spacer
MS PAINT ADVENTURES   spacer   ARCHIVE | NEW READER?   spacer   MAP | LOG | SEARCH   spacer   SHOP | MUSIC   spacer   FORUMS | SECRETS | CREDITS
spacer
spacer
spacer

Latest Pages:
11/5/14 - "[A6A6I4] ====>"
11/3/14 - "ACT 6 ACT 6 INTERMISSION 4"
11/1/14 - "ACT 6 ACT 6 ACT 4"
10/25/14 - "ACT 6 ACT 6 INTERMISSION 3 (Already in progress)"
10/25/14 - "[S] GAME OVER."
10/17/14 - "ACT 6 ACT 6 ACT 3"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/16/13 - "[A6A6I2] ====>"
10/11/13 - "[A6A6I2] ====>"
10/11/13 - "[A6A6I2] ====>"
10/11/13 - "[A6A6I2] ====>"
10/11/13 - "[A6A6I2] ====>"
10/11/13 - "[A6A6I2] ====>"
10/11/13 - "[A6A6I2] ====>"
10/11/13 - "[A6A6I2] ====>"

VIEW ALL PAGES

-- --

spacer
spacer
spacer
spacer
spacer
spacer
spacer
spacer
spacer
spacer
spacer
spacer
spacer
spacer

HEY!

spacer
Welcome to MSPA!

If you'd like to jump right into reading something, I think Problem Sleuth is a good place to start, personally. But it's a pretty long read, so be sure to have the save game feature handy!

But before you jump into an adventure, a little background on the site would probably help. There are two key points to understand! They are:

1) MSPA stories exist in the format of "mock games", specifically text-based adventure games. You advance through the pages of the story by clicking links which sound like commands you would type in a text prompt to get a character to do something. Generally, the character will respond to that command on the following page.

2) MSPA stories are largely "reader-driven", in the sense that most of the text commands were supplied by readers through a suggestion box. I would select a command from the list, and then illustrate the result of the command.

When I say "largely reader driven", I mean this approach has undergone a lot of evolution from adventure to adventure, and continues to even now. I'll try to give a sense of what the process was for each adventure.

Jailbreak: This was the first adventure, one I started well before the MSPA site existed. I created it on a forum, where people would post suggestions in replies to the thread. My policy was to always take the first suggestion no matter what, which naturally lead to a very haphazard feel to the story's progression. I also experimented with "branching" the story at one point, splitting it into two paths. But then I quickly brought those two paths back together.

I left Jailbreak unfinished. And it's probably fine that way, as a sort of rambling, silly initial experiment with the storytelling format. I doubt I'll go back to finish it.

Bardquest: This was the first adventure I started after launching MSPA.com, back when I had the "choose your own adventure" format in mind for the site as the primary storying device, in addition to the reader-driven feature with a new on-site suggestion box. But the multiple paths turned out to be quite difficult for me to keep up with, and overall, probably pretty hard for readers to digest as well, especially with a longer story.

Mercifully, this one never made it that far. I chalk it up as an interesting failed experiment, and one that I surely won't go back to finish. After halting BQ, I left the site to gather dust for about six months, then started it up again with Problem Sleuth.

Problem Sleuth: By far the longest adventure (Homestuck is now much longer), and only complete one to date. When I started, I revised the approach, completely scrapping the multiple paths concept except in a few minor instances. I also started being more selective with the suggestions, not necessarily always picking the first one in the box. This made for a more controlled style of action, allowing elements of planning and puzzle solving, while still creating a pretty whimsical feel to the adventure.

But I feel MSPA evolved in many more ways than that over the daunting span of Problem Sleuth (exactly one year, in fact). The nature of the parody drifted away from text-adventures exclusively to playing off many other sorts of gaming genres, like RPGs, fighting games, etc. The visual style progressed as well, as I started incorporating more and more animated frames and over the top battle sequences. And the reader-driven element shifted very gradually as well, especially as the story took on more readers.

When a story begins to get thousands of suggestions, paradoxically, it becomes much harder to call it truly "reader-driven". This is simply because there is so much available, the author can cherry-pick from what's there to suit whatever he might have in mind, whether he's deliberately planning ahead or not. But as it happened, I was planning ahead much more as the story neared its end, and I would tend to A) pick commands that suited what I had in mind, or B) just call a spade a spade and outright MAKE UP a command for an idea I had, which I did most often for many of the later attacks (like the Sleuth Diplomacy variations, Comb Raves, etc).

