Deltarune
From GameLabWiki
Deltarune is an indie game created by Toby Fox.
About the game
Deltarune is an Indie game created by Toby Fox, who released the first chapter for free on his website in 2018. This chapter was later released on steam and ported to PS4 and the Nintendo Switch. The game is not complete as of now. Fox plans to release all subsequent chapters together at a later time.
While not set in the same universe as his previous game Undertale, Deltarune utilizes most of the assets from Undertale, mostly its graphics. From a narrative standpoint it almost seems to be an antithesis to Undertale. While Undertale makes use of player choices and morale, subverting the RPG genre, culminating in 3 distinct endings with over 90 variations, Deltarune follows a clear path, and at several points undermines player agency.
Research-relevant topics of the game
Core game-mechanics
Further content of the game
Reflection on Free Will in Games and Player Agency
The game starts out with a character creation in which the player is given the option to design their own character called a "vessel" by the game, as well as being asked a few questions about their creation. In total there are more than 500.000 possibilities, however the game narration then discards the creation with the words: "No one can choose who they are in this world." This immediately creates this idea of agency being denied to the player despite video games being a medium that is usually defined by promoting player agency. There are multiple instances in the game where characters refer to this inability of making a difference through their actions, which again is counter-intuitive to what is one of the defining features of video games.
This is repeated multiple times throughout the game through different methods. In one of the beginning scenes of the game the character of Susie is bullying the player character Kris, she asks them to do their school project for them, after which the player is presented with a textbox asking him to choose between "Good" or "Bad" (as a response to Susie asking "How's that sound?") The player however is barely given a chance to press a button, as the text automatically advances with Susie saying: "Don't bother answering."
Deltarune uses quite a similar combat system to Undertale, however it again undermines player agency by not allowing them to actually kill any enemies. Enemies either flee as soon as their health drops to zero, leaving you with zero EXP, confirming you didn't kill them, battles get interrupted by cutscenes and whether you attack or spare an enemy does not effect the further game progression. One notable exception is a cutscene near the end of the first chapter after the final boss having two different versions, depending on how you treated your enemies. However the outcome of the chapter remains the same, again confirming that in the end your actions don't matter and the outcome will remain the same.
Deltarunes combat system differs from Undertales however in one key aspect: The player doesn't fight alone, but with additional party members by their side. In this instance the player takes control of both Kris and Ralsei during fights, during the beginning portion of chapter one however, not of Susie. She attacks enemies on her own, prompting Kris and Ralsei to warn their enemies if they wish to end an encounter peacefully. In this instance, again, the player is stripped of their agency in controlling all characters during battle.
In a later portion of the chapter this unwillingness of Susie to be controlled shows in a more direct manner. During this segment Kris and Ralsei are incarcerated leaving Susie to save the two of them. While the game follows Susie in this segment the player is left no choice as to controlling her actions. She walks on her own, ignores the players choices in text boxes and later solves a puzzle completely on her own. At the end of this segment she fights against a boss, with the player only being allowed to dodge the enemy's attacks. This battle will always bear the same result, no matter player choices.
At this point it should be clear how Deltarune undermines player choices and free will both through its narrative as well as through game mechanics. However there is another instance in which the game reflects on these topics.
Deltarune near the end of its first chapter also heavily plays into the idea of game characters being autonomous beings with a mind of their own and the player overriding Kris's agency through their own actions. In the beginning of the game it is already hinted at that Kris and the player are not the same. When the player first uses a SAVE, they can see that it has already been used by Kris, as their name is the one displayed here. When the player SAVEs for the first time however Kris's name gets replaced with the one the player chose at the beginning during the character creation.
Notably the "determination" term from Undertale is completely absent from most of the game, as well as the SAVEs, the SAVEs describe "a power" in its stead. With the absence of determination - as described by Undertale above - this further supports the theme of choices not mattering.
This idea gets developed further with the ending of the first chapter in which Kris seems to reject the players control, by ripping out what seems to be their heart-shaped SOUL. While SOULs don't get any mention in the plot of Deltarune compared to Undertale, where they are an important plot device, Deltarune still uses the soul as part of its gameplay. In both Untertale and Deltarune the SOUL acts as a cursor in menus and textboxes where the player is allowed to make a dialogue choice. Furthermore it is used in fights in both games, to allow the player to evade attacks. Through ripping out their soul Kris rejects the players control, which gets further confirmed by the fact that for the remaining few seconds of the game the player is still able to move the SOUL that has been thrown into a cage by Kris. This scene is supported by Kris's janky movements with their limbs hanging around limply before ripping out their soul, movement almost akin to a puppet. All of this creates this idea of Kris being possessed by the player.