Drathnoxis said:
Saetha said:
Good points, but I guess the thing I'm asking is: is this supposed to be a moral? Is this something that the developer wants us to take from the game and apply to all other games we play? That being a completionist is bad and we shouldn't try to experience
everything a game we like has to offer. Because if it's not a moral the game is pretty much giving us a hard time and deliberately diminishing the experience over something that isn't a big deal. And if it is a moral it kind of falls flat, because plenty of other games
encourage completionism.
Well, I can't speak to the developer's intentions... but if you want a nerdy rant of my own take, that I can do!
I suppose you
could see it as a moral - I just see it as an alternate viewpoint. That all the game is doing is asking me "Hey, if a being had these abilities, and used them to reset their friends' happy ending and put them through hell (Or put them through hell and then try to escape the consequences by running to a previous time.) isn't that kind of screwed-up?" It's an interesting question to contemplate, and it'll probably pop up in the back of my mind whenever I reset a game, or reload a save to see an alternate route. But there is that vital disconnect: Undertale's efforts to blur the player and the player character are pretty unique, but that also means any moral it has to give either isn't really applicable in other situations or games. If I booted up a game of Wind Waker right now, the game can't really shame Link for stealing everyone's happy ending because... well, first of all, they really are just lines of code and that code doesn't allow them to be aware of or upset by it. But also because Link didn't choose to do that, the player did. As for shaming the player - again, no one's programmed to even be aware of or upset by it. So, technically it's not wrong. No one's hurt. No one's upset. They don't even know. They're incapable of even knowing.
So, that's how I see it. An interesting philosophical question, but one that's meaningless outside of any work that's not as ridiculously meta as Undertale. And to that end - I'd say completionism is only bad if the characters and game in question really react to it. Which most of them don't.
But, we could look at it as a moral - you have to consider characters as entities capable of existing beyond their coding, beyond the screen, beyond whatever the work in question chooses to show us. Which is something we often extend without thought - we accept the idea that characters will continue living on after the ending's achieved and game's turned off (Otherwise
every ending's a sad one, since it means the characters will simply stop existing once the credits roll.) So, if we accept that and approach things with that mindset, then consider how you alter that existence by experiencing the work in question. You play through a whole game, befriend these characters, give them their happy ending, and then let them off to live their lives - until you reload, take away their happiness, and force them to go back through hell so you can murder them all and see a different ending.
In that scenario, yeah, it's a pretty screwed-up thing to do. Like, imagine if you did that to another sentient being. Even if they are never made aware of what they've lost, it'd be pretty terrible. Of course, it's also a somewhat illogical position to take, because they aren't really sentient beings. But we aren't always the most logical of people, either.
