A rant regarding Undertale, it's creator, some of its fans..
10 years ago
....and the indie scene in general.
Ok. Undertale. It's a pretty good short game from what I've seen. I do like the options of combat you have, The music is great although some of the songs suffer from 'mobile phone game looping syndrome' and to be honest, it's just that. It's not some "Holy shit, this game is perfection guys. SO real, so moral etc etc etc". It's just a good game. Toby Fox dodged one bullet there with how he wrote the characters but this brings me to my rant.
I have a huge issue with Undertale's message, the message that the creator is trying to send and the various fans who take the game WAY TO LITERALLY! It's just a game. Why the fuck should this game shame me for being a completionist, for choosing the option to be good or evil. For that matter, the way the game is set up, it's bullshit for first time players who don't know how to get the true ending. If they kill someone accidentally, no true ending for you (If I'm wrong, tell me in the comments below but I do know that this applies to those who kill everyone in sight the first time aka, the Genocide run)
The message to me is that Toby Fox wants to lead some sort of Helen Lovejoy moral crusade in gaming by bashing people with a stick for being curious, for being a competionist and for fighting in games. In one interview, he sounds no better than the few religious nutjobs who scapegoat games for the worlds issues. This kind of moral high-horse, preachy, pretentious holier than thou, hipster, Social Justice Warrior mentality is rearing its ugly head in the indie scene. This whole "YOU SHOULD FEEL BAD FOR HAVING FUN FIGHTING EVEN THOUGH IT'S A VIDEO GAME, IT'S FICTION AND HAS NO REAL IMPACT TO SOMEONE'S PERSONALITY!" is bullshit. Plain and simple. And this isn't even getting to how bad he bastardised how rpg's even work.
http://www.polygon.com/2013/7/7/449.....pacifist-twist
(I hate linking this bullshit site but I have no choice in this case)
"Why can't we just talk our problems in games?"
"Why does we fight in games? It's wrong and it affects people in real life"
"We need to lead a campaign to change this"
To me, people who make these comments are devoid of any sense of reality. They don't realise that art imitates life and it seems the creator of Undertale does not realise that himself. Listen, there are many, many times in real life where fighting is the only choice otherwise you're going to be seriously hurt or in the worst case, die, no matter how badly you want to avoid fighting.This is self-defense from people who will attack others and will not listen to reason. That is what a lot of characters do in nearly every game with combat. Defend themselves. From people or monsters who want their blood and will take no compromise. I'm not saying "all you can do is fight everyone", I'm saying there are instances in life where you have no choice but to defend yourself.
Who do these people think they are to tell me how I should play my game? How far up their own rectum are they to think they have this kind of power? This kind of mentality is poison to the indie scene and the gaming community in general. No one should have that kind of power, to dictate what should be enjoyed and guilt trip someone by reminding them again and again with what they done through locking them out of the best ending. If you want people to feel guilty by the writing alone in that game alone then that's fine. It's your game Trying to spread some sort of moral crusader message by making people feel guilty for what they do in other games and locking them out of an ending for just being curious is something I cannot agree with. I can't stop people from doing this but I sure can criticise them for their actions This kind of pretentiousness needs to stop but it's growing in the indie scene.
And various fans of this game? Please stop trying to apply this game to real life. It's a game with fictional characters. They're not real. Stop acting as if they are real, that you are better than those who don't choose the pacifist route. Yes, the game is emotional but so are many others in many ways. And I'll say it again, it's a game. You have no right shaming others, saying they deserve the guilt for being curious. (I've seen the comments on various youtube videos; there are fans who take the game way to literally)
This has been on my mind for a while and it's been egging me. So this was just me pouring my thoughts on Undertale on this journal. I'll end it with this. Toby, you made a game with good writing and allowed people to get attached to the characters of the game you made. The message that you tried to push and the bastardisation of RPG's though is something that needed to be called out.
Ok. Undertale. It's a pretty good short game from what I've seen. I do like the options of combat you have, The music is great although some of the songs suffer from 'mobile phone game looping syndrome' and to be honest, it's just that. It's not some "Holy shit, this game is perfection guys. SO real, so moral etc etc etc". It's just a good game. Toby Fox dodged one bullet there with how he wrote the characters but this brings me to my rant.
