==> HS: Introduce Your Paper

No title available
wallacepolsom

★

roma★
Not today Justin
he wasn't even looking at me and he found me
occasionally subtle
PUT YOUR BEARD IN MY MOUTH

JBB: An Artblog!

izzy's playlists!

No title available
Peter Solarz
sheepfilms

Love Begins
let's talk about Bridgerton tea, my ask is open
tumblr dot com
Sweet Seals For You, Always
YOU ARE THE REASON
d e v o n
noise dept.

seen from United Kingdom
seen from Canada
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seen from Germany
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seen from Spain

seen from Türkiye
seen from Netherlands
seen from United States
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seen from United States

seen from Bangladesh
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seen from Netherlands
@sinceritystuck
==> HS: Introduce Your Paper
Works Cited
Aarseth, Espen J. Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press, 1997. Print.
Barthes, Roland. "Death of the Author." Trans. Stephen Heath. Image-Music-Text. Farrar, Straus and Giroux, 1978. Print.
Douglass, Alexandra. ART BLOG. 22 May 2012. Web. http://lexxercise.tumblr.com/post/5752171537/i-keep-forgetting-my-ask-box-exists.
Funk, John. "Land of Memes and Trolls: The Epic and Ridiculous Self-Aware World of Homestuck." Polygon. 15 Oct 2012. Web. http://www.polygon.com/2013/1/24/3780850/land-of-memes-and-trolls-the-epic-and-ridiculous-self-aware-world-of.
Hussie, Andrew. "Homestuck." MS Paint Adventures. Web. http://mspaintadventures.com.
Kirby, Alan. Digimodernism: How New Technologies Dismantle the Postmodern and Reconfigure our Culture. New York, NY: The Continuum International Publishing Group Inc., 2009. Print.
Knode, Mordicai. "Homestuck is the First Great Work of Internet Fiction." Tor.com, 18 Sept 2012. Web. http://www.tor.com/blogs/2012/09/homestuck-is-the-first-great-work-of-internet-fiction.
Montfort, Nick. "Cybertext Killed The Hypertext Star." Electronic Book Review. (2000): Web. http://www.electronicbookreview.com/thread/electropoetics/cyberdebates.
Rugnetta, Mike, host. Is Homestuck the Ulysses of the Internet?. Prod. Kornhaber Brown . PBS Idea Channel, 2012. Web. http://www.youtube.com/watch?v=MLK7RI_HW-E.
Walker, Jill. "Do You Think You're Part Of This?: Digital Texts and the Second Person Address." Ed. Markku Eskelinen and Raine Koskimaa. Cybertext Yearbook 2000. Jyväskylä: University of Jyväskylä, 2001. 34-51. Web. http://cybertext.hum.jyu.fi/articles/122.pdf.
==> HS: Conclude
To return to the original question - what is Homestuck? - an answer may not be so far off after all. Homestuck is sincere. Homestuck has left behind the irony of postmodernism and looks forward into a new era of genuine engagement with the world, of honestly and unselfconsciously caring about what one finds meaningful and enjoyable. Its very format encourages readers to become actively and intimately involved with the narrative, and its expansive, endless storyline creates the perfect grounds for turning readers into fans. Homestuck fully utilizes the multidisciplinary potential of the internet to combine text, hypertext, images, gifs, animations, sound effects, music, video games, and cybertextuality into one behemouth of a narrative that tells a story of friendship, growing up, adventure, romance, conflict, and so much more. Homestuck is the future of literature. At present, it is changing the understanding of what qualifies as a 'text,' and influencing every similar work that will follow it. In the future, it will be seen as the original source for the great internet works to come, the pioneer text that blazed a trail to a sincere and widespread appreciation of, as well as a creation of digital texts. Homestuck is the first, but it will not be the last.
==> HS: Cite Works
==> Flash Animations
Least frequently but often most impressively, Homestuck utilizes flash animations to tell highly significant portions of the story. They are, in essence, short movies (or cut-scenes, to use video game language) that highlight these sections of the plot using animations, static images, music, and sound effects. These animations often contain work from multiple artists, many of whom started off as members of the fan community and were given an opportunity to join Homestuck's art team through an application process. On her tumblr, frequent art contributor Alexandra Douglass describes the creation of the art team.
