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#this is also more meant to examine the actual text of homestuck or serve as a reference for fanworks
caligvlasaqvarivm · 3 months
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CLASSES - a comprehensive guide
The first thing that needs to be said is that there is no such thing as a "bad" class. All of them have the potential to be a great detriment OR great boon to the rest of the team, depending on how far along the journey of self-actualization a party member is. Some may have steeper challenges, but this corresponds with greater rewards.
The second thing that needs to be said is that all players are part of a team, and all personal journeys and playstyles are interlinked. No class is truly "solo." Even the smallest viable session is still two people, and even the most suitable classes for solo play are stronger when they're in a party.
The last thing that needs to be said is that the game wants you to succeed. The game, inherently, wants every player to reach godhood, wants every player to self-actualize, wants every player to win. It respects free will and free choice, so it will allow for failures (and, indeed, doomed timelines are vital to the alpha one existing), but Skaia is ultimately optimistic, and tries at every turn to ensure that a golden ending is possible.
Because, after all, SBURB/SGRUB - and Homestuck itself - are about children growing up, maturing, and learning compassion for each other. About fixing their flaws and rejecting the negative aspects of the society they came from. It's about how it is our duty, our responsibility, to become kind, mature people who care about one another, because we will one day be responsible for creating a new society.
And so, without further ado:
ACTIVE (-) Classes and PASSIVE (+) Classes are described with the dichotomy of "powers working for the self" vs. "powers working for others," but I believe this to be an oversimplification of what the active and passive split is. Both active AND passive classes benefit from being in a party; however, an active class will gain fewer party benefits in exchange for being more suited for solo play, while a passive class will be less suited for solo play, but confer much greater benefits to party play.
This is reflected in their personal quests: while active classes and passive classes will both require intervention, empathy, and guidance from their teammates, the struggle of an active class is usually one of grappling with internal flaws, and the struggle of a passive class is one of grappling with interpersonal or societal relations. In other words, the personal quest of an active player will usually involve getting therapized, while the personal quest of a passive player will usually involve addressing a systemic societal issue. Often, both will be required, but whether a class is active or passive will indicate an area of focus.
KNIGHT - / MAID +
PARTY MANAGEMENT
one who wields [aspect] or leads with [aspect] / one who distributes [aspect] or manages with [aspect]
KNIGHTS (-) are a very flexible and versatile class; "wielding" their aspect does not necessarily mean they are skilled at DPS. It actually indicates the way a knight interacts with their aspect, a very straightforward relationship of tradesperson and tool, or soldier and weapon. Similarly, while a knight does not always take up the "leader" position in the party, they will be the "spearhead," a point behind which the other players rally, a beating heart keeping the party together.
This straightforward relationship between a knight and their aspect leads to knights finding little difficulty mastering their aspect once they've begun. Many knights are, in fact, instinctively drawn toward utilizing their aspect, in the same way that they are naturally drawn toward roles of importance or heroism.
Knights often struggle with their perceived place in society, as well as with their innate sense of self and self-worth, seeing themselves as outcasts, resenting the responsibility placed on their shoulders, and fearing vulnerability. Unaddressed, these issues will lead to knights who actively become a detriment to party success. For example, they can dismiss valid concerns, shirk their duties, and in the worst case scenario, actively lead the party down the wrong path, invoking their natural ability to lead for ill.
Therefore, a knight's journey is one of accepting themselves and accepting their duty to better the world. It is about coming to terms with their own insecurities and learning to rely on others. It is about learning to take responsibility, and accepting the banner of a just and glorious cause.
A fully realized knight will be the center of every charge, the guiding star behind which the other players rally. They can provide clarity and guidance to those still on their journeys, and peace and comfort to those who are struggling or in pain. Where the knight goes, the party will follow, as a unified and united front.
MAIDS (+), meanwhile, tend to be on the backlines. If the knight is the forward march, then the maid is the supply line, an incredibly vital role whose absence is disastrous, even if its presence is nearly invisible. Maids have a nearly infinite well of their aspect to distribute, and are uniquely talented at managerial duties - keeping players on task, patching up the holes in a plan, sourcing and supplying resources, so on and so forth.
This is not to say that maids are relegated to support roles - a maid is usually capable of holding their own in combat just fine, especially if they've been endowed with a more combat-suited aspect. Both knights and maids are extremely versatile. That being said, maids truly shine when they're able to take on these backline roles, and many maids are more noticeable by the devastating effects of their absence rather than the invisible touch of their presence.
However, they are the class that most often starts in subservient conditions - low status, strict duties enforced upon them, so on - and their personal journey is a constant struggle against the control of others. Maids whose parties fail to grapple with and undo these shackling forces will find their maids succumbing to the influence or control of malicious entities; in the worst-case scenario, a maid can become an actively hostile enemy or saboteur, invisibly pulling the party's strings and setting them up for failure.
Therefore, a maid's journey is about rejecting societal oppression and throwing off the chains that bind them. A successful maid rises to become the head of the household - nothing occurs within the game that does not first pass the maid's inspection, and their touch ensures that there is a place for everything, and everything is in its place.
A free maid, who belongs to themselves, incomparably increases a party's efficiency. Every communication line is clear, every distribution route is clean, every mystery is solvable, and every plan is airtight. A maid guarantees that nothing can ever go too wrong.
PAGE - / HEIR +
TEAM BONDING
one who must earn [aspect] or inherits the mantle of [aspect] / one who is beloved by [aspect] or awakens to [aspect]
PAGES (-) start the game with the fewest benefits from their aspects, but the greatest potential for growth. Theirs is a constant battle with the self; they are often cowardly and naive. They possess sensitive souls, and while it is incredibly easy to hurt a page, it's much more difficult to build them up. Because of the difficulty of raising this class, it's practically defined by its journey - a constant struggle against the self - rather than its destination, and the powers the class confers.
Pages, like heirs, are classes of inheritance. A page is promoted by trials and tribulations and comes to inherit a greater power than they begin with; in the same way, the class will one day come to embody its aspect, although the road will always be turbulent and long. Moreover, it is a journey without end; pages, being as sensitive as they are, are the most prone to backwards progress, even after reaching their peak.
They prone to staying weak throughout the entire game, never self-actualizing past being the party joke. They attract the obsession and ridicule of stronger-willed players, and their mistreatment can become extremely divisive. A page can easily become a party's albatross, the epicenter of massive interpersonal conflicts, which can tank an entire session.
Therefore, a page's journey is one of the most difficult of all - that of teaching others how to care about other people. Pages rely on great patience, kindness, and understanding. Their sensitive souls must be carefully nurtured and propagated with love and attention. In the same way that a page can tear a team apart, they can bring a team together, all in the name of compassion and empathy. A fully-realized page is the symbol of a party that has linked hands with one another.
Self-actualized pages, as a result of the difficulty inherent to the class, are incredibly powerful and versatile when fully realized. Inheriting the mantle of their aspect, they become pure embodiments of their aspect, capable of achieving impossible feats of raw, unfiltered power, and inspiring all those who gaze upon them.
