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#''nothing to do with homestuck or vriska'' just bc its become your own personal thing doesnt mean it didnt start as a reference
lorettapetrichor · 3 months
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fuck i may as well
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geejaysmith · 5 years
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Wolf 359 Classpects, pt. 1
Soooo, while I was still busy with the last few weeks of my summer internship, I did keep thinking about classpecting the Wolf 359 cast. Possibly too much, because it wouldn't leave me alone until I'd solved my own God Tier riddle. Unfortunately, it got really long in the solving because I have many Thoughts and want to share all of them, always, so uh, a complete Classpect Analysis of Wolf 359 will be in parts? This first one covers Eiffel's, Hera's, Lovelace's and Minkowski's aspects.
DOUG EIFFEL: An utter no-brainer; ya boi Dougie Fresh is a Breath player if I ever saw one. For Chrissakes, he's the communications officer, and the first one to start complaining about the monotony of being stuck in a deep space sardine can. Breath is associated with communication, freedom, openness, and change - "free as the breeze", you might think of it, but that also leads to Breath players having trouble pinning themselves down to anything. They get skittish if they feel pinned down, and frustrated when stuck in place. Doug's noncommittal aloofness, the way he's off in his own little world (partially to hide from the fact he really does not like himself very much at all), and the way he's incorporated media into his self-perception all match pretty well with John and the Nitrams. But at the same time, he's the one playing mediator even as early as The Sound And The Fury. Being largely outside of the War Industrial Complex the other characters are so familiar with and thus mostly free from its dogmatic worldview of hierarchy and order, he's becomes the One Sane Man when he's the one to shout "what is WRONG with you people?" when "murder" shows up in the top 3 potential solutions to a problem, and he has no hesitation in saying what's on his mind. And it's not all complaints and bad ideas, either; he's got whole speeches telling the others how amazing he thinks they are and how in awe he is of their skills. A key catalyst in the plot of Wolf 359 is the reaching effects of his radio broadcasts. Also, there's something hilarious to the fact that for the aspect associated with communication, Doug *literally* cannot lie to save his life. I kept my ears open for the infamous Breath Hex on my second listen - that is, the strange little way in which things Breath players say tend to come to pass in reality. Cigarette Candy is basically 20 straight minutes of the Decima virus being Breath Hexed into existence, and he guessed Lovelace's situation in one - "Maybe she's a clone, or like a *really* good robot replica."
HERA: Another easy one. Although Hera is resistant to splintering as we've come to recognize it, Heart players are nothing if not determined to be an individual. They have a firm idea of themselves as a person and defend it fiercely, including compartmentalizing away pieces that don't fit their self-image. Maybe less actively putting them down like Jade Harley did to Jadesprite (the manifestation of the negative feelings she repressed out of fear they'd make her less useful) - that would mean attacking or denying a part of themselves - and more... "why yes, I put this part of myself in this box, and I may look at the box on occasion, the box definitely exists, but I don't go near the box and I definitely do not touch or open or interact with the box. And then one day, I will die." So that piece finds other avenues to express itself because it can't not do that. Hera's programming dictates she be "chipper and non-confrontational and always ready to help", but she actively resists being a mere utility and always has - her earliest know action was to attempt a jailbreak of the manufacturing facility she was made in, born rebel that she is. She will insist upon her name over her serial number unless you force her not to, and gets passive-aggressive at people treating her like a machine. And yet, even as she teaches herself to ignore commands literally written into the base of her personality, she doesn't reject her directive to be helpful, nor does she express a wish to be a flesh-and-blood human, or even really to have a physical form? She has a human self-image in mental spaces (we presume, I will semi-seriously point out there's nothing definitively stating she doesn't see herself as like, her fursona or something), but when she has to limit herself to a human-like view of the ship, her immediate reaction is "this is weird, I don't like it."  This is honestly something about Hera that I think may be unique among non-villainous AI characters; she seems to be content with being what she is in general, and she just wishes for people to treat her as a person and not a piece of equipment they can do with as they please.  
ISABEL LOVELACE: Arm-wrestled Hera for the Heart aspect and lost, despite Hera not actually having any arms, but that's okay because there's two aspects that fit her much better: Blood and Time. I ultimately went with Blood.
