complicating verbal messages" (xiv).

11 it's interesting to note that Jakobson specifically mentions comics as an example of a medium with the potential to experiment with poetic and narrative conventions: "However ludicrous the idea of the Iliad and the Odyssey in comics may seem, certain structural features of their plot are preserved despite the disappearance of their verbal shape" (1258).

12 To be fair, in his most recent book, Reinventing Comics, McCloud praises City of Glass and Maus for using "visual metaphors:" "The mere use of visual metaphors doesn't automatically draw out subtext in fiction, but when these symbols echo one another and relate directly to the story's central themes, the results can be mesmerizing" (34). But he does not define what a visual metaphor is. The mention of "symbols" that "echo one another" is also significant. The purpose of this paper is to expand and develop these two observations.

13 Karasik used extraordinary care in planning the architecture of the graphic novel: "I took the whole book and created a ratio between the number of pages in each chapter of the original text and the number of pages available to convey the same information in the comics version. Many comics adaptations do not do this, tey simply tell the 'story' without any regard for the structure that the author has created" (interview with Dan Nadel, 141).

14 One can also find "visual metaphors" in Art Spiegelman's Maus. To cite just one famous example, there is the unforgettable image of Spiegelman (wearing a mouse-mask, an ongoing metaphor throughout the comic), slumped over his drawing table, with the rotting bodies of concentration camp victims undernetah. In this case, the drawing eloquently illustrates the author's feelings of guilt for profiting from a holocaust story.

15 See, for instance, Madeleine Sorapure: "Like other reflexive or self-conscious novels, City of Glass incorporates a formal and thematic questioning of authorship and authority, analyzing what Michel Fouclault, in 'What is an Author?,' has described as the 'author-function,' the particular position the author occupies within a discourse and the particular kinds of knowledge made available by the author's position and activity" (72).
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---. City of Glass: a Graphic Mystery. Adaptation by Paul Karasik and David Mazzucchelli. New York: Avon Books, 1994.

Bongco, Mila. Reading Comics: Language, Culture and the Concept of the Superhero in Comics. New York: Garland Publishing, 2000. 1-83.

Horrocks, Dylan. "Inventing Comics: Scott McCloud Defines the Form in Understanding Comics." The Comics Journal. #234. June 2001. 29-39.

Jakobson, Roman. "Linguistics and Poetics." The Norton Anthology of Theory and Criticism. Vincent B. Leitch, General Ed. New York: W. W. Norton & Co., 2001. 1258-1265.

Kannenberg, Gene. "The Comics of Chris Ware: Text, Image, and Visual Narrative Strategies." The Language of Comics: Word and Image. Editors Robin Varnum and Christina Gibbons. Jackson: University Press of Mississippi, 2001. 174-97.

Little, William G. "Nothing to Go On: Paul Auster's City of Glass." Contemporary Literature. Vol. 38. University of Wisconsin. Spring 1997. 133-163.

Malmgren, Carl D. "Detecting/Writing the Real: Paul Auster's City of Glass." Narrative Turns and Minor Genres in Postmodernism. Eds. Theo D'haen and Hans Bertens. Amsterdam: Rodopi, 1995. 177-201.

McCloud, Scott. Reinventing Comics: How Imagination and Technology are Revolutionizing an Art Form. New York: Harper Collins, 2000. 26-55.

---. Understanding Comics. New York: Harper Perennial, 1993.

Nadel, Dan. "Nine Panels with Paul Karasik." The Ganzfeld. Fall 2000. 105-149.

Placens, Peter and Yahlin Chang. "Drawing on the Dark Side." Newsweek. 9/5/94. 70.

Sabin, Roger. Adult Comics: An Introduction. New York: Routledge, 1993. 1-12; 235-248.

Sorapure, Madeleine. "The Detective and the Author: City of Glass." Beyond the Red Notebook: Essays on Paul Auster. Ed. Dennis Barone. Philadelphia: University of Pennsylvania Press, 1995. 71-87.

Varnum, Robin and Christina Gibbons. The Language of Comics: Word and Image. Editors Robin Varnum and Christina Gibbons. Jackson: University Press of Mississippi, 2001.