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#why are some people so opposed to the concept of another timeline whatsoever
aemiron-main · 7 months
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it’s still funny to me that some people are So opposed to the idea of multiple timelines in ST/they think it’s So farfetched as if this isn’t literally the Timeline Weirdness Show where they talk about the idea of multiple timelines and time travel every 5 seconds. Like. Saying that you don’t believe that there’s another timeline in ST is like saying that you don’t believe that there’s hobbits in LOTR
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hussie formspring trivia 1/?
The stylized battle sprites for Rose and Jack's STRIFE are incredibly awesome! Did one of the art team members create them, or is this a variation on your usual style?
I drew an initial template, and the art folks were invited to continue in that style, adding new animation frames, characters, etc. All very loosely, without a lot of parameters beyond that. Eyes5 did the Jack, myluckyseven did a Rose frame. There should be more to come. This was originally going to be a Flash project, but I cancelled it. Everything happening now, and over the next bunch of pages, would have taken place in a pretty energetic, and much more sophisticated than usual strife animation. Kind of like "strife version 2", for the second disc. I planned this idea months ago, not really thinking much of the effort and time it would eventually require to complete. This is what I usually do, blithely make such ambitious plans, pay the price later, but fight through it with a major grind and honor the original vision. This was a little different though. Not only was this meant to be a much more elaborate type of animation by my own stakes-raising declaration, with more frames-intensive visuals like a typical 2D fighter, but on top of that, the rate of output had been slowing, and the story flow was already kind of logjamming. So I had to make a decision. I could either apply what I now estimate would have been two or three solid weeks of serious effort to make this one pretty cool animation, and watch several 100K people sink into a state of despair over the prolonged suspension in content only to have the story advance not particularly far through a totally radical battle scene, or I could scrap the whole plan and figure something else out. The latter is what you're seeing. Sometimes these adjustments have to be made. I've revised plans before, and had some cool ideas I've scrapped. I was going to include another round in the Dave vs. Bro battle where they used their Sylladexes to wage a hashrap battle (which is why I went to the trouble of making Dave collect all that dangerous shit in his kitchen before climbing to the roof). But I axed that because the battle was already taking too much time to produce and bottlenecking plot advancement. That idea was pretty easily phased out. This is different now, because revising these plans meant I had to change the way a large chunk of the story would be delivered, because a lot of story components were all tangled up in my plans for that animation. So I had to do a lot of rethinking, and much of the solution is what you're seeing now, which is having the scratched disc interfere with the flow of the story, and Scratch taking over narration duties at an accelerated pace while he fixes the disc in time for the end of act. This is in part my way of committing not to doing anymore flash stuff until the EOA, which itself is going to be a very laborious thing and will take a long time to finish. This is all fine. I don't mind turning my plans upside down sometimes, since it can lead to creative opportunities for handling this stuff. The disc errors, Scratch hijacking the site design while narrating, all this strikes me as in keeping with the spirit of the story and the flexible format. Keeping the story moving is important, but it's not the sole consideration. MSPA for me is about working with loads of fun ideas, both for the story itself and the way it's told. Very often that consideration is at odds with pacing. I do what I can to balance both. The biggest challenge in this respect by far has been Flash. I'm quite ambivalent on its role in Homestuck. On one hand, it completely changes the way the story is read and perceived, for the better I think. It brings a lot of the most important parts of the story to life, makes for significant dramatic impact when needed, and goes a long way in making this difficult to classify as a medium. One the other hand, it magnifies the production complexity exponentially, and I'm not just talking about the effort the animations require. It affects everything about my approach to the story. Including the whole decision making process, and not in a particularly good way, at least not from my perspective. The biggest way it affects the process is how it stretches the story out. If I'd gone through with the axed strife animation, that would be an obvious example, pausing the story a couple weeks to make some people fight. But the delaying effects can be more subtle than that. I'll have in mind a certain event in the story which I think should be handled through Flash. I'll know it's coming up, but I might not be ready to launch into that kind of work for whatever reason. Maybe it's too soon on the heels of the last one or whatever. So I'll work on more static panels, because there is never a shortage of plot threads to address or details to develop or funny conversations to write or new fun ideas to put out there. And that's fine really, since I feel like it's all good stuff, but it definitely makes for the long road. I'm quite sure Homestuck would be finished by now if I'd never used flash at all. There are other weird ways it factors in, like certain expectations it creates. Once it gets in the readers' heads that it's a recurring device for the story, they start to look out for it and expect it in certain situations, compare static content