ssl-forum-files.fobby.net · web viewintroduction “…the baddest bad word is kill. the central...
TRANSCRIPT
Erik Simpson - 1
INTRODUCTION
“…The baddest bad word is Kill. The central activity in most [games] is killing things.
The image and the act are good, but the word is bad, even if the word does not suggest the image
or the act.” (Douglas, 1993)
Early Nintendo games had a very strict publishing guideline circa 1985, of which
“depictions of excessive and gratuitous violence” were prohibited. This didn’t, it would seem,
curb the act of killing in video games by any means. For instance, in Super Mario Bros., players
routinely kill creatures and the only motivation is that they are there. (Douglas, 1993)
The concept of killing enemies as part of a game is a trapping of the medium that many
players take for granted. When Halo developer Bungie finally shut down the Halo 3 and Halo:
ODST servers in 2012, they published some staggering results from the metrics the servers had
been cataloguing. The end tally was over 138 billion kills in the game’s online “player versus
player” matches. Anecdotal evidence for Call of Duty: Modern Warfare puts the average kill-
count at the end of a single match at around 25 kills. In many senses, killing, in video games, is
as normal an activity as breathing or sleeping.
Some games do actively encourage pacifism, although it is usually mixed with an anti-
war or anti-military message. The Metal Gear franchise encourages players to use stealth and
non-lethal combat tactics to navigate the game. Often times, the game offers a multitude of
different non-lethal tactics to shape the playfield to the player’s advantage. However, the game is
steeped in military action, and the encouragement not to kill is more from a pragmatic standpoint
rather than one of any sort of moral conviction. The player is taking on the role of a covert-ops
Erik Simpson - 2
soldier; killing enemies raises the alert of the surviving enemies. All-out combat against the
player is likely to result in the player’s premature demise.
In less action-oriented games, the kill count may be lower, but hard statistics tend to be
harder to find outside of modern first-person shooter games. In the classic Role-Playing Game
(RPG) genre, killing enemies (usually not other players) is a core part of the gameplay loop. The
player encounters an enemy and based on numerical statistics in a turn-based combat system may
kill the enemy. The player is then rewarded with EXP, short for experience points, which
progress their avatars towards increasing their LV, or level. Once the level increases, their
numerical statistics increase and the process for killing enemies becomes easier, allowing the
player to progress through the game and encounter stronger enemies, which, in turn yield a
greater EXP reward, and the gameplay loop continues until the player has completed the game.
In general, the concept of who or what the player is killing is rarely acknowledged in
classic RPGs. It’s taken as a given that monsters are there to be killed by virtue of their being
monsters. Human enemies are usually given a story-relevant reason why it’s okay to kill them, or
they are violent criminals such as bandits or thieves. The classic RPG genre is usually flush with
traditional fantasy settings, which allows the relatively more violent medieval backdrop to
explain away the necessity of violence to solve most encounters. In very few circumstances does
the player ever have to deal with what the reality of such a gameplay loop would actually look
like, both in terms of body count and in ecological damage.
This is why Undertale is fascinating as a subversion of RPG genre trappings and how it
approaches the role of violence in video games.
Erik Simpson - 3
LITERATURE REVIEW
In preparing for this paper, several other published works were examined. First and
foremost was the artifact in question, of which two full play-throughs were performed with notes
and careful observation taken. Second was the text Rhetorical Criticism by Sonja K. Foss which
provided a method of approaching this artifact for critical examination.
Other papers included several published works about Undertale in specific, including
Undertale: Violence in Context (Müller, A. 2017) which provided a critical look at specific
design choices and how they supported Toby Fox’s idea,” … that we can develop more games
that show that there are non-violent ways of dealing with conflicts and that teach people to be
friendlier.” (Müller). The Rhetoric of Undertale (Seraphine, F. 2018) provided a few brief
examples of ludonarrative dissonance and how their inclusion forced the player to become less
immersed in gameplay and pay closer attention to the themes and narrative.
Other works cited are Joe Neeves’ 2016 paper How Does the Use of Narrative Affect the
Interactivity of Video Games that largely discusses the tradeoff between narratives in games and
emergent narratives that come by result of the actual gameplay. Saving the Game (Geerts, F. L.,
2017) discusses the impact that the mechanic of saving in games and uses Undertale as an
example of how the narrative and mechanic complement each other. This helped illustrate the
semi-permanence of player’s actions and decisions that occur in-game. And finally, Mahshid
Mayar’s 2016 work, A Case of Serious Play: Virtual Pacifism in Historical Digital Games
helped create more framework around the concept of pacifism in general and in video games
specifically.
