FrankieSmileShow
|
|
« Reply #378 on: January 21, 2016, 04:23:17 PM » |
|
Alright let me try and formulate that differently... This is how I see the basic concept of how you relate to the playable character, and how/why I think it works in Undertale. Its pretty long winded, sorry. A better writer could probably get all of this through in fewer words:
So as I understand it, in a video game, there's three big options to how the player relates to the playable actor, the protagonist.
One, you have the playable character as an avatar for the protagonist. It is a puppet you are using to interact with the world. The protagonist is either yourself, or you playing the role of an in-world character, and you make decisions based on your own whims when you play, which may or may not be affected by what you think the world expects from that character, or maybe just based on how you as a person would act in the game's situations. This is the Western RPG kind of interaction, that comes directly from tabletop role-playing. I suppose this could be split into two between you playing yourself or you playing a character, but I'll leave em together as one for the purpose of this explanation here.
Two, you have a pre-defined protagonist, where you don't really have options as a player. You are just along for the ride. That character has a personality, they are just your vehicle to experience the world and meet new characters from. That characters' personality may or may not match yours, or might have no personality at all. The important part is that you arnt really expressing your personality here at all, the game doesn't try to be an outlet for this. This is the same sort of storytelling other media tells their narrative with. Classic JRPG approach.
Three, the player is some meta outsider entity just experimenting in that world without a character in mind. The protagonist is an avatar of yours, but the player is not making decisions based on theme, feelings or agency, but more on whims or to experiment with the world's limits and boundaries, to see what can happen. You are experimenting and playing as if it was more of a sandbox as opposed as being an inhabitant of the world. This is a very purely video game sort of approach, though I suppose it can happen in tabletop too. This is what happens when you trap a Sim between four walls or remove the ladder from the Pool in The Sims, or cause them to burn their house down to see what happens if everyone dies in a fire at the same time. This is chaotic evil, you are a god being playing with a toy, which would be truly evil, but luckily its just a video game, so its cool. Dont behave like that in real life tho, that probably gets you either in jail or in the hospital.
So this is how I perceive Undertale's game sequence relates to these basic types of player-to-protagonist interactions:
On your initial playthrough, you are type one. You don't know anything about the world, but the protagonist is in the same boat, looks very generic, and you are prompted to enter your name when you start playing and have no reason to believe this isn't meant to be you. So in effect, it is you, as far as this playthrough is concerned. Whatever happens here is based on your own whims, and the game will react in some ways to how you act in it. You might be violent, might be more pacifist etc. But the game looking like a generic RPG with all the trappings and mechanics to fit, and giving you a system of experience and levels, you are meant to kill enemies every once in a while, and maybe a boss or two. I think some of you seem to disagree with this part, but I think this is very obvious.
On your second playthrough, you are type two. Its the playthrough meant to be pacifist, one where your decisions are always the "same", as you are following those instructions from the ending of the first. You are playing the game the way "Frisk" would live it. Its no longer your story, its now the story of a real character, who is an innocent child who would never hurt anyone, as opposed to an outsider mindlessly following game conventions. Now your actions are compatible with being those of this actual child that fits into the actual game world, so the kid gets a name. This is the real, "canon" story, the only narrative that has more or less no variation in the big lines.
Now, if you get curious and decide to see how deep the rabbit hole goes on the other end of the spectrum, you can decide to try and murder everybody in a third playthrough, in type three. At that point Frisk is just a mindless puppet being manipulated by your gamer whims to see more of what can happen. Again, I didn't play this yet, but I presume thats more or less how it goes, no need to be a wizard to figure this out.
So basically, in this game, the player themselves is supposed to have a character arc. For that character arc to "work" the game makes some assumptions about how you will play, which may or may not be correct. If you play differently from this, the game doesn't work quite as well, but was obviously built to stretch and fit most of those cases. Depending on how much you play the game, that character arc has a different ending.
So here is the game's sequence again, but from the perspective of your own intended character arc as you play it: You start the game as someone who plays RPGs without questioning what it means to kill monsters to get stronger. All you want is to accumulate power. The game's overall design, retro aesthetic, exp, levels and random encounters are meant to trick you into doing this. The game also gives you plenty of little hints to make that reveal more meaningful, so it doesn't feel like you were entirely tricked, like it was still a little bit your fault: the characters are sympathetic, Toriel taught you to talk things out, frogs told you to try sparing monsters, etc. But still, you wanted some EXP and Levels, and surely those mechanics wern't put in the game just for you to ignore them, right? If you played pacifist on your first time through like I did, I think that you arguably didn't get to live the game's intended arc entirely. Luckily the game is really good tho so its not like it was all a waste or anything, but its clear the ending has a lot more impact if you learn actual compassion from it, from having made a mistake and genuinely regretting it!
So if you are lucky and played the game in the best possible way on your first go, you kill a few enemies every now and then. Maybe you even kill a lot of em, because getting levels pushes some fun RPG buttons and you can tell it makes you stronger, and that's satisfying. Then the game reveals all of this as being pretty evil. Sans tells you what's what. If you dont take that lesson at heart, you kill Flowey at the end, you didn't learn anything or don't care. You will probably stop playing now and move on. If you learned your lesson, you spare Flowey's life at the end, and he suggests you try to be more compassionate when you play again. You end the game as an aggressor, but one who might have learned a lesson and might just try compassion next time, if only to show Flowey that you can do it, that it can be done.
So then you start a pacifist run and you realize the game was actually more fun that way. You make more friends, it's generally more enjoyable, pleasant, less mindless and even more challenging. The game actually makes you enjoy being a pacifist, it feels less like a restriction and almost like a reward in itself. After seeing things get so grim last time, the world is a much more pleasant place. In addition, in playing a more "real" character as opposed to one motivated by basic gameplay mechanics, you also symbolically let your playable character be "themselves", a more real human being. You now learn that character actually had a name of their own and is distinct from you. You were an evil monster before, led by a lust for power and seeing your power numbers go up, but you learned compassion, and decided to let Frisk live their own life. This is a good ending for almost everyone involved, and this is where you are meant to stop playing and move on...
Then, you may or may not learn about another way to play the game, the genocide run. Again, I don't really know what happens there, but its not too difficult to guess how it relates to the player arc, seeing how Flowey pleads you not to reset the game if you turn it on again after a pacifist clear: You have the option to "cancel" your good ending and go back to playing, with a very different goal this time... If you do this, you didn't learn compassion after all, you tossed it aside. It was all just a game...You just want to see what happens, like a child burning ants with a magnifying glass. Frisk is now even more of a puppet than in your initial playthrough, you are in complete control now. This is the bad ending. One that you apparently in some way can never walk back from, though I don't know what that means exactly yet.
whew what an embarrassingly long post.....
|