I [...] was one of three or four people from his pool of e-friends who were asked to join the team before a call for applications was put out. He selected a few people from the application pool, and invited a few more that were nominated by other team members. [...] We get inquiries on a pretty regular basis, but whether or not we take on any new people is entirely up to him.
Hussie directs the assembly of the animations, creating some parts himself and informing the other artists of what to draw and animate, but they are almost always a group effort. This collective work is facilitated by the digital, online nature of the project. Homestuck's community is large and information travels quickly on the internet, and so a large number of contributors in various locations can be solicited and collected from in the time it takes to complete the animation elements. Hussie has stated that collaborative efforts, especially on larger flashes, often end up taking longer than a solo project, but he also says that "the contributors generally can take the time to render lovely backdrops and character portraits that I wouldn’t bother with on my own. [..] This is a big plus I think." Through spreading out the effort required to put together a single animation, the collaboration of the art team enables flash works to be more detailed and intricate than a solo project.
Sound is also an important part of Homestuck. Musicians, again made up of a group of fans, create tracks for the animations, and the comic's bandcamp page now has a huge number of albums containing official soundtracks. The above animation's track, Crystamanthequins, released in 2010, is the combination of certain aspects two prior tracks, each created by a separate musician and then adapted by a third into the song heard here. Homestuck track composer Toby Fox describes the music tram creation process, which was similar to that of the art team.
We have about 17 active musicians, who all have their own schedules and their own take on what Homestuck should sound like. [...] Right before Homestuck began, Andrew put up a news post on the front page asking for musicians to participate in his next project. [...] I started predicting where the comic was going to go and sending relevant tracks directly to Andrew.
Fan input and collaboration, is, as always, vitally important to the creation of Homestuck as it exists today. Though the focus on fan input has shifted from active direction to a more passive collaboration, reader response and contributions are what define Homestuck and set it apart from other, entirely author-driven webcomics.
==> HS: But wait! There's more!
==> HS: But wait! There's more!
Homestuck achieves the greatest height of its ergodicity not in gifs and animations but in interactive games. The first game was introduced in Act 2 with [S] YOU THERE. BOY, and most recently, as seen in the above video, the whole of Act 6 Intermission 3 was comprised of three games (collectively referred to as Openbound), all of which demonstrated more detailed graphics and more complex game structure than any interactive pages before them. Openbound, like its predecessors, allows readers to fully interact with the text in a manner than continues Homestuck's videogame metaphor to the greatest possible extent. Like Homestuck's use of second person narrative, which lends itself perfectly to the inclusion of video games, these interactive portions are immediately engrossing to the individual reader. "While gaming can be watched it’s clear that any audience is peripheral and insignificant; all that matters is the playing self." (Kirby 169) Video games are meant to capture the undivided attention of the player/reader, and require no more than this one individual to create what Kirby calls a "super-subjective" experience. "You play, then, as yourself [...] but vastly inflated." Readers begin the game in control of the character Meenah Peixes, ancestor of Alternian troll Feferi Peixes, and through her are able to fully explore the game environment by finding treasure in chests, interacting with objects, and holding conversations with other troll ancestors as they are introduced for the first time into the story. In order to fully access all the information available in this portion of the text readers must solve puzzles within the game by taking control of a variety of characters to perform certain tasks that eventually allow admittance into new areas of the game. It is possible to entirely bypass all three installments of Obenbound, but the most serious of Homestuck fans will often choose to play through every part to the fullest extent in order to read and learn the information made available by every item and conversation in the game.
While other portions of Homestuck are undeniably ergodic and rife with hypertextual elements, thus far it is only these interactive games which branch out into the realm of cybertext. Cybertext is described by Espen J. Aarseth as being created through a combination of focus on "the mechanical organization of the text, by positing the intricacies of the medium as an integral part of the literary exchange," as well as the part of "the consumer, or user, of the text, as a more integrated figure than even reader response theorists would claim." (Aarseth 1) Cybertextual works present to their readers a text which holds the potential to be experienced in a variety of distinct ways. Unlike hypertext, which functions on a Point A to Point B structure, cybertext demands more "selective movement," and contains options that link together in more complex ways. In Openbound, it is possible to reach the end of the game sequence without speaking to every character, investigating every treasure chest, or exploring every pixel of the world, just as it is possible to do the opposite or something in between. It is up to the reader to decide how they will traverse this section of the narrative and what selections they will make in-game, and these decisions will determine what portions of the entirety of the text they are able to experience.
