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Writer's pictureElliot Kahn

Why do I talk to everyone in Undertale?

We talked a lot about Undertale's combat system in Thursday's class and I don't want to beat a dead horse but I had a couple of thoughts on it after class when I was replaying some of the game:


Plenty of canonical role playing games have narratives dependent on player choice, and having endings put moral weight into those choices is not a new feature in Undertale. Undertale's big change to the system regarding those endings is that random encounters in combat count as a choice, which is surprising and new because the language of your standard role playing game dictates that combat is an opportunity to gain or ability strength separately from the narrative. I also wanted to consider that the humor in the game functions in a similar way, especially through the exploration of the map and dialogue with nameless monsters.


If we want to think about the way Undertale challenges the language of RPG's, it's interesting to consider how nameless characters typically work as a middle ground between random combat encounters and main story line characters in these types of games. They certainly can be used to progress the narrative and give direction to the player in the story, but often times they do not, giving items or commentary that just seems to act as an a acknowledgement that these characters represent people with thoughts. Ultimately, they become almost collectable - a resource to be mined, to collect items for combat or helpful tips. We 'collect' these encounters in the same way we collect items, often even in the same spaces, like houses in pokemon where you check both the residents and the trash cans for items, or The Legend of Zelda where you might find useful items in the village through dialogue or through cracking pots.


Undertale's humor in those character's dialog, then, is cool to think about. Retrospectively I can't think of a single encounter that gave me items or things useful for progressing in the world, but the witty lines never rang bells telling me these encounter should not be treated in in the same way I treat encounters in more typical role playing games, even though objectively the content was different. I think this is proof of how Undertale makes its own commentary collectable in the way items or experience are in the archetype of this format - it becomes something to "collect them all".



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Michelle McMillan
Michelle McMillan
Nov 05, 2018

I like that you chose the word "collecting." I found myself doing the same thing, and in the same vein, interacting with every piece of the environment; however, I didn't feel like it was helping me complete the game or feel accomplished in any sort of way, so I was hesitant to describe it as a form or part of completionism. I think if you look at it from a completionist standpoint, you see the interactions as a way to potentially learn something useful, but this wasn't the reason for my avid exploring. While humor does play a part (this game was very much my kind of humor), I can't believe that this is all of it because not everyone…

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jrber763
Nov 05, 2018

I think a lot of what you are saying speaks to the concept of "completionism" we discussed in Week 2. We may not feel as though we have beaten the game until we have heard what all the different characters have to say. There may not be any strategic basis for this; rather it may just be something we feel we need to do. The same could be said with a game like Gone Home and trying to examine every single item in the house.

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ardavid
ardavid
Nov 04, 2018

Hi Elliot! I found your claim about how nameless characters work as a middle ground between random combat encounters and main story line characters, and the "collectible" nature of these character encounters very interesting. I think it speaks to broader questions about the role of humor and non-essential NPC encounters in RPGs like Undertale. I think encounters as small as hearing Toriel talk about her favorite bug-hunting spot are as important to the role-playing experience as the combat with her later on, just in a different way, RPGs allow for narrative mechanics that can take advantage of the 'non-useful' parts of gameplay that run counter to the instrumentally rational dynamics. Interacting with all of the people and surroundings you encounter…

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Siri Lee
Siri Lee
Nov 04, 2018

Elliot, thank you for pointing out how Undertale treats its own script as collectible. Lines of writing can technically be quantified, and their acquisition in Undertale certainly rewards inquisitive players with humor and/or insight into characters, objects, spaces, side-stories, histories etc. I feel like the completionism of plot has been an undercurrent of all our discussions about Braid, BioShock, and Gone Home as well. In this view, I guess there isn't really much difference between NPCs and Jenkin's embedded narrative architecture (one speaks, the other is described/depicted). Plot collection is probably also the least challenging type of "game," as all it requires is persistently (dare I say... patiently? >w> ) saving, loading, and exploring branching story routes (as long as…

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