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Showing posts with label pacifism. Show all posts
Showing posts with label pacifism. 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! 

Friday, January 15, 2016

Undertale Follow-Up: Where Design and Marketing Collide

Recently, I wrote a post about a few inconsistencies in Undertale's design and narrative.

In the middle of my analysis, I took a moment to make a rather bold statement:

"Undertale's design assumes you're playing the game 100 % blind. The moment you hear the word 'Pacifist', or see that trailer proclaiming that 'no one has to die' in Undertale, the jig is up. One could say there's a conflict between the game's design and its marketing."

Now, I covered what the aforementioned conflict is in detail, but I didn't explain where it came from. I'd like to go over that briefly. First, please take a look at Undertale's launch trailer:



Note that the trailer does indeed stress that enemies can be Spared, that they can be befriended and that 'nobody has to die.' So why is Undertale playing its trump card in its marketing?

Well, quite frankly, because it has to. Consider the PC gaming climate, especially on platforms like Steam. Now, before I go on I want to stress something: this is not criticism. I'll simply look at the circumstances in which Undertale was released, and why those might have influenced the marketing. Undertale has two qualities that could make potential buyers wary of it:

Firstly, the artstyle. Retro-styled videogames, especially those emulating a mostly 8-bit style, are very common. With popular revivals like Mega Man 9, and beloved indie titles like Cave Story, it was inevitable that many devs would follow suit. Just searching 'retro' on Steam, as of writing this article, yields 1021 results, and that's without checking other tags like 8-bit, 16-bit, classic or pixel art.

Unfortunately, pixel art is often perceived as lazy or unoriginal. Its low barrier of entry, as well as many low quality games using it, may have led to this reputation. This, in turn, could've caused problems for Undertale, making it necessary for the developer to distinguish it in a different way.




Second, the game's genre. While larger RPG franchises are rare outside of Square-Enix's, engines like RPG Maker have allowed a lot of fledgling game developers to create and release their own projects on platforms like Steam. Unfortunately, these projects don't usually get very high ratings. While the genre is still appreciated, it's practically never considered unique or original to develop a turn-based RPG. I realize that's a bold statement, but how many times since Earthbound have you seen a top down turn-based RPG be considered an innovator of some kind?

Searching for 'RPG Maker' games on Steam gives you 154 results, while 'turn based RPG' yields 477 results. It's certainly less saturated than 'retro games' in general, but still something for the consumer - and thus, the developer - to think about.


So, those are two reasons why Undertale needs to distinguish itself through its marketing to prevent it from being dismissed at a glance. In marketing, you see, there's a concept called a 'unique selling point' or 'unique selling proposition' (USP). You want your product to be noticed in the crowd, you're going to need at least one of these, and Undertale calling itself 'the friendly RPG where no one has to die' performs that duty admirably.

So, what this all boils down to is that Toby Fox developed an incredible game with a solid marketing campaign, but the former's design ended up clashing a bit with the latter's transparency. 

But a lot of this has been conjecture. What do you think? Am I right about Undertale's design and marketing? Please feel free to respond. I might just write another follow up based on feedback!