Many of the extraneous information tidbits in Openbound can be found in its heavy references to social media and fan culture. For example, through examining certain objects in-game it is possible to view a twitter fascimile which displays mock tweets made by Dave, under the username "dave_ebubbles."
(This element of the game was inspired by popular twitter account "Horse_ebooks" and following Openbound's inception was briefly made into an actual twitter account which published 345 tweets and gained nearly 8,000 followers."
Each character's dialogue is accompanied by hashtags, in the style of tumblr or twitter, that add extra information and personality to their speeches. Likewise it is possible to "rebubble" conversations and receive a corresponding message. The characters Meulin Leijon and Kurloz Makara communicate primarily by the use of gifs that are used to represent their ideas and emotions, a common practice amongst tumblr bloggers. The character Kankri Vantas is likewise inspired by tumblr, as stated by Hussie on his twitter. Presumably his long-winded lectures are intended to satirize tumblr's so-called 'social justice warriors,' who frequently warn other users against often-innocuous 'triggering' material and post misguided rants in the same style as Kankri's endless pages of text. An understanding of these portions of the text requires not only an understanding of Homestuck's story up until this point (something that is arguably not entirely necessary, as Openbound features entirely new characters and plotlines) but also a familiarity with the culture of social media, which implies the reader also possesses a fluency with various social media platforms, primarily tumblr. Homestuck is written for the internet user, for individuals who will seamlessly understand the usage of gifs and hashtags in casual speech and will not pause to question or misunderstand their presence in the text.
==> Fandom, Fan Culture, Fanart
==> Cosplay
Cosplay takes fan participation to an entirely new level. The reader, turned fan-geek, now takes on the appearance and persona of one of the story's characters. The text is taken out of the two-dimensional and into the 'real world,' most commonly to conventions and meetups where fans gather together to celebrate their favourite stories. Cosplay has become a definitive aspect of the Homestuck fandom, and its cosplayers are found widely at fan conventions everywhere. Cosplay, like fanart and other methods of fan-creation, is a sincere demonstration of appreciation for and enjoyment of a text. In physically assuming the traits of a beloved character, an individual removes any question about their love of a text - it becomes visible to the naked eye.
(pictured: Narcon Homestuck Cosplay Meetup, from http://tellinpa.tumblr.com/)
(Sources: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.)
==> HS: Conclude
==> Fandom, Fan Culture, Fanart
As has previously been touched on many times, the fan response to Homestuck has been profound, and is a vital part of what makes the comic an exemplary postpostmodern text. Tumblr contains a great number of Homestuck fans who pass around fanfiction, fanart, and story discussion and speculation; Hussie's website hosts a Homestuck forum with a large usership; Deviantart, Archive of Our Own, Reddit, and other sites that focus on user-submitted, often fan-based content boast a concentrated fan presence. Hussie recently held a kickstarter for a Homestuck video game that received almost 2.5 million dollars in donations, the 6th most funded game in the history of Kickstarter. Fans create their own spin-off adventures that in turn garner their own fans and build up a sort of fan-canon. Homestuck and its fan base have grown large enough that their own standards of what is and isn't cool, a postpostmodern fixation, grow, develop, and change as they would in any other micro-culture. Homestuck is now and has years been showing up all over the internet and at conventions. The fan presence is astonishingly large, powerful, and dedicated. Homestuck fans present the embodiment of Kirby's fan-geek, the fully sincere, engaged, and active lover of their source material.
It is impossible to fully demonstrate the size and accomplishments of the Homestuck fandom, and so due to their primacy in fan culture fanart and cosplay will be examined here. Fanart has a particularly special place in Homestuck, as was highlighted in the discussion of its flash animations. Illustration is a medium very suited to digimodernism - images can be created and shared by anyone with access to their chosen supplies and a way of translating them into digital form. The creation of fanart is a sincere and active participation in a fandom and in a story's culture, and fanart is easily accessible both in terms of sharing and appreciating.
(Sources: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.)
==> Cosplay
==> HS: Get back to the narrative.