Toward the end, the suggestion box was mostly used as a go-to for the frivolous, funny tangential stuff, and rarely anything story-changing. I've come to view this as the only realistic practice for a site with this format, with this many readers. This practice carried over to the next adventure, right from the start.

Homestuck: Edit: information below is somewhat out of date. Probably a better and more up to date primer on Homestuck would be the summary page linked from the Kickstarter.

The adventure I'm currently working on, with a pretty radically different approach from the way the previous adventures started, mostly in the sense that many elements are already preplanned. I don't know if I intended to make a big point of this as huge a paradigm shift for the site. It was more that I started getting ideas for the next adventure well before Problem Sleuth ended, and those ideas just kept cropping up. Much like with crafting the conclusion for Problem Sleuth, the planning just couldn't be helped!

So the use of user commands has been handled in a similar way, insofar as they contribute to a direction I want the story to go in, or to simply produce a humorous tangential effect (which can sometimes lead to story developments I don't anticipate anyway!) But the point is, the reader-driven aspect of MSPA is still in a state evolution, and truthfully is probably drifting away from being a very important factor in the way the story is structured.

It is manifesting in other interesting ways though. With HS I introduced the incorporation of music into the story, and the production of this music has been a collaborative effort among readers. Other ideas and resources like funny images, game mechanic concepts, etc, have made it into the story outside of the institutionalized structure of the suggestion box. I also picked the characters' names from reader input. There are lots of ways I will inject reader input into stories, and finding out how will be the fun part. But it will almost certainly never resemble the madcap charades of Jailbreak or early Problem Sleuth.

The bottom line is, the MSPA format always seems to be in a state of flux, and I will surely continue to bend my own rules in various ways. Honestly at this stage, I am less excited about the reader-driven aspect than I am about the format that has emerged and somewhat crystallized, which is: telling a story through the vehicle of a mock-game, complete with somewhat convincing and detailed mechanics, but without losing sight of it as a parody. That format has been augmented with the use of Flash animations and interactive pages, which is something I'm sure I'll keep exploring.

-----------

Anyway, if you really are a new reader, I guess that was a lot to digest! But even if you're not a new reader, I'm sure you gleaned some insight from that.

As always, thanks for reading!

-Andrew

spacer

spacer

spacer



spacer
spacer
spacer
RSS: Adventure Updates

Posted on 1 November 2014 by Andrew

A6A6A4 is under our belts, just like that. Cal's inspiring journey as an artist is nearly complete. His "masterpiece", A6A6A5, is really going to be... wow. Something else, let me tell you. I will also disclaim it will be uncharacteristically plot relevant for these goofy green-web-skinned bookends to the greater A6A6 arc. Oops I have said to much already. Sorry, his masterpiece is just really really exciting stuff, even by Homestuck standards. Hopefully the Felt pony up the calcoins BIG TIME.

I briefly considered making calcoins a real thing in tandem with this update. I asked somebody how bitcoins worked, and the absolute worst case scenario happened. Bitcoins were explained to me. So obviously I axed that idea. But maybe there's still hope? Maybe intrepid fans can make calcoins real. Who's in charge of making all the bitcoins out there? Is that Reddit? I think it might be Reddit. Somebody please get in touch with the head honchos of Reddit and get to work on the calcoins, stat. Bonus points if they can somehow have negative monetary value. That way, when the bubble bursts, we'll all make millions. Just be sure to funnel tons of coins into my Swiss cloud of fiduciary mainframes, invisible to the prying eyes of Uncle Fucking Sam.

Ok, how about enough of this horseshit and I get down to some brass tacks here.

A6A6I4 is approximately 450 pages. It begins 11/3. Here is the update schedule for the whole thing.

spacer
spacer
spacer


A few horse positions may be subject to change as I go, but that is the gist of it. I am spreading it out this way so I have time to write A665 (+I), which I suspect I may be drawing "live" when time comes to start posting it. That will be the last batch of what you might call "Homestuck as usual". Everything after that is low page-count (albeit laborious to produce) endgame stuff.

Posted on 30 October 2014 by Andrew

Adventure Game Update

I am letting this one be viewable to the general public. (It will also be posted to the backer page of the Kickstarter.)