HEIRS (+) begin the game very strong, but have a difficult time becoming stronger. This is because their usage of their aspect is very instinctual to them, even at times being entirely beyond their control, hence, "beloved by" in the class description. However, because of how naturally their aspect comes to them, it makes taking further command of their powers difficult.
An heir "awakens to" their aspect because their natural, intuitive control often renders them too comfortable to grasp the greater implications of their class. As an inheritance class, heirs can come to embody their aspect, transforming entirely into it. Their challenge lies in breaking out of their comfortable shell and learning how to utilize their powers in more active, intentional ways.
This is reflected in their personal quests. They are often set to inherit great privilege or wealth prior to entering the game, and are thus naive to the realities of the suffering and pain of others. Without a supportive party willing to challenge their views, heirs can perpetuate that pain by submitting to their place in the world, becoming a divisive force within the party, or, in the worst case, losing themselves to their inheritance, and submitting so wholly to their aspect that they become lost to the rest of the team.
Thus, an heir's journey is to question the stratification of the society they belong to, so that they can recognize and address its flaws. They must learn to interrogate their inheritance, separate it from themselves, and reconcile with it. Theirs is an arc of examination and understanding, descending from their position of privilege and peace to learn about the suffering of others, and deciding that they wish to do something about it.
With full command over their aspect, and a clear vision for how it ought to be distributed, the party gains a new and powerful ally - the aspect itself, which will come to embrace the entire party as family. A fully-realized heir connects the privileged and underprivileged, spreading their inheritance to all.
MAGE - / SEER +
GUIDANCE
one who invokes [aspect] or is drawn to [aspect] / one who comprehends [aspect] or is guided by [aspect]
MAGES (-) are a class of prophets, although saying they "see the future" is misleading. Rather, mages "invoke" the future, collapsing causality to align to their desires. Most mages remain unaware that they are doing so until well into their journey. While all players weigh on the scale of causality, affecting both past and future events, and which sequence of events is the "alpha" sequence, mages have the most direct effect.
Because of this ability to invoke future events, mages possess powerful buffing/debuffing abilities. Furthermore, as one of the two knowledge classes, a mage usually has a very deep understanding of their aspect, and an intuitive knowledge of how the flow of time and causality function. They are "drawn to" their aspects in this way, instinctively searching out points where their influence can affect the flow of events.
However, with great power comes great cost; the mage class is usually assigned to those who are stricken by tragedies and prone to negativity and self-loathing. Mages often begin the game as a detriment to the party, "prophesying" future events that leave the party - including themselves - at a disadvantage. In the worst case scenario, a mage can invoke certain doom for their party or themselves.
Therefore, it is vital that a mage address their tragedies and be given a chance to heal and grow. The ones most struck by tragedy, theirs is a journey of reclaiming lost joy and rediscovering lost hope. However, the transformation is powerful once completed - as the one who suffers tragedy and loss most intimately, a mage can also come to be one of the most empathetic and compassionate members of the team.
If a mage is uplifted, and capable of believing in a kinder and gentler world, then their ability to invoke the future - and the aspects of their aspect that they are drawn to - become kinder, as well. Pain and suffering still have their place, but the ending will be a happy one. With a fully empowered mage, the future will always be better than what came before.
SEERS (+) see multiple branching paths. A mage determines where a road will be built, but a seer tells you where a road CAN be built. They are also often gifted with knowledge of the game and its mechanics, and are especially uniquely gifted with understanding of their own abilities. In this way, they "comprehend" their aspect.
Seers themselves are not particularly gifted in combat through their classpect alone; however, in exchange, they often play a vital role in steering the party. They are the game's built-in guides, with an intuitive knowledge of the game's victory conditions, as well as an instinctive desire to lead others along their paths. Seers are, therefore, one of the most important classes in the game, when one is present.
However, the ability to see is a burden as well as a gift. Seers find themselves paralyzed by choice, and often doubt their own abilities to choose "correctly." They are prone to becoming mired in what-ifs, and struggle with political or ethical debates with no clear answers. In the worst-case scenario, a seer may feel so cursed by their sight that they self-destruct, and deliberately choose poor or incomprehensible answers, in an attempt to free themselves of their sight.
Thus, a seer's quest is, ironically, to see the world beyond the purview of their aspect. They must come to have a more comprehensive understanding of the world they live in, and what purpose they are trying to achieve, so that they can feel confident in the choices they make. A seer is often blind - their journey, therefore, is that of regaining their vision, by connecting with the world outside their inner sight.
A seer with a clear vision for the future will always know exactly which path to choose. A party with such a seer in it will never be stuck and never be lost. If there exists a path to self-actualization, the seer will know it. And if there exists a path to a breathless and perfect victory, a fully-realized seer will light the way.
THIEF - / ROGUE +
UTILITY
one who steals [aspect] from others or steals with [aspect] / one who steals [aspect] for others or steals from [aspect]
THIEVES (-) are a very difficult class to play. They start out with almost no passive abilities regarding their aspect, and their ability to actively use their aspect is contingent on their ability to first "steal" it from someone else. Thus, they are always playing a game of resource management, and there is always a chance for them to be left helpless after a heist gone wrong.
However, their gimmicky nature allows them to overtake other classes even in that class's specialty, if they can set up the exact right circumstances and manage their resources well. This makes them incredibly versatile, especially when a thief is working together with a party, and thus able to count their party among their potential resources. It takes great cunning to play the thief class well.
However, this also makes the thief a potentially dangerous element to the rest of the party. Thieves are often egotistical and self-serving, willing to see enemies and allies alike as resources and tools. Unaddressed, their reckless, selfish natures will earn their teammates' distrust and enmity. In the worst case scenario, a thief running rampant can severely harm the party, or earn so much ire that the party turns against them.
Thus, their journey is that of realizing that their selfishness and ego are flaws - the classic parable of "money doesn't bring happiness." Beneath their uncaring surface lurks genuine emotional distress; a thief must come to realize that their greed and selfishness is an active detriment not only to the people around them, but their own selves. Only then can they heal from their injured souls.
A thief that has undertaken this journey is one who has realized that they are stronger when they are working with others. Their versatility, creativity, and cunning are incredible assets once harnessed toward the will of the party. No situation will ever be inescapable, no safe uncrackable, and no problem unsolvable - not if the thief has anything to say about it.
ROGUES (+) are similarly difficult to play. Unlike the thieves, rogues do see passive benefits from their aspects. However, their active abilities are much less straightforward, and rogues often struggle with understanding them. A rogue's role is to redistribute wealth - thus, "stealing for the sake of others."
A rogue, being able to steal directly from their aspect, truly shines when given enough time to prepare. If a thief must fly by the seat of their pants, then a rogue is a heist planner - they have an infinite box of tools to pull from, if only they know what tools they'll need for the job. This makes them incomparably versatile, even if not necessarily in the heat of combat.
Rogues take on the mantle of challenging the status quo. They usually begin the game already in opposition to their society, seeking out better alternatives and considering unorthodox options. However, not every party is ready for a rogue's radical ideology, and not every rogue has considered the full consequences of their belief in change; in the worst case scenario, the rogue can become outcasted and disregarded, or cause an upheaval that proves disastrous, rioting for the sake of rioting.
