To clarify, these are issues I've come across in my big react thread, which I recently updated for the 22nd time...which means I've skimmed through the beginnings of ~100 different comics and novels since I started it. ^^; Basically, I've seen a LOT.
And I kinda wanted to give in-depth explanations of some of the more common problems. If you ever wanted to post your work to my thread but you aren't exactly eager to hear my specific opinions on it (and you don't feel that getting 1 click from me 3 months from now is worth it...), now you can just look through these and get a good idea of what you'd most likely need to work on if you did.
1. Grammar
This is so common I've almost become numb to it. ^^; But yeah, grammar is probably the biggest issue in most of these amateur works. Particularly: random switches between past and present tense, lack of dialogue formatting, and simply making up nonsensical phrases in a desperate effort to describe things.
There's also this extremely confusing thing that happens where people just hand me...word salad. Like, it feels less like "English isn't this person's first language" and more like "this person has no understanding of English besides the definitions of certain words".
And the worst part is that this usually happens in NOVELS. o_O Comic writers usually don't do this; it's the people who have ONLY words to rely on who strangely feel confident writing in a language they simply don't know how to use.
Anyway, I feel like there are easy ways to avoid these issues...there are lots of thesauruses, dictionaries, spell-checkers and grammar tools out there, including Google Docs itself. And speaking of Google-- I think you could probably use Google Translate as a litmus test if your grasp of English is on the rougher side of the spectrum.
Try to get it to put your writing back into your native language: if you end up with nonsense, your English writing is most likely the same kind of nonsense.
2. Inadequate artwork
The other biggest issue, which even extends to novel writers in a way: when you have banner and cover art that looks like it was drawn by a 4-year-old, it becomes very difficult to take your dark fantasy/mature romance/serious spy thriller seriously.
Pro Tip:
https://www.pexels.com/ <--This is a site I use to search for royalty-free images. Find one that fits your story, slap some title text on there, and boom: easy promo art.
Anyway, for comic artists this is more complex...I will say that the #1 art issue I run into is a lack of proper expression and movement. I think this old quote says it all:
Usually when amateurs want to improve the art of their comics, they're way too focused on how 'pretty' the people look. Making sure they look like they're actually moving or reacting appropriately to what's going on comes much later, if ever. =/
More than once, I've been tricked by a comic artist who's actually really good at drawing people standing around talking in 3/4 views, but once they need to use a slightly different camera angle or just a little bit of action/expression, all of a sudden their 'good art' falls apart and it's like "wow...they actually don't know what they're doing".
And it's sad to me, because it shows that they were never taught what truly makes a comic work beyond 'a series of cute pictures'. Expressions and movements should be fundamentals to comic drawing, not 'optional' extras.
I get it, it's difficult to learn these things, and it's true that most fans won't care. But if you, personally, want to improve as a visual storyteller, you have to actually learn how to make your visuals tell a story. That means practicing gesture drawing, body language, facial expressions, even some blocking and cinematography. It ALL matters. Being able to draw a decent-looking picture of a character should be just the beginning of your journey as a comic artist, not the end.
3. "Just an idea"
This is probably the most tragic issue, especially considering that I only read the beginnings of these stories. ^^; Normally it takes a long time for this to become apparent, so if I'm already seeing it within your first 2 chapters, you got a BIG problem.
But yeah, when you have "just an idea" it means that your story is underdeveloped: It has a clear concept, but little else. Your characters are flat and spend most of their time trading exposition and worldbuilding. And/or, there isn't an apparent plot; the characters are just meandering around the basic chores and errands of the world you created, and for some reason the reader is supposed to be engaged by this. ._. Don't hold your breath.
I'll give one caveat: because I only read the beginnings of these stories, it's possible that this is actually the result of poor exposition/setup, and that maybe by Chapter 10 when the author finally decides to let the plot begin, it will become clear that the story isn't "just an idea". However, if at any point your story seems to be devoid of content/creativity, you still have a problem. Especially if that point is at the beginning: the most crucial time to hook your reader.
I've said it before, and I'll say it again: characters make a story. No amount of cool lore or magic systems will take the place of engaging characters. Even if all you have is "just an idea" and you're not really sure what to do with it, using fun, memorable characters to present this idea to the audience will make them want to stay. It will also give you more opportunities to flesh out your ideas in interesting ways.
