This is part one of a three-part series I wrote after re-reading MegaTokyo. I felt I had to really delve into a perspective I view webcomics through, then with those, I could explain in part three why I recommend MegaTokyo. Even if you’re not interested in MegaTokyo, hopefully the perspective is useful.
This piece is about looking at the theses (singular: thesis) of webcomics. This’ll be useful for later articles, because a large part of the reason I like MegaTokyo is that its thesis hasn’t changed much, so I feel the same emotions reading it as I did in the past.
Also, a note: These probably won’t be entertaining reads! I wound up formulating them as pretty analytical, critical pieces, rather than stirring and witty conversations. I mostly wrote these for myself, but if they’re interesting perspectives for other people, awesome. I also don’t make any claims to this being new or groundbreaking ways of thinking, it’s just me codifying how I want to think about stories.
Part two is here.
Part two is here.
So, what do I mean by “thesis”? I’m using the term like we did in five-paragraph essays, where the thesis was a short summary of your argument. To my mind, the thesis of a webcomic is a statement about the comic’s intent, and a summation of what kinds of stories will be told. If the webcomic strays from that thesis, then it’s fundamentally changed its essence.
Let’s start with an example: At the start of Questionable Content, the thesis as I read it was “Marten and Faye will grow closer, exploring and exposing their emotional issues.”
The thesis is the essence of what the comic is trying to capture and convey. As I define them, the thesis is usually a mix of a statement about the world, and a statement about what the characters will face. To use the example above, the statement about the world is that people have issues with confidence and trust, and that’s normal; the statement about the characters is that they’ll be coming to know each other better, and together they’ll be facing the wounds and issues they carry.
The latter portion can also serve as a plot outline – the major challenges that the characters face will need to fit into the thesis. Using early QC as an example, we’ll have storylines about Faye and Marten talking about their pasts, and the damage they accrued from them, and trying to help the other person through the emotional pain of them. Of course there are other stories as well, but the core of the story, the storylines we remember, are about the will-they, won’t-they and the slow revelations of why they’re the way they are.
El Goonish Shive #1764
Why does it matter that we look at webcomics from a thesis perspective? Partly for the elevator pitches, but mostly because it helps understand what the author wants to convince us of.
We’ve all had the moment of trying to convince a friend to read a webcomic. Saying “it’s a slice of life story about a group of friends in a post-singularity world” isn’t very persuasive, is it? Humans are hardwired to be compelled by anecdotes and specifics. Identifying the thesis as fans means we can talk about the core of the story, the will-they won’t-they dynamic and people honestly trying to improve themselves – that’s the part of QC that’s compelling. You’re simultaneously communicating the emotional beats and the specific kind of scenarios that can come about.
More importantly for this piece, the thesis helps the creator figure out what they want the reader to do. This is about to go on a tangent about my philosophy on communication, so hold on tight, I’ll try to keep it short. There’s a theory that all communication is persuasive, that everyone you say or write is about trying to convince someone to your viewpoint – for instance, that saying “I’m sorry that happened to you, how can I help?” is about persuading the person that you care about them, that they matter, that you’re a good friend, etc.
I don’t fully agree, but I do think most stories have a persuasive nature. This is especially true in stories that have a clear moral: “Give mercy instead of vengeance.” “Don’t live in fantasy just to avoid being hurt.” “The ends don’t justify the means.” “This character bettered their life by finding confidence.” Even in stories that aren’t clearly moralizing, we almost always have a moral baked into them – if I tell a story about my hilarious misadventures, what I’m really saying is “Things can go wrong, but we should be able to laugh at it (unless it’s really awful), and weird plans and decisions are still valid.” Stories pass judgment.
Extrapolating that a bit further, stories that have a moral don’t just want to convince you of something, they want to convince you to do something. QC until 500 is telling me to open up to people, to work on my issues, to build friendships and earnestly enjoy life. As a creator, codifying and understanding your thesis means you understand what you’re telling your reader to do. As a reader, understanding the thesis means you can decide whether to do that thing.