It often requires the help of others for a rogue to understand how to use their powers. In the same way, it requires the party's honest communication and exchange of ideas to help a rogue grasp exactly what form their rebellion ought to take. A rogue knows instinctively that something must change; their journey is learning how they ought to go about it.
Once they do, a rogue - given enough time to prepare and plan - is the ultimate utility player, having the right tool for every possible situation. Their abilities are only magnified in a party setting, as their teammates become variables that unlock new possibilities. A party with a fully-prepped rogue always has a perfect plan, a way to solve any problem that they might face.
WITCH - / SYLPH +
AREA CONTROL
one who manipulates [aspect] or achieves dominion through [aspect] / one who nurtures [aspect] or creates a land of [aspect]
WITCHES (-) carry with them the winds of change. A witch manipulates, changing properties of their aspect and their aspect's effect on others, creating a "territory" over which they rule. They see few passive benefits of their aspects, in exchange for their active abilities being so all-encompassing and overwhelming.
Once their territory has been established, witches make the rules. Their changes can be permanent, temporary, massive, and miniscule. However, a witch "achieves dominion" with their aspect - this means that they must first struggle to create this domain, and it's difficult for their abilities to manifest until they do, often leaving younger witches weak and vulnerable.
Witches have strong feelings for how things should and should not be, but not necessarily grounded ideas for how to implement them, often due to some "outsider" status in society. Unfocused witches become dangerous for the party, as they are easily manipulated; in the worst-case scenario, they can fall in with malicious forces, who can sway a witch's turbulent heart and utilize them as a force for negative change, rather than good.
Thus, a witch's journey is that of interrogating right and wrong. A witch must struggle with morality and ethics, and come to clarify their own beliefs; only then can they know what sort of domain they wish to establish, and what sort of rules they wish to enforce. Once they know their own hearts, they can shake off the insidious whispers of malicious external influence.
As if a reward for their struggles for autonomy and independence, the witch is the one whose will is most imposed on the world that comes after them. Just as an evil witch putrefies the world around them, a fully-realized witch who has decided to use their influence for good can create a near-utopia.
SYLPHS (+) call to mind the images of fey folk who sprout plants where they walk. That is how a sylph "creates a land" of their aspect - merely by existing, the world around them becomes suffused by it. A sylph's mere presence nurtures, grows, and heals their aspect; unlike witches, who manipulate what is already there, sylphs can create something from nothing.
The establishment of their domain comes naturally to them. Those caught within it are on the receiving end of their aspect, whether they want to be or not. In exchange for such powerful passive abilities, a sylph's active abilities are weaker, and usually unsuited for solo combat, generally being of healing, buffing, or debuffing nature.
A sylph is prone to selfishness - to luxuriating within their own land, their own aspect, their own mind. They often have difficulty connecting with others and understanding why their own personal world may not be to the liking of the world outside of themselves. Often, they are aloof. An unrealized sylph can cause great harm to the world around them, their domain choking out and smothering their party; in the worst case, they can mire their party within it, leaving their party unable to proceed.
Thus, it often requires the outside world to breach their safe haven in order for a sylph to grow. They must be made uncomfortable, and then made to accept that uncomfortable things are also important - maybe even more important than comfort, at times. Growth often requires pruning; a sylph's journey is to come to understand that good intentions may lead to harm, and, vice versa, that harm can often lead to true growth.
Sylphs can provide the greatest compassion and emotional comfort within a party, encouraging - if not enabling - their teammates' growth in their personal journeys. Once a sylph understands when it is appropriate to encourage, and when it is appropriate to pull back, there is no refuge safer for the party than the sylph's domain.
PRINCE - / BARD +
OBSTACLE REMOVAL
one who destroys [aspect] or destroys with [aspect] / one who allows the destruction of [aspect] or allows destruction through [aspect]
PRINCES (-) possess the ability to annihilate, a destructive class not limited to physical or tangible objects. Princes also enjoy auxiliary benefits as befits their royal titles - many princes start the game with great talents, great status and wealth, or both. They are also endowed with royal presence; their very existence provokes strong emotions from those around them, for good or for ill.
One of the more straightforward classes in the game, a prince's ability to destroy most commonly manifests as DPS. However, their abilities encompass a greater scope than mere damage - the prince's ability to annihilate figurative or metaphysical concepts makes them capable of directly removing any obstacles that stand in their way. As if hungry to consume their aspect, they are naturally drawn towards where it congregates.
However, with great power comes great responsibility: princes are often the most psychologically maligned within the party, and their destructive talents can very easily become self-destructive instead. Usually the result of societal pressure, trauma, and suffering, a prince is prone to embodying the lack of their aspect, rather than its presence. In the worst-case scenario, a prince spreads this misfortune to the rest of their party, destroying the presence of their aspect from their session altogether, often taking themselves along with it.
A prince must be shown compassion. Though they are often viscerally unpleasant to engage with, turning a blind eye to foolishness, loneliness, and suffering - which a prince embodies - is one of the worst things that a party can do. Though the effort at times seems undeserved, to heal a prince requires a staunch belief that there is good to be gained if we are kind to each other. This kindness will be returned; once you are counted among a prince's "people," they will do anything to keep harm from befalling you.
A prince, once shown this grace, is incomparably powerful. To destroy their aspect or with their aspect is the ability to destroy nearly anything, including concepts such as despair, death, and doom. As if proclaiming a royal decree, a fully-realized prince can banish misfortune and ill tidings altogether, leaving nothing standing in the party's way.
BARDS (+) are a wildcard of a class, often responsible for a party's improbable victory, abject defeat, or both. Their abilities are not very well-understood, even by the bard themselves, and they often utilize both passive and active abilities intuitively, unaware that they are doing so. The morale of the party is deeply tied to the bard's own, and it's unclear which side is cause and which is effect.
The ability to allow the destruction of their aspect, or invite it through their aspect, is actually something of a debuff rather than DPS - the bard's ability is to break unbreakable shields, tear down unclimbable walls, and nullify unstoppable forces. Rather than dealing damage themselves, they allow for damage to be dealt that would otherwise have no effect - in other words, by nature, they make the impossible possible. This is the true source of their ability to evoke "miraculous" situations.
Bards are inextricably tied to society - after all, their tales only hold as much value as their relevance to the audience. This means those with the bard class are invariably molded by the worst aspects of the society they come from. They serve as living embodiments of the most unpleasant aspects of society, and living reminders that leaving these elements to fester only means they will multiply in severity. If these beliefs are allowed to go unexamined, bards will always steer a party towards ruin.
Therefore, a party must engage with the bard earnestly, compassionately, and openly, and help them see the errors of the past. A bard must be led, with gentle guidance and genuine openness, to discard their harmful beliefs, and sing a new, more beautiful tune.
