Not an Enigma, and Certainly Not a Curse: the "Ultimate Self" in Hussie's Own Words
I've found myself, lately, in several conversations in a row where the other guy and myself weren't on the same page about what the Ultimate Self meant; and though I welcome the opportunity for discussion, explaining my position over and over again has cost me minutes of my screen life that I simply won't win back. So this post is a departure from my usual fare in that it's more for my own benefit than that of anybody else.
I've been over Davepeta's "superceding bodyless and timeless persona that crosses the boundaries of paradox space" enough already, so if you're interested in the Ultimate Self as it is in Homestuck, I recommend you read "Homestuck's Gnosticism: The Conflict", and then, if that piques your attention, you continue with the follow-up "The World/The Wheel". For the purposes of this post, though, I want to keep analysis, interpretation and hypothesising to a minimum. As the title indicates, this is the Ultimate Self not as I describe it, or as characters describe it, but - so to speak - straight from the horse's mouth.
In Andrew Hussie's commentary on Homestuck: Book 6, p. 312:
Oftentimes, when characters lose certain qualities that came to define them, there's this sense of liberation they seem to experience. They become a happier, more relieved, easier-going version of themselves. When Aradia ditches a defining quality we came to know her by (being dead), she becomes a much happier and self-actualized Aradia. Sollux also seems to be chilling out now that his defining properties (bifurcation, etc.) have been KO'd. He had a mouth full of gnarly teeth that gave him a wicked lisp (gone), eyes full of nasty laser beams (gone, along with his eyesight), and a brain full of doomsday visions and bipolar disorder (also goneâwell, maybe not the bipolar thing, because that's probably not how that works, but whatever). You get more of this kind of thing in even higher degrees with some of the fusion stuff that happens later (Arquius, Davepeta), where characters become almost euphoric versions of themselves for having been completely liberated from certain self-limitations which previously defined them. The concept of an "ultimate self," which appears much later, probably has its roots way back to stuff like this, which got the ball rolling on the idea that a more complete or fulfilled self is one that becomes free from mortal limitations, or the idiosyncrasies which comprise a specific instance of one version of yourself. Hence an ultimate self is an aggregate of someone's full potential. It's not just doing away with negative traits, but summing up all iterations of yourself, including ones without those traits, allowing you to move beyond them. Or maybe more accurately, to view them as insignificant in the grand totality of what a person really is.
Importantly, what Hussie does here is draw the conceptual line from the themes of Acts 1-5 to what are often interpreted by some as radically different, even left-field themes through Act 6. Think of this as an extension of one of Homestuck's meta-themes, where the comic undergoes a series of escalations that take simple conflicts to their logical extremes: we start the story worried about a Reckoning which might destroy the Earth, then end up with the more pressing concern that a Rapture is about to end reality as we know it. The Ultimate Self is the end result of the exact same kind of escalation; where the God Tiers are a method of becoming a better version of oneself by merging with one's "ideal" dream body, the Ultimate Self is the logical conclusion that one can become the best version by unifying with every body.
To draw my own conceptual line back to Homestuck: Book 5, page 409:
This connects to the basic question of whether to embrace the regimentation of a heroic path conveniently laid out for you (the expectation), or to reject it as the shallow and rigid confinement of personal destiny (the deviation). These issues are expressed through the fundamental language of platonic idealism: perfect ideas of things, and then specific, imperfect instances of those ideas, or varied permutations, evolutions, or hacks of those ideas through alchemy. The way Sburb "should" go is an ideal (expectation), but the disastrous, chaotic way it actually goes is an imperfect instance (deviation). An "idea" of a person, such as Rose, along with her regimented heroic quest for growth, and all the great things she might imagine herself to become if she followed it, is an ideal (expectation). The messy, flawed, yet more genuinely human individual she does become resulting from her errant choices and rejection of formalism, is an imperfect instance of an ideal (deviation). What's the bottom line here? This is a lot. I know it's a lot. Homestuck is, in fact, a lot.
I've added some of my own emphasis there again, but that whole extract is worth reading. The reason I bolded that part is because this "Platonic idealism" is something Hussie talks about a lot in his commentary, and I think that commentary is essential reading for anyone who wants to even get their foot in the door on this topic. Again, this is something I've blogged about extensively already, so there's more than just Hussie's word to take for it if you're really interested; but for the sake of this post, I'll finish off with, again, what Hussie himself has to say on the matter, all the way back in Homestuck: Book 1, page 123:
With things like Athenums and Perfectly Generic Objects locked and loaded, Sburb architecture seems to be circling widely around a game abstraction-based systemization of Platonic idealism. Homestuck deals with what I am going to roughly characterize as THEMES.