Erik Simpson - 4
BACKGROUND
In 2015, independent game developer Toby Fox unveiled the gameplay trailer for his
work, Undertale, with the tagline, “The traditional role-playing game where no one has to get
hurt.” (Referral Candy, 2016) The game stands apart from traditional RPGs by allowing the
player to interact with enemies during the turn-based combat which provide an alternative to
simply beating the enemy to death. These alternatives may be simple actions such as, “Pet”,
“Play”, “Compliment”, or “Ignore”. The player, upon choosing the correct action can then
choose to “Spare” the enemy, rewarding the player with gold (the in-game currency) but no
EXP. By utilizing this mechanic, it is possible for the player to complete the game without ever
actually killing an enemy monster.
This game received widespread acclaim, winning twelve awards, including “Most
Fulfilling Crowdfunded Game” and the “Matthew Crump Cultural Innovation Award” at the
SXSW 2016 Gaming Awards. And while the core game’s aesthetics are generally considered
passible, the writing and characters of Undertale are what set it apart from other games in the
genre.
The core concept of Undertale, wherein “no one has to get hurt”, goes beyond a simple
mechanic in combat to spare enemies if given the chance however. This paper illustrates how the
implications of violence are explored in depth in Undertale in both the game’s narrative and in
the game’s mechanics.
METHOD
“In an ideological analysis, a critic looks beyond the surface structure of an artifact to
discover the beliefs, values, and assumptions it suggests.” (Foss, 2018, p. 237) A detail-oriented
Erik Simpson - 5
playthrough was conducted which explored both a “neutral” ending for the game and a “true
ending” for the game. Supplemental material was gathered from the Undertale Wiki which
includes in-game quotations as way of citation.
KILL OR BE KILLED: TRADITIONAL RPG MECHANICS
The game starts with the player encountering a small yellow flower who introduces the
player to the battle system, albeit in a comedic style. The game enters into the combat window
while the flower, known as Flowey, starts to introduce the player to basic RPG mechanics. He
describes how your player’s SOUL starts off weak but can be made stronger by increasing its
‘LV’, which Flowey explains stands for “LOVE”. This ‘LOVE is exchanged through “little
white friendliness pellets”. Upon touching one of these ‘pellets’ the player’s HP (short for Hit
Points) drops to one, and Flowey drastically changes. “You idiot. In this world, it’s kill or be
killed.” He states, before surrounding your SOUL icon with white pellets.
This exemplifies traditional RPG mechanics. When the player is in combat, genre
expectations dictate that the player has two options: kill the enemy or be killed by the enemy.
The gameplay cannot proceed if neither one of these conditions are met. Some RPGs do employ
a ‘Retreat’ option, but this will usually yield neither EXP or any reward at all, so it does not
progress the gameplay loop but rather stalls it for another time.
As the player progresses through Undertale, it’s explained that to increase your “LOVE”,
you need to accrue EXP. By doing so, your attacks will deal more damage and you will receive
less damage from enemy attacks. These are all standard RPG genre trappings. As the player
continues further, they are introduced to the ‘Act’ mechanic, wherein they have the possibility to
Erik Simpson - 6
avoid violence altogether. The gameplay loop is reinforced during the entire first section of the
game, up until the first boss fight against Toriel.
Toriel does not react to any of the ‘Act’ commands nor will she allow you to ‘Spare’ her
from the outset. She reinforces that monsters in the Underground are likely to try and kill the
player on sight and that if the player is unwilling to fight back then they are liable to die swiftly.
She reiterates that the world is ‘Kill or be killed”. The player is apparently forced to kill her to
progress through the game.
As the game continues, the player is confronted by random encounters by a variety of
different monsters each with the apparent option to either kill or spare the enemy. The game
presents you with several memorable monsters, some of whom are hostile only because of
misunderstanding. Others are hostile through rage at humans in general. And as the game reaches
the climax, it becomes more and more apparent that the final boss at the end of the Underground
that the player will be facing is a foe that will give no quarter and has every intention to kill the
player.
Moments before the climactic battle, the player is met with a friendly non-player
character (NPC) who has talked with the player several times before. This time, the NPC
explains to the player that the gameplay mechanics of “LOVE” and “EXP” are much darker than
they initially appeared.
“What's EXP? It's an acronym. It stands for 'Execution Points.' A way of quantifying the
pain you have inflicted on others. When you kill someone, your EXP increases. When you have
enough EXP, your LOVE increases. LOVE, too, is an acronym. It stands for 'Level of Violence.'
