Pagina's

Showing posts with label choice. Show all posts
Showing posts with label choice. Show all posts

Monday, February 4, 2019

Deltarune: The Fate of the "Genocide Route"

Disclaimer: This post will have heavy Undertale and Deltarune (Episode 1) spoilers. 

When Deltarune came out, I speculated on some of the future events that might happen in later episodes. Today, I'd like to present a theory about the design of Deltarune itself, and why Toby Fox killed the genocide route.

The Start of Genocide

When Undertale came out in 2015, it was deservedly praised for the many ways you could play it, and the many combinations of characters that could either live or die by the end. But by committing entirely to a pacifist or destructive approach, you could reach an ending entirely distinct from any of the 'neutral' ones. These routes are often referred to as the Pacifist and Genocide routes.

Undertale makes no secret of it; the Pacifist route is the "true" route. It is the only route that lasts beyond just a few lines of dialogue and has a full credits sequence. It's the only ending that offers closure for most (sorry, Asriel) characters. The game's trailer even made a point of emphasizing that you don't have to kill anyone.


On the other hand, the Genocide route is distinctly the "wrong" way to play. When you clear an area of monsters, the music becomes unsettling and slowed down. You are required to take increasingly malicious decisions, like attacking Papyrus when he instantly spares you. Characters like Sans berate you for your decisions and you miss out on a lot of charming dialogues and battles. And if you complete it, you can never get the true Pacifist ending again. All in all, the Genocide route is designed to feel distinctly unrewarding.

But it's not. The Genocide route actually has many rewards in store - it hides the two hardest boss battles in the game, Undyne the Undying and Sans, both of which have their own music track and dialogue. Additionally, you get to see dialogue and character interactions you don't on any other route, including backstory about Flowey. To see everything Undertale has to offer, you actually have to complete a Pacifist and Genocide route. The reason why I'm saying all this is because I think it sheds a new light on how Deltarune goes about its choices.

The End of Genocide

In October 2018, Toby Fox finally released the first episode of Deltarune. There is still some speculation as to where the game fits in compared to Undertale, but it's been confirmed that it is set in an alternate universe.

Just like Undertale, Deltarune's combat allows for either violent or diplomatic resolutions. However, you can't kill anyone in Deltarune even if you want to. If you reduce an enemy's HP to 0, they will simply fly off screen or run away. You never gain any EXP. Toby Fox has even revealed that Deltarune will not have multiple endings.

At a glance, one might thus believe that Deltarune is less committed to the idea of pacifism and resolving conflict without violence. One of the defining lines to hammer this home comes from Susie very near the end:


But I think that's only partially true. The game is clearly more 'lenient' on FIGHTing enemies, but it has removed your ability to kill them altogether. As a result, the "Genocide" route no longer exists. There is neither a reward nor a punishment for defeating every enemy. But there is still a reward for pacifism, and Ralsei repeatedly promotes the idea. Make it through Deltarune without hurting anyone, and you can speak to all the Darkners before moving on to the ending. You can choose to be pacifist or not, but you can't choose to be a murderer.


Conclusion

Undertale and Deltarune both offer, and even promote, finding nonviolent solutions to conflict. 

Undertale makes genocide an option, but makes it tedious, difficult and occasionally disturbing to get through. However, players choosing this route are still rewarded with unique battles and lore. 

In Deltarune, perhaps as a consequence of Undertale's genocide route, Toby Fox "killed" the genocide route altogether. It's no longer a valid, planned way to play the game. Only pacifism is rewarded with additional dialogue and character interactions.

It's hard to say which of these is the better solution - there are arguments for and against both. Undertale's genocide route having unique rewards might send a mixed signal, but the fact that killing enemies is an option makes the commitment to sparing them more meaningful.
Deltarune not allowing you to kill enemies and only rewarding pacifism might be more consistent, but it hardly makes a difference for the game's story.

I'd love you hear your thoughts on how each game approaches the "pacifism/genocide" choice. Please leave a comment or send me a message. Thank you for reading! 

Thursday, January 12, 2017

Choosing Through Gameplay in Undertale, Part 2

In part 1, we discussed the implementation of player choice in Undertale. I argued that the battle system was a great vehicle for organic choices, but that the impact of choices in the overworld left something to be desired. At the end, I conceded that there are certain choices in the overworld that do have a major impact. In this article, I'd like to have a closer look at those choices, how exactly they do affect the game and what I think about them. 

Let's get right into it. The most important choices in the overworld concern three story-critical characters.