I have a huge issue with Undertale's message, the message that the creator is trying to send and the various fans who take the game WAY TO LITERALLY! It's just a game. Why the fuck should this game shame me for being a completionist, for choosing the option to be good or evil. For that matter, the way the game is set up, it's bullshit for first time players who don't know how to get the true ending. If they kill someone accidentally, no true ending for you (If I'm wrong, tell me in the comments below but I do know that this applies to those who kill everyone in sight the first time aka, the Genocide run)
The message to me is that Toby Fox wants to lead some sort of Helen Lovejoy moral crusade in gaming by bashing people with a stick for being curious, for being a competionist and for fighting in games. In one interview, he sounds no better than the few religious nutjobs who scapegoat games for the worlds issues. This kind of moral high-horse, preachy, pretentious holier than thou, hipster, Social Justice Warrior mentality is rearing its ugly head in the indie scene. This whole "YOU SHOULD FEEL BAD FOR HAVING FUN FIGHTING EVEN THOUGH IT'S A VIDEO GAME, IT'S FICTION AND HAS NO REAL IMPACT TO SOMEONE'S PERSONALITY!" is bullshit. Plain and simple. And this isn't even getting to how bad he bastardised how rpg's even work.
http://www.polygon.com/2013/7/7/449.....pacifist-twist
(I hate linking this bullshit site but I have no choice in this case)
"Why can't we just talk our problems in games?"
"Why does we fight in games? It's wrong and it affects people in real life"
"We need to lead a campaign to change this"
To me, people who make these comments are devoid of any sense of reality. They don't realise that art imitates life and it seems the creator of Undertale does not realise that himself. Listen, there are many, many times in real life where fighting is the only choice otherwise you're going to be seriously hurt or in the worst case, die, no matter how badly you want to avoid fighting.This is self-defense from people who will attack others and will not listen to reason. That is what a lot of characters do in nearly every game with combat. Defend themselves. From people or monsters who want their blood and will take no compromise. I'm not saying "all you can do is fight everyone", I'm saying there are instances in life where you have no choice but to defend yourself.
Who do these people think they are to tell me how I should play my game? How far up their own rectum are they to think they have this kind of power? This kind of mentality is poison to the indie scene and the gaming community in general. No one should have that kind of power, to dictate what should be enjoyed and guilt trip someone by reminding them again and again with what they done through locking them out of the best ending. If you want people to feel guilty by the writing alone in that game alone then that's fine. It's your game Trying to spread some sort of moral crusader message by making people feel guilty for what they do in other games and locking them out of an ending for just being curious is something I cannot agree with. I can't stop people from doing this but I sure can criticise them for their actions This kind of pretentiousness needs to stop but it's growing in the indie scene.
And various fans of this game? Please stop trying to apply this game to real life. It's a game with fictional characters. They're not real. Stop acting as if they are real, that you are better than those who don't choose the pacifist route. Yes, the game is emotional but so are many others in many ways. And I'll say it again, it's a game. You have no right shaming others, saying they deserve the guilt for being curious. (I've seen the comments on various youtube videos; there are fans who take the game way to literally)
This has been on my mind for a while and it's been egging me. So this was just me pouring my thoughts on Undertale on this journal. I'll end it with this. Toby, you made a game with good writing and allowed people to get attached to the characters of the game you made. The message that you tried to push and the bastardisation of RPG's though is something that needed to be called out.
And I agree, there will be idiots who spew vitriol and plain bullshit. The fact is, some of said idiots have power to change what we like and we can't ignore that.
I also agree with this.
" Isn't the point of a game to discover all the mysteries, either they're good or not? xwx"
...though I'd say "Isnt the point of a game like this"
"Then why play it."
Well said man. Well said. Now I truly wish I could fave this journal.
*bows* XD
It is true that the game locks you out of the True Ending if you do a Genocide run, which can be done on your first playthrough of the game. However, the game starts off by introducing you to the concept of sparing and acting, rather than fighting. It doesn't force you to do it; it introduces the new mechanic in a way that seems just as rewarding than fighting, even if you don't get EXP. I knew nothing about the game when I first got it; I got no guidance on what to do, and had zero preference either way. But I chose the Pacifist route because the game presented it as a mechanic that was just as important and second-nature as fighting. And seeing how it was the different choice than the norm, good ending or not, I wanted to do it. I could've gotten the worst ending ever for it, but I didn't care because it was a new game mechanic that I wanted to see integrated.