A bard that has been brought back into the fold is a worker of miracles. When every other possible option has been exhausted - the knight and maid in disarray, the page and heir unable to keep the party together, the mage and seer blinded, the thief and rogue out of action, the witch and sylph with their territory lost, the prince no longer able to function - this is where a bard will step in, transmuting abject defeat into a perfect and breathless victory.
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it is time.
I want to compile a more complete rundown of my thoughts about homestuck 2. I want all the stuff in my head to be in one place, and I know this is going to be incredibly long winded and I don’t care. I want to be honest... I want to understand why I don't like this media. on more than a "but of course" level because there are a lot of people who have it as a gut reaction that this stuff isn't right. but I think there are layers to what produces that. I wanna get in depth with this. so that's what I'm gonna attempt to do.
okay, so, the first thing I think I wanna say is a disclaimer. I have not actually read the epilogues. or homestuck 2. I have a peripheral knowledge of what happens in them because, as a concerned citizen, I poked around enough to pick up details and know that I wouldn't enjoy this media if I fully engaged with it. my assessment of the material may be flawed because of this, but I mean... if the things I've heard about the epilogues deterred me from reading it, then I guess that's what I'm analyzing? not only what I understand based on my limited knowledge, but also why it is so limited to begin with. why this media is such a huge deterrent to so many people who care so much about homestuck. ultimately, this is not to shame people who like this media... I will be addressing common takes I've heard from people who defend the epilogues, but I'm not singling anyone out, and anyone who reads this has a right to disagree, or better yet, ignore me and find enjoyment where you are able, even if I cannot. I will not begrudge you that. additionally, I am considering the epilogues and homestuck 2 to be one unit. not necessarily in terms of structure, but because the events of one lead directly into the events of the other, and the two have similar issues. I think I'll shorthand the combination of the two as EP/HS2 for simplicity, and refer to either individually if I have something specific to say about one or the other.
I think the main problem that people have with EP/HS2 is that it's depressing. and it's depressing for a myriad of different reasons, but I'll get to those in a minute. first I want to establish why them being depressing doesn't work for so many people. I feel like this should be examined first, because a lot of the supporters of EP/HS2 are viewing the complaints against it as over sensitivity from fans who only liked the comic for its lighter elements. I keep seeing a "y'all just wanted your rainbow cotton candy fluff ending" kind of sentiment going around. and like... you are right that this isn't a fluff ending. but I think it's unfair to treat the particular type of content that EP/HS2 brought to the table as the only kind of substantial, fulfilling narrative that we could've asked for.
and I think a lot of the dissonance that people see between homestuck and EP/HS2 is based in the ratio of tension to levity, and how far it's shifted toward pure tension... especially because, at the end of homestuck, all the outside threats to this group of friends have already been resolved. and yet, shit feels leagues more catastrophically bad during the epilogues than it did during the comic when the characters were actually under attack, which is super weird when you think about it. I mean, "epilogues" my ass, am I right? it is true that homestuck was never 100% sunshine and rainbows... in fact, some of the darker events that it brought to the table became some of the most hyped shit in the comic. murderstuck is mostly what I'm thinking of first in terms of this, but there was a lot of popular angst laden content within homestuck that the fans latched onto. the thing is, the fans also latched onto the content that was super goofy, and the fan works that you can still find online from the era of homestuck's initial popularity reflect both sides of its tone in equal measure. there was a huge amount of goofy fan content (octopimp's youtube channel is still a record of that, and that wasn't even the half of it). and there was a huge amount of angsty content, and there was a huge amount of heartfelt content... turns out, homestuck had broad appeal, and spoke to different people in different ways. and back then, I never really felt like the goofy stuff was being treated as any less important than the heavy stuff. it wasn't brushed off just because it was seen as lighthearted. people liked to laugh, and I fully believe that Andrew Hussie began doing homestuck as a fun activity.
the reason why I bring this up is because homestuck as a piece of media could beget all of these various takes. the fan works could be tonally dissonant when held side by side with each other, but when held against the parts of the comic that inspired them, they made perfect sense. homestuck could spawn jokes, and angst, and social commentary, and theories... and even extrapolation on canonical events, in ways both silly and serious. and when you look at the kind of content that the fans produced during homestuck's height, you see what was important to them. they put time and effort into crafting even their dumbest meme shit. the fans reflected what the comic gave to them. and humor and heart were among the most beloved core engagements that the comic provided... these were pillars on which a lot of fan enjoyment rested... you really can't begrudge a person their fun.
and treating darkness and angst as the sole indicator of maturity in a work seems misguided to me. because, speaking personally for a moment here, one of the biggest lessons I had to teach myself when I was growing up was how not to wallow in negative emotions. how to find the fun, sometimes rather aggressively, so that you don't just drown. and with EP/HS2, it feels like at every turn, readers are constantly grasping for something nice or fun to keep them afloat in all this heavy stuff, and either they come to accept mere scraps of positivity, or everything they reach for is eventually dissolved as well. and I think the character of a piece of media as a whole can sometimes tell you what level of maturity it's operating under. like, if the text lingers over making the characters miserable, or seems to revel in shooting holes in people's positive interpretations of these people, you have to kind of wonder if this is serving the narrative, or just producing author schadenfreude when they release what amounts to shock content.
it almost feels like a twisting of the way homestuck used to treat the fans, because during it's run, homestuck was very reactive towards the fanbase. this kind of canon responsiveness to the readers was baked into homestuck from the very beginning, back when Hussie was accepting reader suggestions for what John Egbert should do. and need I remind everyone that the trolls were made as parodies of different types of personalities that were common to find online during homestuck's era? they are internet trolls, who are actually an alien race known as trolls, who communicate primarily online, and whose culture and species developed to produce an ornery and antagonistic population, so like... it's trolls all the way down. that's the whole joke. but the real, valuable benefit of parodying your fans with your characters, is that when the trolls act, they reflect the way real people acted. which means that when, say, Nepeta shoehorns RP lingo into casual conversation, some people will be like "it me!" and some people will laugh/cringe because they've seen people actually talk like that, and some people will be like "aww, that used to be me!" and every time a character produces this sense of identification with the audience, it works to create familiarity, and eventually, a sense of fondness.
that fondness is fucking powerful.
that fondness is born out of recognition and empathy, no matter which character you feel it for, and when a giant community of people loves a character that you have seen yourself reflected in so clearly, that is an incredibly validating experience. especially when you’re young, and the pieces of yourself that you saw were some of the nerdiest, weirdest, most awkward parts of you. a very large community of people loves a character that is like you, even, or perhaps especially, because of the flawed parts. and of course these characters were meant to tease the fans a little... these characters were also jokes to some extent the whole time. but they were never seen as cruel or insulting, because these characters were also important. the story literally built whole worlds around their identities... these kids altered universes. and they were allowed to be that important and special without being perfect first. they were dumb, and awkward, and nerdy, and cringey, and allowed to be there anyway. they were you, and you were important.
and this is where I think that EP/HS2 really misses the point. because in homestuck, the characters experienced hardship, but that hardship went on to fuel an overall sense of accomplishment when it was overcome. the road might be long, and it might be tough, and you might face shit that you don't feel prepared for, but when triumph is achieved, it feels that much more earned. and that is a key phrase I want everyone to remember homestuck for:
triumph.
