Mostly a repost from last week.
Also I started a side blog for my notes called "weeklythesisnotes" Yea
Ima be crosspostin everything here though, so the only reason you'd want to follow it is if you were here for my thesis and only my thesis. P much the only reason I eel-fin made the blog is in case my .doc's didn't attatch so I can have something online to send to my mentor/advisor anyway
whale, here you go (also feel free to answer my semi-rhetorical questions):
Iâm going to focus on multimodal narratives, but very specifically, Homestuck, using it as a case study of the genre. Iâll analyze it from a literary perspective, borrowing analysis techniques from the analysis of comics and graphic novels and video games and visual novels. Those are gonna be the main ones I explain in my lit review. I should also familiarize myself more with analysis of the written narrative, however I don't think I'll have to explain this one as much in my lit review.
 Iâll also explain what makes homestuck unique. Why isnât it a comic? Why isnât it a video game? It uses elements from both but unlike a videogame, you donât really have control over the outcome. And unlike a comic book, there is some level of limited interactivity. Thereâs such a wide variety of elements. Itâs too text heavy to be a computer game by traditional definitions in its current form, and itâs too gif heavy to really be published as a book. Even ignoring the gifs, you couldnât publish it textually without including supplemental materials like DVDs and etc to include the  flashes like Cascade, but even then how would you work in the interactive walk arounds? I guess if you had it all on a CD-R, but isnât the point of a book to be able to read it without a computer? Itâs possible, I suppose, to publish it as an app or an e-book, with is strange to think about. Is it really a book if the ONLY way you could publish it as a book is in an app format? And can you consider it a video game if only some parts of it use the traditional video game format?
Thereâs also the relationship between the reader and the author to think about, if only in passing. The fandom does have a pretty extensive influence over the narrative, though determining what exactly that influence is right now could be difficult. Unlike in early pages where the suggestion box was present, reader influence comes in the form of AH observing our culture from the shadows and putting in subtle jabs at the fandom, but even thatâs just speculation at this point. Fandom shouldn't be the actual focus though, but I think it would be something interesting to look at, and is worth mentioning, because hussie's stated on numerous occasions how he's purposefully used this online format to allow for a closer relationship between himself and his readers.
Another interesting thing, though I'm not sure if this would relate to the thesis broadly, is Hussie's self-insertion. He breaks the fourth wall by making himself literally a character in his own comic. In some sections, he even alters the header of his website to put himself in his comic, sort of like background antics. And in the most recent game he published, you can even talk directly to his avatar, where he explains what the personalities of 12 new characters are a parody of. He's done stuff like that before, usually he just posts stuff like that on his blog, and not in the actual comic, which was interesting.
==> Focus shifting to using Homestuck as a case study of sorts for the multimodal narrative genre. Things to include in the lit review are analysis techniques for graphic novels and video games.
==> It will become necessary to define why Homestuck doesn't fit into the traditional categories of video game or book or graphic novel.
==> Would Hussie's relationship with the readers, and the reader influence on the comic be something worth looking at?
==> Would Hussie's frequent self-insertion be worth looking into?