As previously mentioned, one of Homestuck's definitive traits is its employment of second person narrative. The use of the word "you" is immediately gripping, drawing readers into the story with an unusual urgency. As Jill Walker puts it, "You’re walking down the street, when someone calls out ”Hey, you!” How can you help but turn?" (Walker 37) In her paper "Do You Think You're Part Of This?" Walker describes the use of "you" to address the reader as a means of encouraging, almost demanding active participation with a text. "You" turns the reader into the protagonist, and when the "narrative you," the you that is unironic and relatively open, is employed the reader has little choice but to become intimately involved with the text. It becomes performative, and while Homestuck's overarching video game metaphor allows for the illusion that the reader has immediate control over the progress of the text, the performance is more accurately what Walker would call "forced." The multiplicity of characters, however, widens the range of possible experience. "You" always grabs the reader, but if the reader doesn't like their position on one page they may not have to read through many more before they become a new "you."
Just as it accommodates the use of the narrative you, Homestuck's video game facsimile provides a backdrop for its hypertextuality and ergodic nature. Readers must click commands to reach new points in the text, read images and animations as well as words on the screen, and are occasionally able to interact with certain flash-based pages. Animations, specifically gifs, are another of Homestuck's defining features and set it apart from other static image-based webcomics. Gifs continue to contribute to the video game feel of the text, providing motion and visual intensity to the pages in which they are used. A popular form of animation on the internet, gifs give prominence to short but significant moments within the story. Generally they only depict one action, which may be as serious or as lighthearted as Hussie cares to show, but their dynamic nature insists that readers take notice. Like the use of second person in the narrative, gifs make Homestuck's image panels impossible to overlook.
==> Flash Animations
==> What is this? Some kind of Ulysses? Yes, actually.
It's certainly comparable, at least. In this video Mike Rugnetta draws a parallel between Homestuck and Joyce's Ulysses, citing the "daunting" length of the texts, the large numbers of characters, and the general challenge of tackling the texts in their dense entireties as undeniable similarities. The satisfaction of getting through each text is likewise equatable. Having undertaken the task of interpreting such an endless work, readers feel a distinct sense of accomplishment when they have reached its end. When this is considered along with Kirby's idea of the fan-geek, it becomes more apparent why long narratives have not been wiped out by a digital age. These stories are satisfying to read, offer a wealth of information about their universe to be learned and enjoyed, and additionally give to fans the ability to engage in an active fan community where they can further deconstruct the original narrative and build upon their own understanding and ideas. Homestuck allows for all of these things on the part of its readers, and has stayed on the right side of the line Rugnetta defines, dividing 'so good it was worth the effort' from 'too bad to be worth your time.'
==> HS: Get back to the narrative.
==> HS: Examine Narrative
Homestuck's story seems simple enough. Hussie describes it as "a tale about a boy and his friends and a game they play together," and this is not at all off the mark. The first official page of Act 1 was posted on the 13th of April, 2009, and as of March 2013 it has reached Act 6 of the total 7 planned Acts. Each Act, like that of a play, contains rising and falling action, script-like text, and intermissions. Much more prominent than this resemblance to theatre, though, is Homestuck's both visual and narrative similarity to video games. The narration, written in second person, mimics text-based adventure and role-playing games. The site's interface even contains hyperlinks that allow you to "save" and "load" your game, i.e. mark your place in the story and return to it at the click of a mouse. The characters themselves are presented as somewhat cartoonish and vague avatars that lack a strictly defined appearance, allowing readers to impose their own interpretation of each kid's physical traits upon their understanding of the story. Likewise, their skin has been left blankly white and their races have never been purposefully defined. On his tumblr, Hussie states that "they are canonically a-racial, and elude concrete bodily proportions through diversity of stylistic representation. You decide what they are! The thing you decide is right." It is the readers, here, who are given power to decide 'who' these characters are, what they look like, and where, to an extent, they come from. Though their personalities are well-defined within the comic, everything else is considered by its author to be under the jurisdiction of the fans to decide. There is no single correct interpretation, and this purposeful lack allows for fans to interact more actively with the story and its characters. It is in the empty places in a narrative where avid fans begin to build a fandom, out of a desire to forge a greater understanding of the fictional world they love. This can be seen in other fandoms such as that of Harry Potter, where absences in the canonical text have inspired fans to construct their own ideas of Ravenclaw and Hufflepuff House, of the escapades of the Mauraders and the childhood years of Hogwarts' professors. In Homestuck, however, Hussie has deliberately constructed this lack of information in a way that is both simple and highly significant. The postpostmodern character exists for a reader to interpret as much as for the story's own purposes. Making key characters appear undefined forces an immediately in-depth response from any individual who engages with the text, as they place their own assumptions onto the blank avatars supplied by the comic. Homestuck was always designed to be directed in part by its fans as well as its author.
