User blog:Megamangohan/A World Without Grace Undertale game plan

NOTE: THIS BLOG POST IS A WORK IN PROGRESS

If my work has not been able to tell you anything, you should have been able to tell that I am a HUGE fan of crossovers. I believe they are a way for verses with different or similar beliefs to interact and communicate with each other. While it is very true that many characters within the verse have many different thoughts of what life is about in general, the verse itself tries to teach an overall perspective to the reader/listener that best summarizes what the verse is about.

Take a look

Dragonball is a verse about always overcoming your previous limits, for the case of achieving new hights.

Megaman is all about the purpose of a free will, and to not make sure that granted free will falls you into a radical thinking pattern, such as various robot masters wanting to have a machine-only universe, or Copy X taking the other extreme, destroying all robots for the sake of protecting humans.

Shin Megami Tensai is a "pick your posion" verse, allowing you to choose whichever path you want, but being forced to accept that whichever route you take will have drastic negative consequences.

Now not ALL verses are like this. Some verses could be a plain good vs evil, with the main strategy being something outside of some "philosopical element," such as the stratigies behind how each character achieves their motives.

As of right now, I am currently invested in those verses that do hold these "philosophical elements," as a way of massivly spicing out their verse.

As a person, I will say that I have not expanded my horizions nearly to the degree I cold have or should have. But if there is one thing I have played, and a game that caters more to defending its beliefs than any other game I visited in the market so far, it's undertale, a game made by Toby Fox.

The next question is, why exactly would I want to look at verse, what am I planning to do with the information I have recieved from it?

I don't want my knoweldge on the verse to go to waste. As such, I want to give an entire arc of my verse, crossing over the undertale characters of my verse with the characters seen in Undertale. I have played and analyzed the details put into the work of Undertale, and I have noticed a massivly sharp contrast between the beliefs my story from an overall perspective hold, and the overall perspective Undertale holds.

I must say, Undertale does do a great job enforcing every single one of it's believes on you. A comparision between the two games would alone be enough to get you, the reader of this blog post, a massive understanding of where both sides come from, but I bet a crossover will do even better.

One more disclaimer: THE INFORMATION PRESENTED HERE IS NOT EXACTLY PERFECT, If you see a mistake between the representation of undertale portrayed here and Toby Fox's actual interpretation, please tell me in the comments below.

When originally creating A World Without Grace, I intended the entire part 1 of Guiomar's story, (which can be seen in another blog post,) to be a platformer game with a large story and large amount of dialouge represented into it's narrative. Without going into the core astects of Undertale, we have already seen a difference. A World Without Grace (At least the way I intended the game to think) was intended to be a platformer, linear game, while Undertale, (not exactly) is an open ended RPG game.

Before breaking down the two games more, let's look at Toboy Fox's intention of creating Undertale.

Toby Fox always saw traditional RPG games as killing fests, a place where people slaughtered thousands of monsters for the sake of becoming stronger. Toboy Fox wanted to create a game where an alternative pathway to violence was POSSIBLE (pay attention to this word, as I will be using it a lot,) and to scorn the player for choosing paths of violence.

Within this small sentence, we see many things Toby Fox wants to teach in his game.

Modernism- The rejection of how things worked in the past and the acceptance of how things will now change in the future. In other words, rejest tradition because we have evolved.

Possibilities- Simply the fact that multiple options are given to a player, rather than traditionally, simply the story that is given to the player.

Perfection- Unlike traditional games (I'm looking at you Megami Tensai) every option you make means something, there are clearly choises that will lead down "the wrong path," and there are clearly choises that will "lead down the right path." This is in sharp contrasts to traditional games that allow you to shape the world towards however you see fit, and than that way being "the right one."

Breaking the Forth wall- Traditionally, games do not acknoweldge the real world because the game developers want you to be immersed into their world as you were playing a character who is part of the story. Now you ARE the story (At least the main character, more on this later,) and the game of Undertale is now a "bridge of existence" from the game's world to the real world.

And most importantly; Consequences - Now that the game touches the really real you by means of successfully breaking the forth wall, the game can now put YOU in charge of your own actions within the game.... or at least it wants to. Undertale can never touch you, regardless of how many times characters within the game will try and close the game down. Undertale compensates for this flaw by making sure all Consequences are in game. While even Traditional RPG's will have consequences in game (I'm looking at you Chrono Trigger). Undertale goes a step further by enforcing these consequences VIA means of irreversiblity. (As in you can't take back your actions once they are committed.)

NOTE: THIS BLOG POST IS A WORK IN PROGRESS