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Undertale

An RPG where you can spare every monster.

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Where Undertale comes up7 episodes and tests

Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game DesignGcreator of Game Maker's Toolkit testWhy Spec Ops: The Line MatteredGcreator of Game Maker's Toolkit testThe Power of Invisible ChoicesGcreator of Game Maker's Toolkit testCan We Make Talking as Much Fun as Shooting?Gcreator of Game Maker's Toolkit testMaking Games Better for the Deaf and Hard of Hearing | Designing for DisabilityGcreator of Game Maker's Toolkit testThe Last Guardian and the Language of GamesGcreator of Game Maker's Toolkit testMorality in the Mechanics
In short

Undertale lets players spare every monster by talking, flattering or waiting, and each character has a personality to read. Mercy is harder than killing, which alone gives XP and health, so pacifism earns friendships and a richer story instead of stats. Lesson: tie moral choice to core mechanics, make the kind path cost effort, reward it with narrative, and give puzzles a non-audio alternative.

At a glanceUndertale makes sparing harder than killing, and pays in story
Kill
  • Easy, familiar JRPG fighting
  • Only source of XP and health
  • Pays in power, easier play
Spare
  • Harder: talk, flatter or wait
  • Gives no stats; pacifists weaker
  • Pays in friends and story

Players must decide what they value in games.

From Mark Brown on Undertale

What was said about Undertale

1Mercy or violence in every fight

  • Every enemy can be killed or spared, so morality becomes something you do. Instead of fixed story choices, each encounter offers violence or diplomacy. Players spare monsters by talking to them, flattering them or waiting.

    Mark Brown groups it with This War of Mine and Papers, Please as games that make their theme something the player acts out rather than watches.

  • Sparing is deliberately harder than killing, so mercy tests effort. Killing is easy and familiar from JRPGs, and it is the only source of experience and health. Mercy is a puzzle, especially in boss fights, and gives no stats, so pacifists end up weaker.

    Because the options are not equal, players weigh effort against morality and may kill simply because sparing is too hard. Quote: "you need to put in effort if you want the better outcome."

  • The kind path pays in story and friendships, not power. The pacifist reward is friends, a more interesting story and a date with a skeleton, while violence pays in XP and easier play.

    Since the two paths give completely different things, players have to decide what they value in games. Quote: "you have to put in more effort, and make a significant sacrifice."

  • Moral commentary runs through XP and combat, the systems players already use. Undertale ties its morality to experience points and the battle system rather than separate choice scenes.

    Papers, Please does the same with its budget and rubber stamp, and This War of Mine with looting and character moods.

2Talking and fighting as ways to show character

  • Talking works as its own skill test, not a way to skip combat. To spare a monster you must read its personality and respond to it; the volcano believes its lava heals people, so it probably just wants a cuddle.

    Brown compares it to Alpha Protocol and Ladykiller in a Bind, where social play tests emotional skills the way platformers test dexterity.

  • Each character's personality shows in how they fight. Undertale tells players about its cast through their battle behavior instead of exposition.

3The second playthrough and the piano puzzle patch

  • A second playthrough comments on what you did the first time. The game remembers earlier choices and reacts to them on replay, and a full run takes far less than 30 hours.

  • Toby Fox patched a visual answer into a sound puzzle for deaf players. A tune heard in one room had to be played back on a piano in another, which blocked deaf and hard of hearing players. A patch shows the answer on screen if you wait near the statue.

    The general advice: give sound puzzles a visual element, an alternative solution, or make them optional.

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