First up, there's Papyrus. None of the dialogue choices with Papyrus matter at any point. All that matters is that, after Sparing him in battle, the player visits him at his home and agrees to have a "date." This date consists of more dialogue and choices without consequence, though it is a very charming scene. It is a shame, though, because the 'date' switches to a perspective and style similar to the game's battles; it would've been great to forge a more specific relationship with Papyrus through it.


Once the player has "dated" Papyrus, he is seen as befriended, a fact that will contribute to getting the 'true pacifist' ending. This will also allow the player to later befriend Undyne, but let's start at the beginning with her.

The first meaningful choice concerning Undyne starts with Monster Kid, who follows the player around Waterfall for some time. Near the end of the area, Monster Kid trips and hangs from a ledge, pleading for the player to save them. The player can choose to walk away, approach Undyne, simply stand and watch or save the Monster Kid - a real choice using the overworld's mechanics. If the player does not approach and interact with Monster Kid, they will fall and Undyne will jump after them to save them. This doesn't have any effect on the ending, but it does change some of Undyne and Monster Kid's dialogue. The really interesting part, though, is that it decreases Undyne's health if she had to jump down. The dialogue in the scene actually hints at this fact.


The effect of this choice is minor but I really respect its inclusion. The fact that such a clever and natural way for a choice in the overworld to affect the subsequent battle is included really makes me wonder why it isn't more common in the game.

But the interesting choices and interactions with the overworld involving Undyne don't stop there. If the player follows the Pacifist route, the only way to Spare Undyne is to run away from her and run away to the next area. This area, aptly named Hotland, causes Undyne's armor to heat up, after which she collapses. A convenient water cooler is the only thing in sight, clearly instructing the player what should be done.


Though I appreciate having another meaningful choice in the overworld, this choice is notable because it's the only choice that can outright lock you out of acquiring the 'true pacifist' ending. If the player ignores Undyne, or worse, pours all of the water on the ground, Undyne will spend the rest of the game in her house because she's suffering from heatstroke. Thus, she is impossible to befriend, and as a result, the player cannot befriend Alpys either. This means the True Lab will not be discovered and the player's friends will not interfere with the battle against Asgore, making the true pacifist ending impossible to acquire on this run.

So, arguably, this moment is exactly what I was asking for in my previous article. However, the problem presents itself when we consider the following facts:

1. Unlike the "dates," this interaction can be missed permanently if the player moves on without giving Undyne the water.
2. It's the only choice of its kind, meaning an explorative or comedically inclined player may intentionally pour all the water out or ignore Undyne as a joke or to see what happens, without realizing what they missed, because prior choices in the overworld never had any permanent consequences - including calling Papyrus a 'loser' and answering negatively to each and every one of this questions in the "date." 
3. It's only barely a choice, due to how obvious the 'right solution' is.

A sensible counterargument to point 2 would be that the choice is also unique in the sense that someone is obviously in danger, which only ever happens with Monster Kid and Undyne. I agree that there is some precedent for the kind of choice it is, but not necessarily for the kind of consequences it implies. Monster Kid gets saved regardless, and Undyne doesn't even die, but you're still locked out of the true pacifist ending.

On point 3, it's easy to argue that the obviousness of the solution also invalidates my critique of its consequences - but in that case, why is it a choice at all?

It may sound like I'm contradicting myself on what I think about this choice, so I'll summarize how I would've preferred it to be. Either...
- The context of the choice is more serious and presented more like a choice, or
- The impact of the choice is diminished.
Essentially, I don't have a problem with this kind of choice, nor with that kind of consequence. I just find attaching such a particularly serious consequence to such a simple and almost funny choice to be a bit out of place, especially because it happens nowhere else at any point. But I'll be the first to admit that this is a nitpicky complaint; it is a choice with consequences and it is in the overworld, so I'm still glad that it exists.

Once Undyne is properly Spared and watered, she can be met and "dated" much like Papyrus. And exactly like in Papyrus' date, nothing you choose makes a difference. You can explicitly state you do not want to be her friend, but you will end up as her friend regardless.



It's still good that the player has to go out of their way to visit Undyne after reaching Hotland, making the "date" a very conscious choice, but I still would've liked some variation within the the date itself and the player's relationship with Undyne.