with flash, consider how awesome some static panels would have been if done in flash or how awesome situation X will be if animated with song Y. The potential for disappointment looms constantly with increased expectations. None of this is particularly bad, but if you're the guy responsible for putting together this story, you tend to be keenly aware of it, and it factors into the big puzzle of managing it all. And a big part of that puzzle has been answering the question "to flash or not to flash?" I've said before, the deeper into this I get, the less I feel like a writer or artist, and more I'm like a producer, managing story decisions weighed carefully against cost of execution. And cost can mean a lot of things. Effort needed, organizational complexity (usually most present in interactive pages), time delay or obstruction to story advancement, stuff like that. This kind of thing doesn't factor in if you're writing something more conventional, like a book. You write in exactly what serves the story, as you envision it. It may sound crazy that's not what I'm doing, but it really can't be anymore, not with these high octane animations in the mix as part of the expected delivery. I have to think like a producer to make that work. To understand what that means, here's an anecdote about Indiana Jones, which might not be quite true but whatever, it's just something I'm vaguely remembering. When Spielberg was going over the script with somebody, it called for a pit full of lions, and he said "whoa! too expensive! let's go with snakes." So you got Indy afraid of snakes instead of lions, because it turns out you can buy crazy loads of snakes for bargain bux. It would be really reasonable for him to be afraid of lions though. They are huge and hungry and fucking terrifying. Have you SEEN a lion??? Lions would be my quirky phobia if I was a rugged dude with a whip and longing for treasure. Lions. (roar) Why did it have to be... (roar) Lions. :(
What would the hypothetical flash have covered?
It would have spanned the events from a little after here: http://www.mspaintadventures.com/scratch.php?s=6&p=005677 To right around here: http://www.mspaintadventures.com/scratch.php?s=6&p=005740 What took place over those pages is almost a direct transcription of what would have happened in the flash. The events were conveyed visually and verbally to suit the Scratch narration, instead of shown through high-intensity animated visuals alone. The Scratch segment was not introduced as a substitute for the animation. An "abridged" stretch like this was going to come anyway as a device for setting a few things up before starting on the EOA animation. Axing the Rose v. Jack / Vriska v. Jack animation (aka Heroes of Light: Strife) just meant moving Scratch the segment up sooner, to use as a vehicle for delivering the full flash concept without having to scrap it as a story direction, which would have been a pretty significant architectural upheaval. Now that it's out there, we can examine the pros and cons of delivering it that way as opposed to flash. (But note, no matter what, there was no chance of that flash getting made whatsoever. This is really not about "what could have been") Pros of flash: - Would have been WAY MORE RADICAL (frankly I don't care much about this. the rad quotient of preceding flash material is already pretty high, and there's plenty more combustible shit to come) - The idea as a whole would have been delivered in minutes, rather than weeks, giving people the full sense of the story development all at once, and limiting the drag on the serial readers' experience, and corresponding vocalization of those frustrations (would have been BY FAR the biggest advantage of flash) Cons: - Concept as a whole may have been a bit challenging to parse with visuals alone. The two parallel battles are easy enough to understand, but I can easily imagine confusion over the alternate timeline concept as conveyed only visually. People have been confused by less. Much, much less. - Difficulty factor. Even with art contributors. There's a limit to not only what I can do personally, but what a largely unstructured volunteer effort can accomplish as well. - Hiatus-induced suicide pact among readership. Pros of narration: - Get to experiment with a little parallel storytelling, via the top banner. (pretty big plus, IMO!) - Having it narrated removes ambiguity about a fairly cerebral chain of events, while allowing the chance to indirectly develop Scratch's involvement in the story a bit. - I get to take my time with it and pretend to function like a normal human being for a little while. Cons: - Slow rolling the segment page by page has serial readers agonizing every step of the way over every conceivable issue, on points of execution, unwelcome "story developments", and so on. Once again, Homestuck is RUINED FOREVER! Until it isn't, of course. - If you're not into Scratch as a character or don't like his tone or the whole omniscient smartass thing, then you probably aren't digging the arc much. Not much to say about this. It's just a "you like it or you don't" kind of thing. - Altering the flow of the story always carries the risk of agitating some readers. Not only because mixing shit up = automatic complaints (which is definitely true), but because by accelerating the pace to make broader narrative strokes, you are inviting the usual objections fixated on showing vs. telling. But I think there are some legitimate gears of storytelling which involve showing by way of telling outright, as long as the reader has the patience to see it through to its conclusion (problematic serially, as usual). It's a gear in which bigger story chunks that normally are given strong magnification (like a death) are told more compactly and in succession. These bigger chunks, when stacked up, "show", or more appropriately "reveal" an even bigger idea which is at the true heart of that narrative stretch. It's not the event which the reader momentarily feels "should" expand to fill the stage, like a