For instance, rather than trying to figure out how to make pieces of cardboard tell each other lore without boring the reader to sleep, you can:
-Have an adventurous character discover the plot while going on an actual adventure (--> "maybe I can tell this story through a series of adventures!")
-Have a reckless character make a mistake that causes the plot to begin (--> "maybe I can tie other major story beats into this character's actions!")
-Have a group of characters reveal lore/background info through a heartfelt conversation (--> "maybe I can write this story about how my awesome lore affects these characters lives!")
^And so on and so forth. Interesting characters naturally lend themselves to entertaining stories, which is the easiest way to morph "just an idea" into something more. When I'm developing story concepts, often the real "eureka" moment comes when I finally come up with a character whose personality and goals will make that concept shine, and allow an actual structured story to be told.
4. Anime romanticism
A lot of us grew up on anime, myself included. In fact, it's pretty clear that anime (or other East Asian popular media) directly inspires the majority of the stories that I come across in the react thread. There's nothing inherently wrong with that...however, there are pitfalls to taking the ideas of another culture for granted without really understanding them, and this is one of 'em.
It's that thing where a writer will simply assume something is engaging because...it's there. Probably the easiest one for most people to understand is the visual of an anime girl putting on her uniform in the morning, and running to school with a piece of toast in her mouth. Despite being a way-overdone trope, often it can succeed simply due to the cute, cozy visuals. However, if you don't take the time to set up that atmosphere...or worse, if you're using a written medium where creating that atmosphere is much more difficult, even for a skilled writer...it tends to come across as dull and pointless. Like you're expecting us to care about these mundane activities just...because.
I see this in amateur writing ALL the time. A character will be just going through the motions and we're supposed to care. A character will want a special Fantasy Job that we know absolutely nothing about and we're supposed to care. It just doesn't work, and it immediately breaks immersion because the reader is stuck wondering why the story is spending so much time on something that doesn't seem to matter.
Now when things like this happen in anime...there's a specific phrase for it that I don't remember, but it's very much a cultural thing that tends to take a certain form in Japanese media in particular. It's about finding a sort of satisfactory immersion in a certain task, or a skill, or a whole career. And in anime or other visual media, the visuals are a HUGE part of this, especially when it comes to making it clear across cultural barriers. You don't really have to "get" it or feel that way yourself, because the meticulous, expressive visuals and animation will essentially show you how you're supposed to be feeling.
People who understand that, comic artists and novelists alike, usually succeed with this kind of 'romanticism'. They know that they need to create an emotional foundation, to craft a mood and atmosphere that will make a boring task feel immersive and mesmerizing. You can't just blindly copy+paste a scene from your favorite anime, replace some of the words, and expect it to have the same effect.
(P.S. If you want an example of this from Western media, think of that scene from Toy Story 2 where the craftsman is refurbishing Woody, and getting him ready for the display case. Pixar is pretty good at this in general, I think, and a lot of Western writers might struggle less with this if they realized there are sources outside of anime to learn from. ^^)
5. Why isn't this fun
This is basically an extension of #3...but it's honestly the true death blow to my interest in any comic/novel. When you have thought things through, and determined all the setup and development that you need to do, and you're doing it...but there's just no technique. You're stuck telling instead of showing; explaining things to the reader instead of letting them experience it.
Breaking down this issue could be a thread in and of itself...it's very complex, and I've already rambled a lot (and my fingers are getting tired...). ^^; But basically, I think the best way to improve in this aspect is to just consume more media, and think critically about it as you go.
When you see a cool introductory montage in a movie or TV show, you'll probably realize that putting a bunch of cramped text boxes over a picture of a map maybe isn't the best way to go about it. When you see characters talk through strategies in a novel, taking the time to discuss their options and offer opinions and alternatives, maybe you'll reconsider having your "leader character" simply stand up and spell out the plot outline for the next chapter.
Like, sometimes you just need someone to show you how to do it right. Or that there are other options when you feel stuck. That what you might think of as a 'necessary evil' might have a clear, easy solution that your readers will actually enjoy, rather than tolerate.
When I mention 'style study' in the react thread, this is what I'm talking about. Seek out stories like yours, from professionals and amateurs alike, and find out how other people write. You can't know what you don't know...and you can only improve when you make an effort to obtain new information and apply it to your work.