This is the part where you notice I'm onto the third of four characters in an aspects-only meta post, yet there is still a lot of post to go. This is because These Kinds Of Characters, the sort that're constantly on emotional lockdown, are a Challenge Mode, and for me to truly be satisfied with my classification I have to start drilling into the bedrock of what it even means to have an aspect in general, what it means to have a specific aspect, and what each aspect is really about. When you're on that level you tend to find yourself throwing out explicit expositional statements as incomplete, oversimplified, or unreliable, and looking at the text directly with a subtextual electron microscope. Brace yourselves. I have thrown the author out of the airlock, and I am about to get verbose.  
Lovelace's character sheet describes her in contradictions, and we get to see two different sides to her that resolve into the complete picture by the time Lovelace Mk. III wakes up. There's Captain Isabel Lovelace, goofing around in her earlier logs, and The Terminator. She does things Her Way and is very much prepared to fight you if you object - the whole reason she was picked for the Hephaestus mission was her willingness to go against (in her words) "stupid orders" and do what she thought was right. She's also fiercely loyal; The Terminator is the end result of her anger and grief for her lost crew and at her failure to get them home alive. Her backstory episode has her summing up her complicated relationship to the Air Force with "I owe a lot of who I am to them." And even before she and Minkowski have completely stopped butting heads, Lovelace shoves her out of the way of an exploding wall panel that would've killed her, and takes a near-fatal bit of shrapnel to the gut in the process. At her best, Lovelace is a fearless, boundlessly determined, dedicated firebrand of a leader. At worst, she can be impatient, stubborn, shortsighted, and ruthless. I dunno about you but that reminds me of a certain... angry crab that I know.
"Time" was what a few people chimed in with for Lovelace and while I see some of the connections (her awareness of the time loop, "Variations on a Theme", her multiple selves and multiple deaths, the repeated motif of clocks and pocketwatches) I don't think she quite fits in with the other Time players. Unlike most Time players, she doesn't have a fixation with historic context, the "Why Things Are The Way That They Are." This manifests in Dave's paleontology and his taking of source material for ironic twisting, Aradia's archaeology and knowledge of The Nature Of The Game, Damara's... /noises and vague gestures bc I don't want to go back through Meenahbound but her role as The Handmaid fits the pattern, and Caliborn's own warped, thoughtless replication of narrative archetypes. Context. Decisions. What came before and how it shapes the now, where your decisions will take it from here. The consequences those decisions will have. The details versus the larger picture. Even failure has its place in that scheme - that's the Time aspect. Lovelace doesn't like to dwell, she's a very "barrelling forward momentum" kind of person.
Side note: Aradia, Dave, and Damara all face hesitation to take action they had to learn to overcome. Also, all of them had to be pushed to use violence except in self-defense; Aradia let Vriska cross a series of lines before beating the everloving shit out of her, and Damara snapped after what, years? Of Meenah's abuse. Dave, on the other hand, never raises a hand to another person except as a complete necessity. Caliborn is, if anything, an aberration here in that he's outright homocidal and self-doubt is something that happens to other people. Caliborn is an outright aberration to a lot of Time player patterns, and to SBURB in general, because it's SBURB, so the rules are made up and the points don't fucking matter, except when they do, because Fuck You, The Author Said So.
No, Lovelace's approach to decision-making is that regrets are for afterwards, and "if I fail I deserve to be out of this picture; also, this situation has gone entirely pear-shaped, time to fling myself into the sun." (and that sounds an awful lot like someone that I know very well, but I'll deal with that royal mess when I get to the crazy whamma-jamma that is Classes). Impatience and railroading of other people can be her undoing just the same as assertiveness and decisiveness are her gifts.
...aaand then I went ahead and watched the live episode and yeah, major Karkat vibes there. However, I note that I don't believe we have ever hit hard evidence in Homestuck that Blood players are capable of Chilling The Fuck Out - this is part of the limitations of classpecting characters who weren't made for this system, you really have to dig into how much of their behavior is situational and where you see the kernel of individual perception shine through, the Rosetta Stone by which you begin to see the constants. "Where the object becomes the subject", to quote Memoria.