it's the feeling that cascade gave me. it is the highest of heights that this whole thing reached. and it really has so much to do with how homestuck had built itself up until that point. we were mired in the minutiae of these kids' lives. we read their every chat log. we saw them dicking around doing next to nothing. we saw them contact each other and talk to each other for basically no reason other than to catch up. we saw them sharing stupid memes, and yelling at each other for wasting time on pointless bullshit, and dunking on each other's shitty taste in media... every one of them was "you" at some point. "you captchaloged this" or "you decided to do that" and it made a subtle connection in your brain that convinced you to feel things with them and accept what they "decided" as something that you had done alongside them. in some small way, you did homestuck. and this notion was further supported by how much of what the fans were doing would make its way back into what the comic was doing. the comic and the fans existed in a kind of symbiosis, and that fed into the feeling of connection that the fans had with this particular story. this thing was alive, and it moved in tandem with the community.
so when something big like cascade happened, you were right there with them. you were deep in the center of it. and you wanted to be, because this was your payoff. you did the work with these kids... you put in the time. and the triumph was yours too.
this is why EP/HS2 shouldn't be depressing. the core of the story was triumph against all odds. to take the triumph that was earned over the course of the whole story, and ruin it for the sake of generating angst... it misses the point. I did not read all 8000+ pages of homestuck multiple times because I wanted a tragedy. if I wanted tragedy, I would choose a different story. of course a lot of fans would have trouble liking EP/HS2... this wasn't what they signed up for. it pulls the rug out from under the fans of the original comic by pulling a mean genre bait and switch. why would people who liked a story like homestuck want a story like this? and I mean, obviously some people were okay with this. some people like EP/HS2. but you have to admit that it is an entirely different thing than what homestuck was.
I’ve heard some folks try to compare the darker parts of EP/HS2 to the darker parts of homestuck, and this is why they aren't the same. the darkness performs different functions in each story. in homestuck, it contrasts the lighter parts and creates a reason to keep everyone moving. in EP/HS2, it is the whole darn thing. the story is simply woven from it to begin with. I have heard some people say that they think of EP/HS2 as cathartic... as a reflection of life when things are painful or hard. but I think we really need to remember what catharsis is. catharsis doesn’t begin and end with pain. catharsis has to do something with that pain, or it’s just pain for pain’s sake. and the further I look into EP/HS2, the more I feel like the story is just playing it straight as a tragedy... though sometimes I wonder if it knows this.
so let's pull apart the tragedy of EP/HS2. because while I don’t really enjoy tragedies, (hence why I liked homestuck, and didn’t like EP/HS2... they are opposites in this sense), I still understand how tragedies work. catharsis can be part of it... to see something sad happen, and relate to that sadness, and feel a deep emotion... that does make sense. but the line between catharsis and just plain agitation is whether or not the pain actually provides you with a sense of relief. if the story leaves the character stuck in a bad emotional place, you feel stuck too... unable to confront the emotional burden that the story has saddled you with in a satisfying way, because it isn't even your own. in real life, when you are hurt, at least you have the ability to do whatever you need for yourself, in order to eventually feel better. I have grieved before, and somehow found it in me to laugh again since. but in stories, you rely on the author to construct the characters' response to bad events, and if things just go from bad to worse, sometimes with little resistance, the audience is eventually going to feel really agitated by the lack of relief. even stories that end in death provide catharsis due to the finality of it. the life ends, and provides a sense of closure. but EP/HS2 doesn’t give you an out. it just keeps driving many of the characters into more and more mundanely uncomfortable and dissatisfying lives, or turns them into people we would rather not know or read about.... which feels like a loss to the reader, even though the character is right there. at that point, the character's presence only makes you feel worse because they used to be someone you liked, but now they're just a reminder of your disappointment. and this level of your emotional discomfort isn't even something that the narrative will address, because it's just a side effect of how things are going. it isn't poetic, and there is no real comfort given to lighten that load... it's just unpleasant.
and on a more technical level, I would like to point out that stories create a kind of transaction between author and reader. and once you understand the status quo between you and a particular author, you can gauge the level of investment you feel safe putting in the characters. at their core, it stands to reason that stories should require conflict to be interesting. but in order to stay interesting, they also need to give us a reason to care about the conflict. in homestuck, I felt like the story set up a status quo in which we felt comfortable caring about certain characters, because we subtly trusted that the author wasn't wasting our time or jerking us around. like, you knew that a lot of crazy shit was on the table, but it felt like the story was growing, the author was interested in that growth, and thus he would not kill it. even if you couldn't begin to guess what was gonna happen next, you at least didn't have to worry about the author hugely ruining things that you liked about the story. he seemed like he liked those things too. we were all on the same page in that regard.
this is where character investment was very important to homestuck... the readers needed something to hang on to, or they'd lose interest in what was going on, and in homestuck specifically, the thing that kept us hanging on, was our love for these characters, and our wish to see them prevail against the odds. we were hoping for a satisfying ending, and interested in how we'd get there. and by now, I think homestuck fans in particular are very determined to stick to the characters by nature. if we weren't, then we would've been bored out of reading the comic in the first place back in act 1, when the most exciting thing that had happened was John going through his house and finding his dad in the kitchen. if you don't love John at least a little, you won't want to keep reading about him picking up items and describing them to you for a whole chapter, with not but the entertainment value of his character's particular perspective and voice to sustain you.
obviously, character investment isn't always a story's draw... but it was definitely homestuck’s. and even giving EP/HS2 the benefit of the doubt... let's say we're just judging it on the merits of being a tragic story. there are many levels of engagement that a story can hit, and in a lot of tragedies, the interest comes from the machinations of the plot. you already know it's going to end sadly, but you have the ability to process the sadness (a negative emotional experience and potential reader deterrent) while still maintaining interest, because you want to know how it will happen. it is unfortunate then, that EP/HS2 isn't a stand alone story, independent from homestuck itself. because if you tell a homestuck fan that the story will now only end in sadness, they likely won't want to know how it happens. because they already decided to like and relate to these characters, and wish for their happiness. they were taught it was okay to hope for that, based on the way the story used to be. basically, one of the essential appeals of homestuck (character investment) is actively working against the core appeal of a tragedy (understanding how sad events came to pass) because homestuck's appeal worked so well to begin with. it's basically nonsensical to try and jump track from one to the other, because the reader is much more likely to fall off the wagon entirely, and ignore your story in order to preserve their enjoyment of the story they already consumed.
but to get way more blunt about this... homestuck was good, and ruining what it left us with was unpopular for obvious reasons. fans were successfully invested in the story, the final triumphant payoff was a satisfying way to cap the narrative, and honestly... I think homestuck probably should've just stopped while the vibes were good. people were satiated. they were sad that it was over, but the sadness came from fondness, and that just sort of felt appropriate. we had it so good.