Homestuck continues this Saturday, with A6A6A4 posted in its entirety, resuming with the true focus of Homestuck, Caliborn's incredible journey as an artist. Then A6A6I4 starts on Monday, and will continue in a semi-regular manner thereafter, until it is done. I will find some horse calendar pages and illustrate the schedule for your convenience. You are, as always, welcome.

Posted on 25 October 2014 by Andrew

[S] GAME OVER.

Song is Carne Vale by Malcolm Brown. Always been a big fan of Malcolm's work, so it's cool to kick off the comic again with one of his songs.

Thanks to contributing artists Hanni, Matt, Jon, Rennie, Zack, and Jones. All of whom have contributed to Paradox Space as well. I haven't done a (non-game) Flash with a lot of contributing artists in a while. I think Cascade was the last one? Kind of a throwback to the old Art Team days. Remember that? Actually, the expanded network of PXS artists is almost like Homestuck Art Team 2.0. A number of the (now many) artists involved with that comic have sorta parlayed that work into other HS projects, including stuff for the game (more on that soon). It's been pretty awesome having so many great artists help build on the Homestuck universe.

About the Flash. Or really, A663 as a whole. Truly we are back in the saddle, with bad anime and mass murder - the quintessential Homestuck Experience. A year ago I knew I was going to have to pause for a long time. I made sure to cut it off just before this act, not after. Leaving you hanging on that note for a year... damn. Not even I am that cruel. Now you will only have to wait a week to see what happens next. I will say this much. It sure is a bunch of stuff that happens. The regular update engine lurches back to life on 11/1.

But as of typing this, by my watch, 10/25 isn't over yet, and technically neither is the update day. Hmm.

Posted on 19 October 2014 by Andrew

Next update is 10/25.


Caliborn's self insert guy is a nod to some classic fan art from 4 years ago, which to my memory was the first speculative drawing of LE before he was introduced. Thanks to the artists for the inspiration.

Posted on 16 October 2014 by Andrew

The Itinerary.

Or maybe, since Halloween is coming up, I should call it The Itinerscary. Especially because we may be in store for some spoooooky server crashes with these first few update dumps. Eep, I'm gettin the willies here!

One page today to test the waters (or uh, yesterday). When that's done and the coast is clear (it won't be), I'll post a bunch of pages on the 17th and 18th (oops, now the 18th and 19th). Then there will be nothing until 10/25. And then nothing until 11/1, at which point regular updates will begin again, according to an update schedule which I will share with you on that day. Then you will know which precise pattern of dates you will need to handcuff yourself to a computer and plug in your custom keyboard that only has a single giant F5 key.

It would seem against my better judgment, or really my ability to control in any way whatsoever, a fair amount of hype has been brewing for the return of Homestuck. People are jacked up. They are doing little dances in places they cannot be seen. They are writhing in kiddie pools of pins and needles for the return of all their favorite fantasy children. "John." "Karkat." And more. So it's hard to avoid finding it just a LITTLE funny that after a year-long drought, hopping back in the saddle means we will have to wade through 50 pages of completely atrocious garbage before anything happens. It's funny how life works out sometimes. Funnier than a clown tickling a horse. Sometimes you pause your famous webcomic for a year, and then your grand reopening is a lot of bad anime. On such occasions, when life hands you those kooky lemons, there is really only one thing you can say.

Fuck lemonade. These lemons are incredible.

Posted on 27 September 2014 by Andrew

Giga-Almost-Unpause.

Posted on 13 April 2014 by Andrew

Happy 4/13, a.k.a. 5 years of Homestuck being a thing! Since I know how much you like things, to celebrate I thought I would show you another thing that's been in the works for a while.

spacer

It's a new webcomic based on Homestuck, called Paradox Space! Have a look. That is all I will say about it here. But if you would like to know what the heck this ACTUALLY IS, here is a permalink to the news post where I talk about such matters.

Posted on 17 Oct 2013 by Andrew

Gigapause: Commence.



spacer
spacer
spacer
spacer
spacer
spacer
MS PAINT ADVENTURES   spacer   ARCHIVE | NEW READER?   spacer   MAP | LOG | SEARCH   spacer   SHOP | MUSIC   spacer   FORUMS | SECRETS | CREDITS
spacer
     MSPAdventures.com © 2014 | Privacy Policy |
gipoco.com is neither affiliated with the authors of this page nor responsible for its contents. This is a safe-cache copy of the original web site.