The story begins with a 13 year old boy named John Egbert, who has just received a new video game, SBURB, in the mail. He is excited to play this game with his online friends, Jade Harley, Rose Lalonde, and Dave Strider. The four have never met face to face, and communicate over what seems to be a vast geographical distance via the internet using a chat client referred to as Pesterchum. This chat client has been brought into the real world by fans, and is now used by tens of thousands of Homestuck readers. Each of the beta kids, thusly named due to their playing the beta version of SBURB, is affiliated with a parental figure whose presence in their lives may range from hands-on to aloof and mysterious. In a later Act it is revealed that their guardians are in fact both their ancestors and descendants, due to the intricate machinations of paradox space within their game session. Homestuck's representation of the self and individual identity is highly fluid. In later acts of the story each of the kids is discovered to be the "ectobiological" sibling of another, and their guardians' identities are likewise constructed and imbued with duality. In the alpha session of SBURB, first depicted in Act 6, readers are introduced to the alpha-incarnations of these guardians, who become dynamic characters in their own right and are shown to be distinct from, yet still similar to, their original forms. The troll characters, introduced in Act 5, experience a similar distinction with their ancestors. At Act 5's onset these ancestors are seen as figures of mythology and fantasy, but in Act 6 they are given a new form as the "pre-scratch" trolls, again both like and unlike the "post-scratch" trolls' version of their own ancestors. The distinction between post- and pre-scratch selves works in essentially the same way for both the human and troll characters. For example, Rose makes reference to her mother, Mom Lalonde, who appears officially in the story shortly after kids' entrance into the medium. In Act 6, Mom Lalonde is reborn as Roxy Lalonde, who due to certain paradoxes in time and space is both Rose's mother and her daughter.
To complicate the idea of selfhood further, within the paradox space of the medium exist many timelines, some of which have been doomed by a violation of the rules of timetravel or a failure of a character to act as they are supposed to. In all of the kids' and trolls' sessions there are presumably many doomed versions of each character to accompany the one successful character around which their plot within Homestuck is centered. Dream selves, another version of each character which exist on serparate planets and awaken when the 'real' characters are asleep (pictured in the gifs above), likewise complicate an unambiguous understanding of the individual self.
The layers of this aspect of the story are complex, but the outcome is simple: you are you, but you are not the only you.
The first four Acts of Homestuck centre primarily around the four kids, detailing their entrance into the game, their ascension through the first gate of each of the Lands in which they are playing, and the myriad conflicts which arise throughout, not the least of which being the destruction of Earth which comes about through meteor shower just as they enter into their session. These four acts encompass roughly 3000 pages, a sizeable number by any standards. While bite-sized information is often considered to be a hallmark of the digital age, sprawling stories like Homestuck have found their audience as well. In his book Digimodernism, Alan Kirby address the subject of these "endless narratives," saying "such extendedness in turn suggests endlessness as its narrative structuring principle, and makes its implied reader/viewer the fan-geek, who has the time and inclination to learn the infinite details of this active universe." (Kirby 161) This assertion certainly seems to ring true with Homestuck's fans, who, as stated above, engage with the narrative and its universe on an attentive and oftentimes devoted level. Homestuck's extended page count is not incidental, and as it works to facilitate the vastness of the storyline it is supported by the prevalence of the "fan-geek" in online communities, who does not balk at the time required to interact with the text in full but instead values the potential to become fully immersed in its "active universe." Kirby goes on to contrast postpostmodernist endlessness with its predecessors, drawing a distinction between it earlier methods. "Digimodernist endlessness derives its possible existence from old forerunners, but its shape and detail emerge from the social, cultural, and technological specificity of the electronic-digital world. It’s distinctly new," (163) Endlessness in the postpostmodern era is made possible by what Kirby refers to as "opening and closing" of stories, with the creation of cyclical "escape-capture-escape-capture" plots that keep readers and viewers interested and allow anyone to access the story at any point and be entertained without the necessity of having experienced anything before or after that point. This lack of plot continuity is not so pronounced in Homestuck, whose story does not start and stop as sharply as he describes, but the relative endlessness of its narrative is undeniable. Homestuck takes the size of the endless narrative and uses it to tell one complete story that remains exciting despite without needing to rely on defined and disconnected mirco-stories to give it its bulk. As well, its treatment of linearity in its storylines is anything but traditional. Characters travel backwards and forwards through time, exist simultaneously on multiple planets and within memories, and engage in opening and closing conflicts on a level which, while not as lacking in plot as Kirby describes, still allows for constant action and engaging narrative.