After Papyrus and Undyne have been dated, the player must first see the Neutral Ending before they can befriend Alphys. I've already overanalyzed this odd requirement to pieces in another article, which you can read by clicking here. If the player dates Undyne before seeing the Neutral Ending, she will call them upon their return from the Core, asking to visit her in Snowdin so she can hand over a letter to Alphys. If the player dates Undyne after seeing the Neutral Ending, she'll give the letter immediately after the date, provided the player has passed through Hotland already.

Giving the letter to Alphys will initiate the third and final date, which is once again filled with many entertaining choices but nothing that'll ultimately impact the ending or overworld.


After Papyrus, Undyne and Alphys have been befriended, the player will gain access to the 'True Lab,' where much of the game's backstory is revealed. Successfully completing the True Lab and facing Asgore at LV1 with 0 EXP will then lead the player to the true final battle and the true pacifist ending.

That about does it for the story critical decisions in the overworld. Before I move onto my conclusion, there's one tool for connecting the overworld and battles that I haven't yet covered and which is used to great effect: Items. The reason I haven't featured them prominently is because they are almost exclusively used in battle, but it would be a shame not to mention some of the clever hidden interactions:
- If the player saves the butterscotch-cinnamon pie they get from Toriel in the Ruins all the way until they reach the fight with Asgore and eat it then, it will decrease Asgore's attack and defense. 
- If the player saves an item purchased from the Spider Bakesale in the Ruins and eats in front of Muffet, she will Spare the player immediately. 



As cool as these easter eggs are, however, they don't influence the story or ending.

What all this amounts to is that there are 4 choices in the overworld, outside of battle, that influence the player's ability to get to the true pacifist ending. To summarize them once more:
Dating Papyrus, giving Undyne water, dating Undyne and dating Alphys. The inclusion of such choices is, in my opinion, a positive - but I would've liked there to be more choices, or for the choices to have more options than a single date per character that decides whether or not you were a 'good enough' friend. However, credit where credit is due: Undertale's overworld is not a place without consequence, and the overworld and battle system aren't always completely disconnected.

If I missed any important choices or if there's something I got wrong, please feel free to post your feedback!


Friday, January 6, 2017

Choosing Through Gameplay In Undertale, Part 1

In many RPGs, the overworld holds the story while the battle system holds the gameplay. The result is choices are made outside of the game's primary game mechanics, through something like a dialogue system or choice-based menu.  Undertale approaches its choices a little differently, and I'd like to discuss the successes and failures of that approach in this piece.

It's been over a year since Undertale was released. Its story, characters and music have made a permanent mark on the Internet and pop culture. A year ago, I joined in on the conversation and wrote a piece about Undertale's design and narrative. I argued that, based on Undertale's design, Toby Fox had intended the player to kill Toriel on their initial playthrough.

Looking back on the article now, I discussed how the game's mechanics were explained, but I spent very little time on the actual mechanics themselves - and how they reflect on the game's choice based narrative. I'd like to shed some light on that particular facet of Undertale now.

The fact of the matter is really quite simple: Undertale's choices are almost exclusively presented through its battle system. Each monster you encounter can be approached in several ways - by simply fighting them until they die, by convincing them to spare you and surprise attacking them, by befriending them and sparing them or simply by running away. All of these possibilities are presented through the game's battle system, with its four-option menu of FIGHT, ACT, ITEM and MERCY.


Such a system should be commended for the way it allows players to make their choice organically. But where does that leave the overworld and all the scenes that occur outside battles?

Like many RPGs of its kind, Undertale has a lot of text to read. There are hundreds of dialogues and descriptions, some of which change based on the player's prior choices. For an impatient player, it could quickly become cumbersome to have to read so much uninterrupted text. This is why Undertale smartly breaks up many of its conversations with choices as well.


But these choices ultimately don't influence the gameplay. All you'll get for your choice is a unique few lines of dialogue, with perhaps a wink back to your earlier decision later down the line. But a choice made during dialogue never influences the game's overarching story or the game's ending.

Is that a negative? I feel that it is, but it'll ultimately depend on the person playing the game. I would've liked it if your choices had a greater impact on the flow of the story, or even just the dialogue, since most dialogues return to a set path shortly after a unique choice has been made. To take it one step further, I feel like there could've been more nuance; characters are simply spared or not spared, and befriended or not befriended. What if the sum of your behaviour could form a unique type of friendship or relationship with the characters? However, I realize that this hypothetical demands a lot, and perhaps isn't fair. After all, we must not forget that the game was developed by a single person. Regardless, I would've liked to see just a bit more consequence in the choices made during dialogues or in the overworld.

