Digi7 said:
Way to miss the point of storytelling. Of course the characters aren't real. Do you watch a movie and shout 'FAKE!' at the screen?
I think I should've been clearer.
Undertale seems to play out in a way that assumes that its characters will have some sort of resonance, as if their simulated lives would have a serious impact on the average gamer. There's a lot of games that manage to pack pathos in meaningful ways and that make your choices relevant to the greater plot, but Undertale isn't one of them, as far as I'm concerned.
Telltale's approach to things seems more fluid: the protagonist is offered choices at sporadic intervals and all choices make at least some sense in the moment. From the get-go, Undertale tries to get under your skin with Flowey trying to goad you into misinterpreting the game's own mechanics; and the narrative's offered paths are limited to "sunshine and bunnies" or "wanton genocide". There's some variants depending on who you do or don't kill, but the thing is the game dares you to play it like a traditional RPG.
The next thing you know, Sans chastises you for it.
Undertale isn't really doing much of anything else outside of weaving a narrative around its own mechanics in a way that's as far from subtle as possible. The pseudo-puzzle with colored tiles? Much of the game's first dungeon? Both can be considered to be commentaries on your average boilerplate RPG, but the game never leaves Meta territory.
How can I take a story seriously if it doesn't at least partially buy into its own fiction? The way the game refuses to be entirely reset unless you wipe out all traces of it after uninstallation makes it so the more you play, the more certain narrative branches are cut off, and the more the entire thing's artifice becomes inescapable. The entire cast stops being perceivable as characters and start to come across as milestones in the gameplay-mandated plot.
I've read about people who tried five or six consecutive runs based on the same save file, people who spend hours ferreting out all the tiny bits in which subsequent playthroughs affect one another if certain actions are shifted around - and that just kills it for me.
After a point, you're no longer playing a game, you're ticking boxes laid out by Toby Fox's big list of potential events and responses.