And if you do, good news – the creator provided you with a script for how to do it. Reading QC, especially later comics, helped me understand that people aren’t perfect, that I don’t need to be perfect, and I can put myself out there emotionally without having to first fix myself to some unrealistic level. It gave me examples of damaged, low-confidence men being honest with their friends and romantic interests. Early MegaTokyo taught me to be confident, and to understand that if someone else says something to hurt me, sometimes it was them screwing up, same as I sometimes screw up and hurt other people. El Goonish Shive taught me to think about my sexuality and identity, and if something comes up, to think it through without instantly rejecting it.
Dumbing of Age, "Humility"
And if you do, good news – the creator provided you with a script for how to do it. Reading QC, especially later comics, helped me understand that people aren’t perfect, that I don’t need to be perfect, and I can put myself out there emotionally without having to first fix myself to some unrealistic level. It gave me examples of damaged, low-confidence men being honest with their friends and romantic interests. Early MegaTokyo taught me to be confident, and to understand that if someone else says something to hurt me, sometimes it was them screwing up, same as I sometimes screw up and hurt other people. El Goonish Shive taught me to think about my sexuality and identity, and if something comes up, to think it through without instantly rejecting it.
So having written all of that, let’s get to a breakdown of the theses for a number of comics. I took a look at a number of older webcomics that I’ve read, though some of them it’s been a long while since I read them. As such, there’s a definite possibility I got some of these wrong; also, I may have drawn out different theses than the creators would have drawn out, in which case they’re probably correct.
- Sam and Fuzzy:
- Starting with Sam and Fuzzy Fix Your Problem: Sam’s attempts to try to better the world and connect with Devahi will fail or compromise his ethics, until he can improve both his pragmatism and moral code.
- Questionable Content:
- Until #500: Marten and Faye will grow closer, exploring and exposing their confidence issues.
- #501 until the time skip around #3136: Life will change, and your friendships will change. The people who matter to you will move in and out of your life, and when you’re mentally healthy, your own story won’t matter as much as the story you share with your friends.
- #3137+: Define your identity, separate from your past and the expectations of others, and establish a place for yourself in your community where you can improve it. That is the path to self-fulfillment.
- El Goonish Shive:
- After the Painted Black storyline: The heroes will discover their identities, exploring and being spurred towards them partially by their interactions with the supernatural.
- Oglaf:
- Until the end of the apprentice era: The apprentice will be subjected to sexy escapades by those more powerful than him.
- Penny Arcade:
- Early: There’s plenty of idiocy and idiosyncrasies in the gaming world; Gabe and Tycho will riff on them, and their own idiosyncratic responses to it.
- More recently: There’s plenty of idiocy and idiosyncrasies in the gaming world; Gabe and Tycho will riff on them, and respond to life’s experiences and growing older in their own idiosyncratic ways.
- PvP: Pretty much the same as Penny Arcade.
- A Girl and her Fed:
- First arc: Abdicating control to people who have no transparency is dangerous; they will use people without caring about the harm they do.
- Something Positive:
- Until about 2006: Trying to be valid and reclaim your time in a world that’s dumb and hostile can lead you to being hostile and sarcastic. Davan (and his friends) will find the people who share your perspectives on validity and prioritize them above all else.
- Since then: Davan (and his friends) will cut through the bullshit of a world that’s dumb and hostile, and invest your time in friends and family, because life will throw challenges at you all, and facing them together is the purpose of life.
- Dumbing of Age:
- As Joyce is learns about her friends’ life experiences and the toxicity of her family’s fundamentalism, Joyce and her friends will struggle her way towards a more genuine philosophy of empathy and good works.
- Least I Could Do:
- Until 2006: Rayne’s pursuit of sex and the entertainment of it are categorically good, and the world is better when people relax and take a joke.
- After 2006: Enjoying sex is good, but the context of how and who you should have it with will be different for everyone. Real fulfillment, which Rayne chases, is in supporting and spending time with the ones you care about.
Next article: Let's talk about when webcomics change their thesis.
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