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Home ¦ Features ¦ Arthur Ranson Interview Part 2

Arthur Ranson - A 2000 AD Review Interview

4th September 04

Back to Part 1

Apart from a couple of early Future Shocks, all your 2000AD work has been with the “founding fathers”, John Wagner and more particularly Alan Grant. Is this your choice, and why do you think your art fits so well with Alan’s scripts? Would you ever want to work with any other writers?

The universe has been kind to me: Angus Allen, John Wagner and Alan Grant. 99.99% of the work has been with these writers. Inventive, professional, prolific, original, idiosyncratic and inventive writers who know how comic strip works. I once had a script that started ‘Frame 1: He comes into the room, takes off his coat, kisses his wife and sits down at the table where he opens a newspaper’. But these guys understand frame by frame narrative.

2000 AD - Arthur Ranson interview
Button Man

Other great advantages are that all of them are economical with words with no long descriptive passages, all are receptive to suggestions, and all allow me to make changes in the panel content and order. Initially, this would be by me talking to them and saying “I have this idea for this part, do you mind if I…” In time either they would weary of my phonecalls and say “Yeah, whatever, leave me alone”, or learn to trust me. I have made suggestions when the script is in process but mostly my input is in the presentation for the sake of narrative. Art is art but the story is the thing (there are talented artists drawing stories that I can’t be bothered to read and vice versa). I will add frames, for example, if I think it will flow better or explain more. I did make a small change to the end of Button Man I which I won’t tell you because it will spoil the ending for new readers (out now in hardback). However, when the writers are right they are right and I do as I am told. Which is most of the time. Probably.

Literary criticism:

My experience of John’s stories is that they are self-contained. Complete in themselves, neat, compact and satisfying, solid. Alan’s stories are soft edged, suggestive of things outside themselves, making overt or implied connections to other stories, times and places, other ways of viewing existence and are often open-ended. Being interested in philosophy, religion, consciousness, psychology, mythology, all that open-ended stuff (“fey” as Angus described it in his piece) and its literary expression in SF and fantasy, I guess I find Alan’s stories more tempting. And it is interesting to try to draw the unknown, otherworldly, fantastic mind stuff for which Cass Anderson is the ideal vehicle. The variety of subject matter to draw also suits my novelty-seeking streak. John’s Button Man I really got into but was conscious of making an effort to make it more earthbound. It was a good story and I did not want it to be just another piece of comic book casual violence.

My comic reading is too limited to know much about the work of writers and my designated brain cells for name recall are under-developed. There are stories, or their premises rather, that I have been attracted to. At different times I have rather fancied myself for Silver Surfer, Red Seas or Dr Strange, for example.

You’re listed as the co-creator of Mazeworld. Could you tell us a bit about the genesis of the story, and where the symbolism you employed in it came from?

2000 AD - Arthur Ranson interview
Mazeworld
Having a rubbish memory myself it might be as well to check with Alan Grant on this. I think initially Alan just wrote an opening chapter with a man being hanged and finding himself in a world of mazes. That was all he had, no idea then of what came next. Excited by this I wrote reams of ideas to Alan which I do not know now if he used or not.

(Alan Grant adds: Arthur's memory serves him well. All I had was the first six pages and the urge to use mazes. Arthur did indeed write reams of ideas, many of which were used for the characters and scenarios. We compete for the title of "Comics Person With Most Rubbish Memory", but I think he even produced a complete back-history for Mazeworld. I'm pretty sure I still have it someplace--Arthur doesn't type, so everything is written longhand with beautiful little doodles and ideas sketched in the margins. I probably have all of his initial character and world sketches, too.

When I drove down to Arthur's for a face-to-face discussion about the story and where it might go, I found that he'd already drawn a "map" of MazeWorld. It was so good, so right, that it basically became the template for everything that followed.

MazeWorld ran for for 3 series, and as it was creator-owned we had hopes of selling it for syndication, or perhaps as a computer game. The only company to pick it up was the US Caliber Comics, which promptly printed the books in black and white, lost much of Arthur's artwork, failed to pay us a bean, then went bust.

It was turned down for option by a Hollywood studio because "it bears
too much resemblance to an episode of a 60s US TV show, where a man got
hanged."
)

Editor's note:Just after this interview went live, James Pruett - one of the brothers who ran Caliber Comics in the US - phoned Arthur to say he had, by coincidence, just discovered he had the Mazeworld artwork and is returning it.

2000 AD - Arthur Ranson interview
Mazeworld

Arthur Ranson: As for symbolism, what symbolism do you mean? The literary symbolism – life is a maze in which one makes choices not knowing where they may lead, a life is not worth living if it is totally self-centred – would have come from Alan. The visuals were mine but there was no conscious symbolism in that, only an attempt to make up a place where these things could happen. I did a big painting of the entire island city which helped me keep the geography in mind. There was some Inca, Aztec influence on some of that. If I drew the strip again I would want the place to look grubbier. There was a slum quarter in the painting but we never went there. And distant mountains where I suspected lived another kind of folk altogether.

Judge Anderson’s the character you’ve been most associated with, from your very first work in the comic. How do you feel about the story, and how do you feel Cassandra’s changed in the fifteen years you’ve been drawing her?

I have not thought about this before but I imagine Cass has changed, and not just her hairstyle, which has altered at least four times just in my drawing. Women, eh? It seems to me she is not less idealistic so much as less hopeful, she expects less. Is this me projecting? I had thought that Cassandra had become less cheeky, less likely to make jokes, but that was probably lack of opportunity since in the story I am currently drawing she is doing that again.

Her character and personality are down to Alan, of course. I just try to understand his take and make it visible where possible through body language, expression and lighting sometimes. Alan specifies the mood of a scene or sequence sometimes, so lighting can matter. Alan has never had Cass do something I don’t think she would do. I feel quite possessive of her, wonder about her childhood, but she is really Alan’s. Cass is the most human of any comic hero I am aware of, and deals with some of the knottier problems of being human – morality, mortality, meaning.

The new Anderson story has her aware of being between forty and fifty years old. I like that. I hope she appears it and still retains the likeness and any glamour. In fact, I want her looking more sexy. When I first drew Cass, I changed the high heels Brian Bolland had given her to those clunky boots. This because I can be very literal for a comic book fan and thought high heels unlikely and impractical police footwear. Presently, I am wishing I had kept the high heels but cannot think of a good excuse to change the female Judges’ footwear. Chief Judge getting pervy and ordering it?

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Original content (c) 2002 Gavin Hanly (contact 2000AD Review).