Plus, the game does remember things, frequently, especially if you leave without saving. The first time it happened freaked me out, and actually made the game more interesting to me; if the game was capable of doing that, while still keeping in line with the story, then what else was it capable of? It makes you want to play the game more because of the implications of some greater force acting against you. If the game shows you that it has the ability to remember any kill you've made, and reminds you of it, it just shows that every action you do has a consequence. Animal Crossing does the same thing in the form of Resetti, and just like there, he is expanded on as a tangible, normal character rather than some ethereal gimmick and implies that there is a consequence to trying to "play God", as the game calls it. I think it boils down to immersion, for me; when you do bad in a game, and you soft reset, it takes the player out of the immersion and makes the game more of a task, rather than an experience. This is different from getting a Game Over, because you have complete control over what your take-away from ending the game is in soft resetting, as well as if you want to step back into the game at all. I don't think Undertale is meant to be played as a typical RPG, and it knows that. This is, by no means, me trying to raise it on some pedestal; this is me recognizing that this game is trying to portray the concept of killing in a light that isn't touched on at the moment. There is no "completionist" vibe to it at all (that is, unless, if you're like me, and you reading every bit of text to digest the story. But that's the immersion for me.) If a player can go out of their way to grind and kill enemies for levels in other games, why can't a game use a different mechanic, portrayed as being on par with fighting, to simply spare enemies?
Now, for the Genocide Run. I do agree that it is a little tedious that when you get it, you can't fix the true ending. However, deleting the game's folder from your Steamapps folder and reinstalling the game completely resets it, so you can go for the Pacifist ending. Alternatively, if you complete the Pacifist ending and want to do a Genocide run, there is a "True Reset" option at the save file that will hard reset the entire game for you. It's a little annoying to have to do, but it just means that you can still accomplish endings. Plus, going for a Pacifist run after getting the Genocide Run gets you a completely different ending, so that's cool.
Undertale does have a bit of a pretentiousness to it when it comes to calling you out on things; the first time I soft-reset, it remembered the enemy I accidentally killed and warned me about killing. After that, the kill didn't count because it didn't technically save it. The game was teaching me that consequences are present on each side of the game. Going for the Pacifist route means that you can't kill, you can't level up, and for some bosses, you have to do nothing but let their text slide for twenty+ moves while you dodge attacks. The Genocide route seems more fun, as it can be satisfying to destroy enemies. However, the game warns you against doing it and when you get to the final Genocide boss, the difficulty ramps up dramatically. It presents you with a challenge that you want to conquer, especially now that you've become accustomed to the attacking system. In the final Pacifist boss fight, the boss has significantly less health, and actually gets weaker as you go on. But the challenge isn't in defeating the boss, but surviving; as a level 1 player the entire time, you are incredibly weak to attacks, so the challenge is different than the Genocide route. A different challenge presents itself on either side, and while the message for the Genocide ending is a little lofty, it's meant to show how this game, in it's nontraditional environment, interacts with a typical RPG ending. Is it done perfectly? Absolutely not. It plays off a little mean-spirited, which is the purpose of it, but leaves no ability to True Reset. But, then again, the solution of deleting the folder and reinstalling is still present.
I'm probably going on and on for too long, but I'll just give the tl;dr version here: Undertale is very in-your-face on what you choose, and does get heavy-handed with the Genocide run's message, but it's not the fault of the developers, but the choice of the player. Nobody is at fault for the product of this game. It's a fictional game that tries to play to the player's emotions themselves because it's part of the immersion to the fantasy. Curiosity isn't ignorance, and if it is in somebody's case, then you're not playing the game for what it is. And while it is annoying to fix the game to get the True Ending after a Genocide run, it's simple enough to do. What the game boils down to is raw immersion; it plays right to what you want the game to be, and runs with it to the nth degree. There has to be a degree of logic put into how the game tells its story; don't kill enemies to learn the secrets of the world, or do kill enemies and become strong enough to destroy the powerful enemies presented to you at the very beginning of the game. Either way, it's a choice.
But to reply to your comment. I'm am not against choices in games, I'm all for it. I praise Undertale for its options in combat and it's good writing. It succeeds playing to the emotions of players. If Toby wanted the player to feel guilt for what they did then ok, I can't change that. It's his game and I'm fine with that. What I'm not fine with is that he didn't keep it in his own world and just to note, his ideology in that article only works in the universe he created. I'm not fine with the pretentious stick beating, sending the message of "You are bad for fighting not just in this game, but in others". It's not his right to shame me for enjoying other games that have combat in it. It's not his right to try and push a change in other games to fit his ideology. To be honest, with how the game locks you out of the true ending if you kill anyone, it's an illusion of choice. I know it's supposed to be immersion at play but its both a catch 22 and a false dichotomy. The game wants you to be a pacifist or the stick beating ensues. That's not a proper choice in retrospect.
I'm glad that you actually brought that up, the different degrees of information. To be honest, I'm actually glad that you dislike the game in this respect because it just means I can have a more intellectual discussion with somebody.