the transaction between author and reader was stable at that point. we had conflict. we had a reason to care. we got a resolution. there was a level of trust established, and honored... we trusted that there was a rhythm to the story. a push and pull between the kind of threat that would necessitate action from our heroes, and the ability of the characters to overcome the conflict well enough that we'd be left with something satisfying in the end. this trust no longer exists in EP/HS2. the epilogues broke it, and homestuck 2 has failed to repair it because, to be honest, it was already too badly damaged. it would take a full retcon to actually bring that back after the epilogues, but then it uh... screwed the pooch all over again. sorry, that was insensitive.
anyway. so like... what about the particulars of the story's content? I mean... I know I'm dissatisfied because a lot of the characters have been blatantly destroyed. Dirk will be my example for this bit, I mean, just look at him. in one epilogue route he commits suicide, and by making Ult. Dirk a thing, they effectively unestablished the identity of Dirk as he was in homestuck. and my limited knowledge of the epilogues doesn't allow me to really know about this, but was there even any acknowledgement of how death works in homestuck? Dirk must've known that if he killed himself, he'd end up as a ghost out in the dream bubbles. that is still a thing, right? Dave could've gone looking for him. considering Dirk's pesterquest route, he should've wanted to. and see, there's an example of what might've approached catharsis in a situation like that... pain, but also a human person dealing with that pain in a way that feels like fulfillment. but as far as I've heard, the story didn't go there? so it's just pain for pain's sake... or maybe just a bid to get rid of the more complex version of his character and replace him with an anime villain. and the method doesn't even make any sense, like, Dirk is the last character that would ever commit suicide because, by his own canonical words, he is scared to not exist. he literally couldn't bring himself to destroy the AR because of this, in spite of having every technical and emotional reason to want to. this is a major pain point for him, and I know it's typical to think of someone with self hatred wanting to kill themselves, but Dirk is a particularly different case. he should not be shoved into such an ill fitting generic narrative for shock value.
and beyond that, let's say you're someone who identified with Dirk. let's say that when homestuck said "you are now Dirk Strider" you were like "oh fuck I kinda am tho" and you were invested in him ever since. let's say that the points of investment you felt with him were in his troubles with self loathing, his fear of not existing, or his trouble communicating his true feelings to others. this is a rather dismal end for Dirk to have come to... and a rather dismal story for you to read if you still relate to this character. if you're coming off the end of homestuck still securely relating to him as heavily as you did when he was allowed to triumph, how fucking bad is it gonna feel to see him so thoroughly obliterated? to whiplash so hard from a perceived success to such abject failure is just mean. this story is so mean now, like, everyone's got the bug it seems.
and not only do several characters perish (literally, or by being mismanaged) for cheap drama in EP/HS2, but some just turn into shitty people? like, Rose recently revealed that she cheated on Kanaya. I simply hate the idea that Rose would grow up to be the type of person who would do that. I remember Rose in acts 1 through 5 being the kind of person who had misguided ideas about what course of action she thought would be effective. she would make some pretty big decisions, and act on destructive impulses, often in spite of what her friends thought was safe. in essence, I can see where the authors of homestuck 2 would get the idea of Rose going off and doing big shit without telling people. but this ignores why she was so determined to do any of that stuff in the first place... Rose was just as invested in protecting the people she cared about as anyone. and besides that, I thought her arc in those early acts had taught her something about that approach? I thought she got closer to people, to the point where they could voice a concern and she'd listen.
in regards to her relationship with Kanaya in particular, there's a huge difference between knowing someone for a day at the age of 13, and spending 3 more years getting to know and love that person before deciding to marry them. so even if this was the reflection of a quality that Rose had back then, I thought she grew past it... she had ample time and opportunity... we even watched her get better about this sort of thing. literally this rolls back her character development to when she was a child, and makes her a shitty adult. and if I’m being really scathing here, I might as well say that this feels like an example of that thing that stories sometimes do, where they only care about a relationship while the characters are struggling to get together. and then once they are together, it timeskips past their relationship being functional and lands you at a point where they're experiencing turbulence. at which point it leverages their relationship trouble for drama, rather than letting the two function well as a unit against an outside threat of some kind. like, no happy couples exist in fiction! gotta wring your conflict out of the fact that they’re falling apart! it feels like they’re being exploited by the writers.
and worst of all... this betrayal of trust by Rose either ruins Rose and Kanaya's marriage, or makes Kanaya seem like a fool. I keep thinking back to their time on the meteor, when Rose asked if Kanaya was breaking up with her because they finally reached that tipping point where Rose's drinking had to be acknowledged as a problem. and Kanaya said that no, she wasn't breaking up with her, and stuck with Rose because she was dedicated to loving her even if that meant helping her with a serious problem. that was such a strong character moment for Kanaya. it displayed her loyalty and dedication to Rose, but also a nuanced understanding of when a problem can actually be solved by dedicated effort. having her be so committed to staying with Rose in spite of Rose's transgressions is like a perversion of those positive qualities. now it just feels like Kanaya is irrationally willing to put up with anything from Rose, no matter how egregious. it takes a trait that was so nice about Kanaya, and uses it in such an upsetting way... and honestly, there was no reason to do that.
but this is a huge problem with EP/HS2... there's like, juuuuuust enough of a through line for people to think that it makes sense. so when I try to say that the characters are just better people than this, and that they're smart enough to do the most basic fundamental things to prevent pain in people that they care about... when I say I believe in the integrity of these characters, I could very well get someone adamantly insisting that I was just being naive. that sometimes, in reality, people disappoint you. what can I even do about that, without sounding like I'm in denial, or like I'm only interested in liking these characters when all their rough spots are smoothed away? how can I begin to articulate that these aren't decisions being made by the characters... they're decisions being made by authors who I don't trust for exactly this reason. and I very especially hate this because just... no! I know what these characters' flaws actually were! and what their strengths were! I had a solid read on their identity, because homestuck was so friggin good at establishing that! I know that a huge part of Rose coming into her own was learning how to cut all the snarky passive aggressive sarcasm and just be honest about her feelings... something that she actually advocated for when talking to Dave, but also had to learn to do herself. the logical escalation of Rose’s character would be a trend toward more openness... but also, just in general, Rose never had a kindness problem. like, I guess that’s the biggest thing I have an issue with. Rose was never this unkind.
it just feels like the writers want us to believe that not only was Kanaya played for a fool, but we were as well. we thought Rose was better than this. we thought we were better judges of character than this. and honestly... we were! the writing was not on the wall about this development. but that just doesn't mean anything because EP/HS2 said that it happened.
and this also harms the relatability of Rose for the people who used to identify with her. I'm not saying she has to be perfect... obviously, characters can and should be flawed. and characters can have flaws that you don't perfectly relate to the specifics of. Rose developed a drinking problem at a young age, which a few people might've related to, but it's very specific. but if you broaden the implications of that in the context of a story... a ton of people will be able to relate to the concept of developing an unhealthy coping mechanism, or doing something you don't really enjoy just to relate to a relative who has been distant to you for whatever reason, or even just having a complicated relationship with a parent. so what if you apply this kind of broadened meaning to Rose's cheating? the idea that she is not trustworthy. that she hides major, life altering information from people who are very close to her and should've been told. that she doesn't trust her partner, and would rather sneak around and hide this for years, rather than either letting her partner be involved in this part of her life, or accepting that her partner isn't comfortable with this development and respecting that boundary. this sort of thing is really alienating to people who know that they themselves are better than this. and “alienating” is the exact antithesis of what homestuck always was to the people who loved it.