A way of measuring someone's capacity to hurt. The more you kill, the easier it becomes to
Erik Simpson - 7
distance yourself. The more you distance yourself, the less you will hurt. The more easily you
can bring yourself to hurt others.” (Undertale, 2015)
SUBVERTING MECHANICS
Traditional RPGs run on the concept that overcoming obstacles makes one stronger. And
so increasing LV through accumulation of EXP makes sense in the genre as a means to an end.
The reason your player character deals more damage as they increase in LV is because your
player character is becoming stronger. This is subverted in the narrative of Undertale.
“If a monster doesn’t want to fight, its defenses will weaken. And the crueler the
intentions of our enemies, the more their attacks will hurt us. Therefore, if a being with a
powerful SOUL struck with the desire to kill…” (Undertale, 2015) By reframing the RPG
mechanics of EXP and LV into “Execution Points” and “Level of Violence”, the game informs
the player that they aren’t dealing more damage because their player character is becoming
stronger, but that they’re becoming more and more violent.
This becomes more apparent if the player attempts what is known as the “Genocide
Route” through the game. The game allows the player to “level grind”. This is a process wherein
a player doesn’t progress the plot of a story but instead intentionally encounters enemies in order
to accumulate EXP as quickly as possible to increase their LV faster. By attempting to do so in
Undertale, however will result in all of the monsters who are antagonistic towards the player to
be killed off. The game’s lighthearted music becomes slow and ominous and NPCs that populate
towns are gone. Shops that once sold supplies are now vacant with only a note left for the player:
“Please don’t hurt my family.” (Undertale, 2015)
Erik Simpson - 8
While the loss of obtaining supplies would be a detriment to most games, attempting a
Genocide Route means that the player’s desire to kill is absolute, which makes most combat
encounters very easy. With two notable exceptions all enemies can be felled with a single attack.
Many of the comedic and delightful interactions and scenes are removed and the game no longer
resembles its more light-hearted and entertaining nature. In short, for the most part, the game is
no longer engaging to play should the player commit to violence in the extreme. Even the
annoyance of random encounters doesn’t abate in this playthrough. Random encounters still
occur, but the battle screen only displays the text, “But nobody came.” That these systems
remain for the player to not be able to interact with anymore highlight the guilt and negative
emotions the player are likely to have. (Seraphine, F. 2018)
Undertale does everything in its power to deliver the illusion that the game world, the
Underground, is a real place, and that actions that occur in it have larger repercussions. There is
virtually no monster encounter in the game that isn’t referenced somewhere else. The player can
meet the families of the monsters that they have encountered. Main NPCs that the player has to
fight can and will change story elements later on depending on whether or not they spared them,
and even the true final ending of the game can only occur if the player has spared every monster
in every encounter and taken it upon themselves to befriend several key NPCs. The social web
woven in the game make it impossible for any single death to go unnoticed. Key characters are
related to each other either through romantic entanglement, friendship, or just by being
neighbors. Killing one leaves a hole in that web that will be remarked upon by others. “In terms
of game mechanics, Undertale portrays realistic emotional and social consequences to each
death the player causes and each character they spare.” (Müller, A. 2017)
Erik Simpson - 9
This leads to a better understanding of why the Underground is as hostile to humans as it
is, and even that revolves around a schism that occurred when the prince was killed by humans.
The grief that the monsters of the Underground felt became fear that they would be next.
During a boss fight with Muffit, should the player kill the spider-woman, after she
dissolves into dust, one of the spiders that were in her care comes into the battle screen and upon
seeing Muffit’s demise, leaves and returns with a single flower which it places in the center of
the play field before the combat finally ends. As Müller states, “Muffet is missed. Someone, …
is sad enough about her death to leave flowers on her grave. Her death, … has an emotional
impact on someone. It is also an immediate reminder that the monsters in the Underground have
feelings, just like humans do.”
Far from being hordes of faceless enemies that only exist to allow the player to increase
their LV, each monster is a unique creature and the world is noticeably less populated by their
destruction.
DISCUSSION
Undertale tries to apply real life logic to a fantasy world. By reasoning that sentient
monsters would not blindly line up to be slaughtered so that the player can more easily slaughter
their king, the game opens up a discussion of morality that is absent from many games. It takes a
deep introspection into the genre’s main trappings and attempts to provide a critique on the
actions inherent in RPGs. It reframes the standard RPG “level grinding” into a mass murder
performed by the player. It removes the feeling of increasing power by subverting the narrative
aspect to imply that the only reason the player is more powerful is because they have less
concern for life and are losing themselves to bloodlust.