The game does offer different variants of information, but what's interesting is that the information you need that is relevant to your run is still given. Let's take for example, a rather interesting interaction between two main characters, Toriel and Sans. Sans will tell you about a mysterious woman he speaks with who is locked behind a door and can't leave the Underground. They pass time together by tell awful jokes to each other. No matter which run you choose, Sans will still tell you about his interactions with Toriel, and if you explore Toriel's home before leaving at the beginning of the game, you can actually get foreshadowed to much of the game's hidden details (she has a book open with a circled joke).
The thing is, the Genocide run still has those basic hidden bits of information that, ironically, don't even require the characters themselves. Sure, you miss out on learning the origin of Flowey entirely, but that's because before doing that, you murder the only person that can give you that information. What's funny is that if you spare only that person, there is a message that she gives you at the very end stating that there was something she regretted saying, but rather than tell you, she trails off and tells you that she should've killed you when she had the chance. Like I said, the game puts your choices to the nth degree; it doesn't deem mercy over one person important because you've murder over a hundred enemies at this point at the most, potentially including her love interest. And then, you only get the Neutral Ending because you didn't kill her, so you can go back and do a Pacifist run to figure that "something else" out.
The Genocide run only happens when you kill everyone. Everyone. That means consciously choosing to go to every area and kill everything until nothing even randomly encounters you anymore. That also means consciously choosing to kill every boss before (or after) getting the information needed. Crucial information can be given in boss fights; it takes the right number of turns to get it, but every boss has some pattern to stop the fight peacefully without ever attacking them, aside from the Pacifist final boss and the final final bosses. After that, you're free to kill them.
However, the game avidly advises against it; looping back to the Toriel/Sans example, a common textual meme I've seen floating around about Undertale is: "You feel as through you're going to have a bad time". Sans repeats that there, and a handful of other times before you have to fight him as the final Genocide boss. And he's tough. Really tough. If you spare him right there, after everything, you can get a neutral ending that won't destroy your game. If you've seen the Sans fight, the final portion is when you have to slowly move the entire field of movement itself to either the left or right, to fight him or run away while he's asleep. This gives the player an ultimatum; Sans is asleep. He has no ability to warn you that either choice will be final. You know that it's final because every time you attack him before that, he dodges it. He even gives you a chance to spare him successfully during the fight. It seems that the Sans character himself is meant to be your guide outside of the Underground, a character foil to Toriel who was your guide in the Underground. Either character doesn't want you to fight them, and has to play rough to get you to understand that, and when things get close, they offer an out. Toriel damages you too much? Her attacks get weaker and move away from you. Sans is halfway into the fight and doesn't want to kill you? He offers a chance to spare and flee. The fact of the matter is that if you really want the Genocide ending, you have to make the same style of choice that you made when you killed Toriel at the beginning of the game. You have to kill the deceptively powerful character that acted as your guide when they're showing mercy. THAT, fictional or not, is a pretty awful thing to do. And after multiple warnings with several outs, it's one of those situations where the game is just saying "don't say I didn't warn you", especially if you've done a Pacifist run or the True Ending before it.
So, yes, I don't condone bashing other games, but I believe that what this game does in its own universe is fine as it is. The story within it reflects the morals of the player and its interactions with the game itself. It's not right to bash other game devs for sticking to the basic fighting formula. However, I still think that locking the True Ending is less pretentious and more just. It not only forces you to jump through hoops to understand the meaning behind certain things, but it makes you realize that this game doesn't operate like other games. The game still offers the same basic contextual clues in the environment, if you interact with it enough, but the details from the characters can be picked up at any time if the player decides to take those outs. It's a conscious choice to not listen to the game or learn from it, especially if missing one monster makes the whole difference.
I'll have to agree to disagree with the true ending lock. I just can't see it being a good, non pretentious idea. Again, though it may try to be different, being different for the sake of being different doesn't mean it's good. It's still subject to criticism and to go on a little tangent, I'm seeing a growing number of indie devs dismissing the fact that they're not immune to criticism. Even Toby Fox is boasting how he got better review scores than MGSV to people who didn't like the game, heavily implying that they're trolls or their criticisms are void.
Oh, and to just address one point. I don't hate the game entirely otherwise I wouldn't be listening to sans boss theme 'Megalovania' right now. Awesome track might I add lol. Additionally, it has good writing. The character interactions, their backstories, their dialogue are written well if cliche half the time admittedly but oh well. I don't hate the game entirely, I just hate the message that being pushed. I hate it so much because I'm tired of hearing this same or similar message that one particular group keep pushing and have been for over two years. The same group that think fun in games should not be the focus. The same group that criticises gamers even though they have never played a game or took part in the community in their life. But I digress.
And yeah, Megalovania is an awesome track.
I love the character themes right under that, though. Undyne, Asgore, Muffet, Papyrus...all those themes are awesome, in my opinion.