what's especially interesting to me, is that the effects of this alienation actually come through in the way that people talk about EP/HS2 nowadays. I don't know if anyone has noticed this trend yet, but people tend to talk about the events of EP/HS2 as decisions made by writers, rather than decisions made by characters. which is weird, because people didn't do that so much with homestuck. and for this I wanna break out Vriska as an example. a lot of people like Vriska, and a lot of people hate Vriska. she's controversial. but no matter what, people always take Vriska's actions as though they're hers. and if they hate what Vriska does in the story, then they hate Vriska. not Hussie, for writing her that way. not even the vague concept of the narrative. they consider Vriska's actions to actually belong to her and form her identity, which they then pass judgment on, one way or another. Hussie is even a character that canonically exists within homestuck, and nobody ever thought to blame him, in universe, for being the origin of Vriska as a trouble causing entity in the story. compare that with how many times you'll see someone say that they don't like what the EP/HS2 writers have done with Rose, Jade, Jane, etc.... they tend not to actually level blame at the characters themselves. obviously this does vary a lot from person to person, but as a vague trend, I would say that people are starting to detach themselves from the characters, or at least detach the characters from their actions in EP/HS2. and to me it reads as a bit of a defense mechanism. it is a degree of separation that lets these characters keep their integrity, and the potential for positive development that they had when homestuck initially ended. it is a trend that, to me, proves the point that the level of pain for pain's sake in this story is too much. without relief, people disengage. even if they want to keep up with how the characters are doing, they no longer want to buy into the narrative's reality... so they acknowledge the author, and the fact that this is fiction. they remove themselves from the act of being invested. and the more adamantly you see people doing this, the more uncomfortable you can assume it feels for these people to buy into the events of the story and treat them as real.
to jump track to another odd point that I think creates a further barrier between cast and audience... has anyone noticed the age of the main cast's children that we've seen appear so far? all of them seem to be similar to the ages of the beta kids when we first met them. they're teenagers. and that means that, if my knowledge is correct, we kinda skipped a chunk of these people's lives. we never really spent time seeing the original homestuck kids as new parents... we never saw them raising their babies. and I get that this is an odd complaint, but it's an example of the story not growing with its audience. it's missing a huge opportunity, not only to show us this portion of their lives, but to fill in with some major world building when it comes to Earth C. are we supposed to assume that absolutely none of the main cast of homestuck made any new friends on Earth C? did they not explore what kind of culture popped up on this planet? what if one of the main cast had gone out and met someone totally new to befriend or love on this planet? but no... we're strictly only interested in the original cast and their kids, which they only ever had with each other, and nobody is really friends anymore, but nobody has met anyone new either... basically depression and isolation is the only option for these characters if the writers aren't willing to actually let them live in the world they're living in. and besides that, at time of writing, there is one friend of mine from my friend group that is just now planning on getting married. he'll be the first of all of us. and while he and his fiancé want kids pretty quickly once they're settled down, it still hasn't even happened yet. we're in our late 20s. and believe me, I understand the desire to timeskip to when the kids are old enough to be full people, but you have to remember not only that there are other ways to introduce new characters, but also who we're even trying to relate to here. is it the new kids, or their parents? because most of us aren't parents yet, much less the parents of teenagers, but we aren’t teenagers anymore either, and this isn’t framed as their story anyway. how are the majority of homestuck’s older fans represented in EP/HS2?
and when EP/HS2 skips the portion of these characters' lives that we, in real life, are actually living, it subtly hints that a story that would reflect what our lives are like isn't interesting, and tells us that not much good is expected to be waiting in our futures either. and the bigger problem with that is that the writing decisions in EP/HS2 represent the authors' answer to the question: how do we make this interesting? clearly they didn't think that anyone would be satisfied with a nice little romp through the lives these characters might've built. like, a slice of life type of story? or maybe something with a smaller stakes conflict? I dunno why, but my first thought was like... what if Jane ended up actually becoming a detective, and the story just had an intermission-style detour into her solving a case or something? at least a weird, hyper specific detour like that would signal that we care about what she's doing... that'd be fine by me! but they couldn't even give us something that would frame her as a good person... they just treated her like she never got un-possessed by the Condesce, and called it a day. it just feels like these are authors who wouldn't be satisfied with a story that lets the characters be at ease in their private lives. peace is something that is off the table, like, if the characters are living good, satisfying lives, we will never hear about it because apparently that counts as nothing to report.
but also... in the absence of the larger plot machinations that SBURB provided, what was left to create a struggle for these characters to face? it couldn't be Jack Noir, Lord English, the Condesce... those threats all got resolved. and they couldn’t let the characters exist in any facsimile of peace. so the writers needed something to stir things up. and in trying to find a new challenge to drive the story, they dug into the stuff that, in my opinion, should not have been used in this way. they began grasping at character drama, trying to wring conflict out of the deterioration of the relationships between the characters.
but at the same time, they're trying to capture the grandeur of homestuck during its more iconic moments. and okay, this is a pretty far out there speculation, but I've always made this observation about homestuck, and the way it got popularized. early on, fans would get into it with no real idea of how big or ambitious the story was going to be. going into act 1 blind, you wouldn't suspect this comic of being much more than a quirky, funny little weekly strip, set up for the sole purpose of making weird jokes about Nic Cage or Harry Anderson. then you get to the big shit. which in act 1 could just be the meteor destroying John's house. but that's a pretty impressive amount of escalation based on the expectations you had. fast forward to a bigger moment, like the reveal that the trolls' SGRUB session created the human universe, and you're super excited about this. so you tell whoever will listen that they should really read homestuck! and maybe they listen, and they go to page one and... well... they seem kind of unimpressed by the way the comic looks. this is what all the hype was about? and you really wanna sell it to them, so you're like, no, seriously, it gets so much better. and maybe you show them bits like the LOWAS walk around flash game, or maybe [S] make her pay, or something. and they're like, whoa, the comic gets like that? so perhaps they slog through the early acts, or maybe they just skip to the trolls and double back when they're confused enough... but either way, the comic's selling point is now it's climax, not the buildup.
and the problem with viewing the comic this way is that homestuck is both things. proportionally, homestuck is actually way more composed of the tedious little stuff than the grand big stuff. but homestuck was popularized via the grand big stuff, and sometimes I feel like EP/HS2 is attempting to fill itself with big stuff like that, but it isn't doing the legwork right. it's using character drama to fuel itself, but it's also trying to be highly epic in terms of its presentation. the lack of contrast flattens everything out, and as I described earlier, the story no longer has that essential push and pull between the terrorizing forces that threaten the characters/raise the stakes, and the unity and likability of the cast that makes you care about their struggle/gets you invested in seeing the conflict resolved. and I just wanna point out that those little interstitial bits... the ones that are typically viewed as the stuff you have to slog through in order to get to the interesting part? those were our main source of knowledge when it came to the characters. it's how we got invested in them and came to know that we liked or related to them in the first place.