death. The death that with hindsight functions as a building block of a more complete idea which more effectively serves the story as a whole, completing unfinished arcs, building on the themes and such. You can look at story pacing like rolling a Katamari ball, with respect to the granularity of what has focus. At the beginning of HS, I'm rolling it around and picking up nickels and buttons. That's when John messing around with cakes and such has focus as actual plot points. The ball keeps rolling until points like that are too marginal to zoom in on, and he's exploring a mysterious oily land killing monsters and stuff while we gloss over a lot of detail that in an earlier mode would have received intense scrutiny. We are picking up things like traffic cones and bicycles with our katamari ball, while still sculpting a shape that as a whole resembles a story. Hivebent was rolled with even bigger denominations, maybe cars and trucks, gobbling up even bigger chunks like buildings by the end of the arc, as Aradia was offhandedly mentioning how they killed the king and created a universe. With hindsight we see why, understanding the overall purpose that arc had for the story, and how that particular pacing supported that purpose. Unlike Katamari though, the ball does get smaller sometimes, to go back to accommodating certain levels of detail like conversations and game mechanics, but it never dials all the way back. Doc has rolled with some of the biggest chunks yet, like buildings or mountains, casually dropping the deaths of characters as atomic features of his narration. He clearly rolls the ball smaller at times too, when he wants. But this construction too has purpose, which needs some patience to watch it take shape and then hindsight to fully appreciate. And like I've suggested before, these can be pretty disastrous conditions for the serial intake of a story. But honestly, there is no other way to do it. To strive to satisfy serial readers all the time is to do nothing but make something terrible in the long run. It means you can't do much to set up anything sophisticated with deferred payoff, as you perpetually submit what will immediately gratify. I can't tell people that reading serially is the "wrong" way to read it, because this is not true. But there's no escaping the fact that having pages leaked out so slowly radically warps your perception of what is happening, sometimes for the better (community discussion, noticing details etc), but often aggravates (arc fatigue, rushing to judgment...) Try to imagine watching your favorite movie, for the first time ever, but only a minute at a time, every day. Sound frustrating? How often do you think you might get irritated with the director for his pacing decisions? Or his "plot twists", which are really just the products of scenes cut short before fully paying off? How often do you think you might want to insist he move it along? What about reading your favorite book, but only receiving about a paragraph or two every day? And what if the author/director was tuned into the responses to this daily output? Is there anything he could do to outrun the impatience of the reader for plot points he's carefully set up to be evaluated in the minute-space of archival read-through, which the reader labors over in the month-space of serial digestion? Can he do anything to deflect or mitigate their rush to judgment of incomplete arcs? Should he? Probably not. The pages spanning the two links above provide a pretty good example of how serial intake messes with perception, and of why authors tend to like to finish books before showing them to you. Now that it's all there, let's look at the reasonable serial reactions to some key moments, and compare to the reality in hindsight. - Terezi flips coin, Vriska flies away. Serial reaction: augh, anticlimax!!! All that build up, the stair climbing and show downing and coin flipping... where's the battle? Where's........ SOMETHING? Reality: This was only the beginning of a deferred resolution to the ongoing Terezi/Vriska rivalry. The resolution was actually the full sweep of this series of events in totality, resulting in Terezi looking into the doomed timeline to find the rationale and the courage to kill Vriska, which she finally did. All that buildup was not for that one-page deflation, but this full sequence. Reservation of judgment was required, something that is much easier to practice when there are more pages to click on. ..... I could go on but I just realized I'm tired of typing. But really, the list goes on and on like this throughout the whole story. Things which come off as odd or vaguely unsatisfying or even JUST SO TERRIBLE in the short term, but make sense and work better overall in the big picture. You could complete this exercise yourself if you felt like it. Look at an event, remember how you felt on reading it live, and now how you view it in retrospect. Or, for extra credit, imagine you could wipe your memory of the past several months of content, and pretend I just posted it all today. What would your reaction be? How does it read? Do the issues which seemed to loom so large in the moment, like the omnipresent "get on with it" factor, even cross your mind for a second during such an archival dump? And for extra extra credit, imagine wiping your memory of all of Homestuck, and I just dropped it all in your lap right now while you were idling musing what sort of thing I might work on after Problem Sleuth. What do you think? Of it in totality, and of recent events? What is there that wears thin, on its own terms of pacing, rather than that dictated by two years of attrition on one's ability to remain completely engaged and cognizant of all relevant threads? There is a lot to think about when you make a story. Not just in how to make it, but in how it is absorbed. One story is really two completely different stories. The one that is read all at once, and the one that is read over your shoulder while you make it.
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