Drathnoxis said:
Also, I'm not sure what the message I'm supposed to come away with is. Is it that being a completionist is bad, and for future games I should not try to see all of the content it has to offer? That's kind of strange, because in other games to get the best ending you have to be a completionist.
So I drafted up an essay to this, and then my wifi crapped out as I was posting. *Sigh* Cliffnotes version, then.
1) Yes, the reason you feel bad is likely because you're a completionist, and the genocide run is showing how terrible completion can be, especially when you have to do horrible things to achieve it.
2) It's important to remember that the protagonist has and can use powers typically ascribed solely to the player - saving, reloading, resetting are not suspensions of logic that the game doesn't acknowledge, but abilities Frisk consciously chooses to use. If they use them to undo the perfect ending and do a genocide run, just because they can do that, then it's pretty morally repugnant. Frisk is basically treating their "friends" as playthings, who exist only to entertain Frisk themselves - much as the player, especially a completionist player, treats the game as toy to entertain them, regardless of how much pain and suffering their fun causes in the game world.
3) There's a bit of a flaw in that logic, because the game is a toy to entertain them - to be effected by it's guilting, you have to suspend your own logic telling you that these characters aren't real and the pain you've caused them is false. The "But they really are just lines of dialogue and series of numbers" argument is a pretty valid counter if you ask me - but it's also one that the game and Toby can't overcome.
4)If you accept, even distantly, that these characters are real, then the suffering you caused them in a genocide run is also real. So, the game doesn't let you get away with it, because you did a bad thing, and I see no reason why it shouldn't let you suffer the consequences.
5) But nothing's forcing you to cause that suffering. Remember what Sans said? "You'll do something because you can, and because you can, you think you have to." So yes, the content was basically there to not be seen, and the game will punish you for seeing it. It'll warn you not to do something, and then watch you do it, only to get mad later. But that's also the most effective way of communicating Toby's point - that torturing people to see what they'll do is pretty fucked-up.
6) However, I fail to see how that's different from, say, Dragon Age guilting you for murdering someone. Only difference is, in Dragon Age you get an approval hit and a snippy rant from a friend before everyone just forgets. Undertale is much better about giving your actions consequences - even bad ones.
7) I think the problem is that, as gamers, we're used to resets and new save files acting like a "Get Out of Jail Free" card. Once a save is erased, it never happened, and no one - not even the game - is allowed to make you feel bad for it. Undertale questions this. It's breaking the rules, which is why some see it as brilliant, and others as only unfair.
8) I fall in the former category. You seem to fall in the latter. That's fine, but I like how it's breaking the mold and establishing consequences.
9) Granted, I also just watched a genocide run on Youtube, because I'm not a completionist and was happy with the true ending.