Perceptive readers may have two complaints about my assessment so far;
1. I commended the battle system for allowing organic choices.
2. I stated only most of the choices in the overworld do not affect the story.

To address the first point: that is true. And I wouldn't have anything more to say about choices in the overworld if Undertale was a bog standard JRPG where the overworld served only as a pathway to new battles - however, Undertale's overworld itself also holds gameplay in the form of various puzzles (like Papyrus') and even mini-games (like Mettaton's). Not to mention, the dialogue in the overworld is almost consistently important to understand the characters' history and motivations, and for this reason, it regularly interrupts the gameplay. For those reasons, I really would've liked it if the player's choices in the dialogue and overworld had more of an impact.

About point 2: I hinted at this before, but there are a few choices in the overworld that do make a difference, specifically by influencing the ending. The choices concerning Undyne are particularly interesting in this regard. 

To summarize what we've discussed so far, Undertale allows for the player to make organic choices in its battle system, but the choices in the overworld lack impact, even though a significant chunk of the game's story and mechanics do take place outside of battle. Please join me in part 2 as we delve deeper into Undertale's significant overworld choices and how they reflect on the game in general.

Feedback is appreciated! 




Tuesday, February 23, 2016

Life is Strange's Ending: A Meeting With Fate & Contrivance #2 (SPOILERS)

A little while ago, I wrote a blog post about Life is Strange's ending and why I believed it to be contrived.

I have received a fair amount of feedback in the meantime, some good and some bad. A lot of people feel that, between the recurring visions of the tornado and the obvious damage done to nature, the way the ending is resolved is actually quite natural. I still disagree, as I already covered that topic in my first post, but I understand that this isn't set in stone.

With that said, I'm still going to offer my suggestion for how I would've handled the ending. Apparently, it's fairly common for people to describe ways to 'fix the ending,' but I'd still like to get my own thoughts in on the topic.

Let me start with my premise. The final choice should not have been between Chloe and Arcadia Bay, but between Chloe and Max. 



Let's examine a few facts that might support this idea. While it is true that Max's powers seem to have adverse effects on nature, another negative effect is much more apparent - namely, the effect it has on Max herself. Trying to go further back than a short amount literally causes Max to exclaim that trying 'hurts too much,' and her power regularly results in her getting nosebleeds and headaches throughout the game. Indeed, while the effects on nature seem inconsistent and hardly more than background events, the damage to Max is a constant, obvious threat.

And on top of the aforementioned implications, let's not forget how the narrative of the game flows. Many of the choices you make are actually choices between Max or Chloe's well-being. For example, the very first major choice involving Chloe is either taking the blame for the pot in her room, or making her take the blame herself. Chloe will also regularly force Max to choose between her and her other friends - discouraging her from answering Kate on the phone, for example.

You might argue that, consequently, the ending makes some sense: Chloe regularly asks you to make sacrifices for her, and then, you have to choose between her or making the ultimate sacrifice. And while I understand the idea of sacrificing Arcadia Bay, this choice seems out of place when compared to all the others. Note that almost all the other choices are directly related to Max's personal situation; choosing between Chloe and Kate, or Chloe and David, or Chloe and Warren. All of these choices are essentially overwritten, thrown out the window, by this one final choice. It seems like little more than a way to force what was a complex branching story into two arbitrary branches, which is why I still hold that the choice and its consequences were contrived.

And as mentioned before, there are more facts backing this up than something as floaty or unsubstantial as the "flow of the narrative." The effects of Max's powers, and how they reflect much more clearly on her own health than on the environment, are an important argument here. In fact, the damage to nature - as mentioned - happened regardless of how much or little you use your time rewinding powers. In fact, even in the "alternate timeline" you create in Episode 3 where Chloe's dad never died and Max never experienced the event that made her discover her powers, there are still beached whales and similar signs of a damaged natural world. So, to summarize, because this conflict develops outside of your control, forcing you to make a choice based on it is a contrivance. What have you been shaping throughout the entire story? Max and Chloe. Compared to that, Arcadia Bay is just a backdrop. As a result, I come back to my premise: Between the implied damage to Max, the elusive and uncontrollable nature of the "fated hurricane" and how many choices and scenes are about Max and Chloe, a more fitting final choice would have had you choosing between the two of them. 

Either way, that's my two cents. I took way too long about finishing this fairly brief critique, but I hope I've offered some insight. I'm well aware that there might be things I have missed, and that there is room for other perspectives, so please feel free to respond to this blog with your criticism.