Finally, I think it's also worth noting that while Lovelace has a lot of connections to Time motifs, she also has connections to a lot of Blood motifs that arguably become more important to her story. Personal bonds and social justice are two of the Blood aspects strongest associations - see Lovelace's loyalty to her crew, and extending her desire to avenge them out to everyone Goddard Futuristics has ever used and tossed aside. The physical body and literal blood are other strong associations, and gee, how many times does the O-negative Cure-All Alien Juice in Lovelace's veins become a critical plot point? Not to mention the implication that her new friends all pulled through the finale because all of them now have her blood in their system. I'll accept that she's closer to the line between Blood and Time than some, but I'm holding by ground here: 
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(Also, here's some irony for you, she may share an aspect with the Cancer trolls, but her birthday is August 11th, making her a Leo.)
RENEE MINKOWSKI: Minkowski was the hardest of these 4 to come to a decision on. My first inclination was Mind. Her general disposition put me in mind of a Life player. But then, I sat down and thought my way past the Commander's layers of emotional armor and ultimately settled on Light.
First off, by being a stickler for protocol and procedure as well as an Actual Responsible Adult, Minkowski is a kind of character that Homestuck straight-up just does not have, so snap judgements aren't gonna cut it here.  This is, again, another limitation of the classpecting system - all the examples we have to draw from are teenage disasters stuck in a lawless hellscape of some description or another, and written by an author allergic to boxing himself in with hard conclusions. But I digress.
Commander Minkowski is also stubborn. When she sets her mind to something, she digs in her heels, cranks the dial to 11, and then breaks off the knob and pockets it so you can't turn it back down. We see this as soon as episode 2, and at it's most hyperbolic when she Captain Ahabs the plant monster. Her's is iron-willed, bloody-minded, unstoppable, Determi-fucking-nation - when she sets her mind to it.
The submarine thought exercise is what had me initially lock her down as a hero of Mind before I mulled it over. The exercise is meant to provoke thought about priorities - what you think your role's purpose is in that situation will determine your priorities, and thus, your decisions. Mind heroes' most prominent skills are in riding the flow of causality, watching decisions, their causes and their consequences, and directing that path. They know people, and how to direct people. But the need for this means that they can get a little co-dependent. Other people are understandable - it's themselves that Mind heroes have the greatest struggle with. Without that vehicle of another person, Mind heroes may find themselves adrift and struggling to define themselves. This is fitting, given Mind is the most direct counterpart to the Heart aspect.
However, upon further examination, I found that this framework of priorities setting your decisions can also be extended to the Light aspect. What is "lucky" in a given situation? What do you define as a fortunate outcome? Rose arguably gets Grimdark'd by something like this, she asks the cue ball "are the horrorterrors evil?" and in doing so attempts to pry into the motivations and intent of *indescribable eldritch beings existing on a nigh-incomprehensible plane* and wedge it down into a relative human understanding of morality, which is sort of like trying to fit the Pacific Ocean into a water bottle. She was trying to deduce what impact the horrorterrors would have upon her and her friends, but asked the wrong question and got an answer she couldn't handle. She didn't recognize Doc Scratch was baiting her into this by leading her into a specific framework through which to ask the question. Vriska died because of her failure to recognize she was in a situation where luck didn't matter. Aranea got trounced because of her inability to recognize that reshuffling reality to prioritize herself and her preferred outcomes still didn't overcome the fundamental nature of timelines - you try to take over the alpha timeline with an insubordinate branch? That's a doomed timeline no matter how you slice it, and we know what happens to those. Luck and knowledge are both used by the Light-bound to give themselves power, whether in showing themselves off as The Smart One or the The Helpful One or The Unstoppable One, but their limited viewpoint often leads them to overlook the limitations of their own framework, or in other words, missing the bigger picture. I'll point out here also how Minkowski has the entire DSSPPM memorized and is the one who wants to get to the bottom of whatever the hell is really going on up at Wolf 359. Additionally, one of her other ambitions, at least once upon a time, was writing musicals. The verbal arts are one of the domains of Light players.
So while on the surface, Minkowski bears the most resemblance to a Life player, Life players tend to have an element of conformity to them. Unquestioned assumptions they've internalized have about the context in which they exist. Light heroes, on the other hand, need conformity so they have something to defy when they jump up and down screaming LOOK AT ME!  
So after much pontificating, I came to a decision. In the end, what Minkowski wanted more than anything else was a stage. Maybe to direct rather than hold the spotlight, but still; that's a Light hero if ever I saw one.
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