==> What is this? Some kind of Ulysses?
==> HS: Explain Homestuck
What, then, is Homestuck? The text itself is colossal, the art is charming and at times spectacular, the animation is engaging, and the music is equal parts thrilling and lovely. The characters are vibrant, the universe is expansive, and the story of good versus evil, life versus death, is one that has served humanity well for centuries. But Homestuck itself is not so easily defined, a common trait among works of the postpostmodern era. It is writing, illustration, sound, puzzles, and story, all bound together by its creator and, with an importance that is becoming less and less unusual in this era, its fans. This union of author and fandom was the founding principle of Homestuck, which began as an online variant of the 'choose-your-own-adventure' format. In an introduction to his site MS Paint Adventures, Andrew Hussie describes his comics as being "largely "reader-driven," in the sense that most of the text commands were supplied by readers through a suggestion box. [He] would select a command from the list, and then illustrate the result of the command." As his work progressed he drifted further from completely reader-driven stories, and goes on to state that by the time Homestuck was created, "many elements [were] already preplanned," although reader input was still used in the beginning stages of the story in order to reinforce the path he wished it to take or alternately push it in interesting new directions. Homestuck now takes input from fans in a variety of ways. Fan artists contribute illustrations to flash animations, fan musicians create soundtracks, and the online fandom itself still holds the power to sway the construction of the comic itself, in ways as small as the inclusion of a Starbucks cup in the 15th page of an intermission after a joke about a character arriving "15 minutes late with Starbucks," became popular in the fan community, or as large as the creation of at least one character blatantly designed to parody particularly vocal groups of fans on social media websites. The partnership between fans and original creator is a close one in the postpostmodern era, and is something Homestuck's author allows full use of. Hussie runs a tumblr and a twitter which he uses to interact with fans on a regular basis, and in the past has also communicated with the fandom via websites like formspring and reddit.
Andrew Hussie himself is not the absent capital-A author Barthes describes in his much read proclamation of the death of the modern-day author; rather, Hussie has become as much an integral and well-loved part of the story as any of the fictional characters. He presents himself intermittently throughout, to narrate an intermission, interact with a character, or to turn the story in a new direction. The fourth wall in Homestuck is an actual physical object, which can be moved through, turned on or off, or be blocked off by a curtain, and the exegetic Hussie exists in this space beyond but still within the story. To many Homestuck fans Hussie has become a vital part of the story's mythology, and the fan culture that has risen up around the comic extends to include an appreciation of its author. In true New Sincerist style, fans' appreciation of Hussie is genuine, and admiration of him and his work is widespread. Fans post about him frequently and his presence in the Homestuck universe has transformed him into as much of a fictive entity as an author. Hussie has not needed to 'die' to facilitate reader response to his text; rather, he has been granted a double existence, as designated Author of Homestuck as well as meta-narrative voice within the story, the ownership of which has extended to, or perhaps been taken by, its fans.
==> HS: Examine Narrative
==> HS: Explain Homestuck
==> HS: Introduce Your Paper
If you spend much time in fan communities, on tumblr, or at anime and comic conventions, you've probably heard of Homestuck. That webcomic, the one with the thousand-page story arcs and those weird grey, horned kids. The one everyone is posting about. The one that raised over two million dollars in one of the most successful videogame kickstarters of all time. The one that has amassed a fan collective that is both massive and devoted, which has made its presence undoubtedly known across all forms of social media. Homestuck. In its entirety it has successfully exerted near mastery of a domain no great number of individuals have managed to harness effectively: the internet. It has been called “the first great work of internet fiction,” and when the scale of its story and of its following are considered this is a difficult statement to contest. At the time of this paper's composition its page total has exceeded 6000, and the size of its fandom, which spans twitter, tumblr, reddit, facebook, forums, art sites, fan fiction archives, and more, is impossible to estimate. The text itself is interdisciplinary and combines written words, images, animations, interactive games, and music to construct an immersive, expansive narrative world so replete with characters, lands, conflicts, and treasures that anyone who enters into its universe will find a place to call home. Homestuck is inherently postpostmodern in both narrative and format, and both it and its fans have embraced the ideals of the New Sincerity movement; that is, engaging with life not through the cover of irony but with true sincerity and genuine excitement.
==> [S] Enter