Erik Simpson - 10
By altering the gameplay and a majority of the game itself based on how the player
approaches violence as a solution or even as a gameplay mechanic, the game subtly rewards the
player with more game content and a more satisfying narrative should they choose to avoid
killing. The game frames itself as a microcosm. A small world that is influenced by the players
decisions, and not just a finite program being run for amusement. It plays on the empathy it
engenders in the player through clever writing and memorable characters to make players feel
guilty for choosing certain actions.
It also works hard on not letting game mechanics interfere with the weight of the
message. Undertale includes some key mechanics that force the player to live with their
decisions, regardless of game mechanics that would allow them to reverse time and choose
another path. The most memorable is the first boss fight with Toriel. Should the player choose to
kill her, they are seen that her SOUL looks similar to the human’s, moments before it breaks into
two and shatters into dust. “Being killed by the player was emotionally painful to her. Killing her
was both an act of physical and emotional violence.” (Müller) Should the player restore the game
to an earlier save, Toriel’s pre-fight dialogue will change to intimate some passing knowledge of
what occurred before, and the encounter with Flowey immediately after the fight informs the
player that he still remembers what you did, even if no one else does. This forces the player to
face the weight of their decisions on the game world. It’s not surprising then, that many players,
after completing the game, actively refuse to play the game again, as doing so would reset the
happy ending given to these characters and negate the struggles they all faced together. (Neeves,
J., 2016)
The Pacifist Route tends to be more difficult than a middle of the road route, or even the
Genocide route (with two notable exceptions), as the player is still objectively weak and has very
Erik Simpson - 11
little recourse to boost their own stats. It instead relies on the player’s determination, which is
referenced in-game as the ability to reload a previous save, to overcome all obstacles as
peacefully as possible. In some aspects, the gameplay shift during a pacifist run makes it less of a
RPG genre and more of a puzzle-action genre with RPG trappings.
The ultimate statement the game seems to make is that while violence cannot be entirely
avoided, the decision to choose mercy is never the wrong one. Mercy engenders more possibility
and excitement, but violence and death in Undertale illustrate only an end to possibility.
Erik Simpson - 12
BIBLIOGRAPHY
Crockford, D. (1993). The Untold story of maniac mansion. Wired. Retrieved from
https://www.wired.com/1993/04/nintendo-2/
Foss, S. (2018). Rhetorical Criticism. Long Grove, IL: Waveland Press, Inc.
Fox, T. (2015). Undertale [computer software].
Geerts, F.L. (2017). Saving the game is shaping the game: defining and understanding the save
mechanic. (Master’s thesis, Utrecht University, Utrecht, Netherlands). Retrieved from
https://dspace.library.uu.nl/handle/1874/351188
Madhavan, M. (2016). How indie game undertale became a top selling game on steam in 2015.
ReferralCandy Blog. Retrieved from https://www.referralcandy.com/blog/undertale-
marketing-strategy/
Mayar, M. (2016). A case for serious play: virtual pacifism and historical digital games.
Bielefeld University. Retrieved from
http://www.academia.edu/29541766/A_Case_for_Serious_Play_Virtual_Pacifism_and_H
istorical_Digital_Games_in_press_
Müller, A. (2017). Undertale: Violence in context. (Master’s Thesis, Maastricht University,
Maastricht, Netherlands). Retrieved from http://summit.sfu.ca/item/17572
Murphy, D. (2012). Halo’s final statistics: 235,182 years played, 136 billion kills. PCMagazine.
Retrieved from: https://www.pcmag.com/article2/0,2817,2402479,00.asp
Neeves, J. (2016). How does the use of narrative affect the interactivity of video games?.
Linolium.co.uk. Retrieved from https://www.limonium.co.uk/writing/
Erik Simpson - 13
Sarkar, S. (2016). The Witcher 3 takes top honors at yet another award show, the SXSW gaming
awards. Polygon. Retrieved from: https://www.polygon.com/2016/3/21/11277046/sxsw-
gaming-awards-winners-2016
Seraphine, F. (2018). The rhetoric of Undertale-ludonarrative dissonance and symbolism.
Fukuoka Institute of Technology. Retrieved from
https://www.researchgate.net/publication/323545890_The_Rhetoric_of_Undertale-
Ludonarrative_Dissonance_and_Symbolism
Undertale Wiki. (n.d.). Retrieved March 7, 2018 from the Undertale Wiki:
http://undertale.wikia.com/wiki/Main_Page