the larger ramifications of this lean away from the little things, while also leaning into character drama to fuel conflict in the plot, leads to the overuse of bombastic character drama. sensationalized character drama. everything is always a huge fucking deal, while also being primarily concerned with the existing characters, rather than any kind of outside threat. so what are the tools? a wedding? a funeral? terminal illness, betrayal, a change in ideology that creates a schism... the loss of identity. all these high drama moments that generate conflict by sacrificing the bonds these characters shared. you know... letting that core piece of investment self destruct. the story is basically eating itself in order to sustain its momentum, but there's basically no point anymore. it's been gutted of the stuff that really mattered.
so why did everything go so badly? why do half of the characters not even like each other anymore? why do we not even like half of them anymore? why did the writers feel the need to dismantle them like this? well, because what else do we have to work with... how do you introduce a new threat to these characters without it being either SBURB all over again, or something entirely different that just makes these characters seem overwhelmingly put upon by the universe, like, more than any other individuals that have ever existed. it's actually a very rudimentary power escalation problem. gotta find that next level of bigger problem to set on everyone.
but do you wanna know what kind of homestuck fan I’ve been since the very beginning? I started reading homestuck 9 years ago. I think I was like 16 or 17? and at first I wasn’t sure how to interact with the comic, so I went to the “about” section of the website. it told me, in a broad sense, what mspaintadventures.com was, as a collection of work, and suggested that I begin by reading problem sleuth. not knowing that it wasn’t part of homestuck, I did just that. I read all of it. before I even got to homestuck. I am a fan that lives for the small, stupid, tedious fucking around. the slow buildup of total bullshit... the complex setup that gives you a million microscopic payoffs on it’s way to god knows what end goal. it’s like watching an explosion in reverse. all the tiny little pieces fly chaotically together and coalesce into a whole story, and you got to watch it build itself, piece by tiny little piece. I live and breathe for that level of detail. and the most fun I ever had with the story was when the characters were wandering around an environment, exploring and using various objects to set up these wacky chain reactions, half of which you’d never see coming, but which would all retroactively make sense in the end.
what I’m saying is that small scale conflict is interesting. and there are whole genres that build themselves off of this. I actually think that in certain instances, homestuck may fall under the slice of life genre. and slice of life is largely misunderstood as a rather bland genre, but the appeal is watching people with personalities that you enjoy. you watch them live their lives, and you go along for the ride. true slice of life is not a soap opera... it’s just enjoying the company of people who happen to be fictional. there's always been an element of that in homestuck... these were characters that you could see yourself getting along with if you met them. they were entertaining because of how they saw the world... how you would see the world if you were looking through their eyes. and homestuck gave you that opportunity. sometimes, that actually is all that you need.
I'm not saying that homestuck's ideal form is as a purely slice of life type of story... but wasn't that kind of what a lot of the fan works felt like? little comics about funny scenarios, or preexisting comedy bits with roles assigned to the characters they reminded you of... that stuff was the form that fun took for the fans of this comic. why is that so easily dismissed as frivolous? why is it so bad to want a little of that back? sometimes, you do wanna get into the hard stuff. maybe you wanna see Dave and Dirk have a conversation where they both admit that all they wanted as kids was a brother, and neither felt like they got to have that, but in very different ways. maybe you wanna see Roxy and Rose compare their similar feelings of estrangement, and explore the emotions that led them into their respective struggles with alcohol. maybe you wanna see John have a moment of sadness when he decides he wants to raise a kid, because he misses his own dad, and while Jane's dad is definitely family, he isn't the guy that actually raised John for the first 13 years of his life. maybe you wanna see Jade get inordinately clingy with every single one of her friends until one of them finally voices a concern about needing some space, only to see a glimpse of Jade's absolute terror at the thought of being alone again. and that pain is something that could definitely find a place in a story with more actual down time. maybe these moments of actually cathartic lingering pain could be explored with sensitivity in a story that gives them room to breathe. if the writers played their cards right and let the characters heal in meaningful ways, they might've even gotten tears of happiness out of a few of us. wouldn't that have been wild.
I just hate the idea that something is more realistic if it's dark. that's not true at all. I understand where the sentiment comes from. I understand the merits of taking an unflinching look at hard truths. but cynicism is not the same as realism. and realistically, people will try hard to seek good things for themselves in life. and even if they miss the mark... even if they fall into depression, or lack the ability to make their dreams a reality, these particular characters had already sought and found good people. people who would, realistically, absolutely help a friend if they needed it. I know this, because I watched them do that. the whole first five acts were literally about the trolls yelling at the humans because there was a huge problem that they blamed the kids for causing, and what did these kids do? they said "hey wait, let's fix that" and they did. even though the trolls made a horribly rude first impression. even though it was monumentally challenging. these kids have fought and died for each other's sake. they are family. if not by blood then by bond. and when that part of a story resonates with an audience, it is valuable.
I feel like I shouldn't have to defend the value of connecting positively with an audience. I get that this may be kind of a hokey take... I get that the people who currently like EP/HS2 will probably think I'm asking for something far too saccharine. but at this point I don't even care. once again, this is just my personal opinion, long and rant-like though it may be. and clearly it will change nothing about the current state of homestuck's most canon non-canon continuation. I guess my one major frustration is the extent to which some people have bought into what I consider to be blatant character defamation. it pains me when people talk about the actions of some of the characters in EP/HS2, because while many blame the writers for the unsettling behavior displayed by them in EP/HS2, some will readily consider this to be where the kids from the early acts really ended up as people.
#homestuck#homestuck^2#fair warning this is all criticism#don't like don't read#and all that jazz#I'm pinning this post cuz I don't wanna lose it#because looking at it will be my self control when I wanna rant about it again and I know I will#like no you asshole you already ranted you don't have to do it again#cw: suicide#I legit forgot to tag that til I went to get a shower and realized halfway through#I basically info dumped all this here and then my head was well and truly empty#also#cw: cheating#?#idk that's the only other thing I can think of that I discussed here which might be a problem for some folks#btw subtle tag whispering that the reblog with tags explaining where a couple of the things I mentioned were addressed a little was nice#I knew I wouldn't get everything spot on... this is definitely criticism coming from a not 100% informed place#but yeah... I still kinda feel like even if the epilogues acknowledge the writer as an entity that differs from the characters...#that just kind of doubles down on the inability of fans to engage? like it cements it.#and even if meat does focus on their 20s while candy timeskips (which I wasn't aware of) like...#look at what happened to meat#look because I don't want to lol#is there anybody left who isn't sad?#cuz real talk I like using happy characters as wish fulfillment when I'm sad#and seeing a character get challenged and still come out with some determined positive energy... I love that#anyone remember when Aradia went god tier? I was overjoyed#literally all it took was her beating apathy and regaining her personhood#I love that stuff#god fucking damn it I'm still ranting what is even up with that
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