How Undertale Was Made and Why its Success Scared The Creator

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"You kill a lot of random monsters (sometimes even humans) in every RPG and the consequences for this are never addressed. What if they were?" This is the question that sparked the idea for the indie game Undertale, an RPG made by Toby Fox, who did all the writing, programming, music and some of the art for the game. The rest of the artwork is done by one of his friends Temmie Chang and a few other artists that are credited on the Kickstarter campaign for Undertale. Toby deliberately wanted to keep the team as small as possible as he believes the bigger a development team gets, the more diluted the game becomes. One of Undertale’s biggest influences goes back to when Toby was only four years old, which is when he started playing Earthbound on the Super Nintendo and this early gaming experience had a lasting impression on him. “I was so young that it helped me learn to read, and also transformed my brain forever.” Seven years later, Toby discovered the Earthbound fansite starmen.net and now he finally had a place to talk and connect with other Earthbound fans. A few of his friends from the fansite now run the Fangamer website, which sells Toby’s Undertale merchandise. In the year 2000, Toby and his three brothers started playing around with the RPG Maker 2000 tool to make role playing games. He said they barely finished any of them and none of them were ever released on the internet. When he was in high school, Toby created quite a few Earthbound ROM hacks as well and the most notable one is the Halloween hack that he released in 2008 on the starmen website. Besides keeping his love for Earthbound alive during high school, Toby also started playing the piano and trumpet, which in turn sparked his love for composing music. Fast forward to his time in college, where Toby started putting together the building blocks for his first real video game project. He initially didn’t start with a concrete idea for either the story or gameplay and the first piece of inspiration actually came from Wikipedia. “One day, I randomly read about arrays, and realised I could program a text system using them. So I decided to make a battle system using that text system, which in turn gave me many ideas for a game. Then I decided to make a demo of that game – to see if people liked it, and if it was humanly possible to create.” This combat system was also further inspired by Shin Megami Tensei, where the player can talk to demon enemies in order to recruit them. "It always interested me that you could talk to monsters to avoid conflicts, but the conversations were often kind of repetitive, and if you screwed them up, fighting became your only option. I wanted to create a system that satisfied my urge for talking to monsters." Toby felt that it was important to make every monster feel like an individual. He further said that basically all monsters in RPGs like Final Fantasy are the same, besides the actual designs of the enemies. “They attack you, you heal, you attack them, they die. There's no meaning to that.” Toby’s experimental text-based combat system was made in GameMaker 8 and the developer would use an upgraded version of this engine called GameMaker Studio, and later GameMaker Studio 2, for the rest of Undertale’s development. However, Toby also used GameMaker 8 to create a demo for Undertale. As for Undertale’s core concept, Toby wanted to make an RPG but he wanted it to be different from all the games he grew up with. “I wanted to make an RPG game where you could befriend all of the bosses; where not killing everything, is actually a viable option. If you think about it, most RPGs are endless murder-fests… how many monsters do you kill? And to what end? Everything sort of naturally arose from that concept.” Now that he had settled on an engine and had a core concept for the game, it was time to start sketching characters and craft a story. During this part of the development process, his love for the Earthbound series definitely had an influence on some of the characters and the writing. “I can definitely say that I wanted to make something that had as much emotional power, humour and wonder as the Mother games, while not necessarily taking the same paths to achieve it. Also, the main character is a kid wearing a striped shirt... that’s probably too obvious.” Although Toby looked to the Mother series as a main source of inspiration, Undertale ended up becoming something very different compared to most RPGs and that was no accident. Toby wanted to challenge conventional RPG mechanics and tropes and fully embrace the video game medium. He said he’s very tired of traditional JRPGs and wanted to see one that’s not boring to play. One that has interesting characters and utilizes the medium as a storytelling device as much as possible, instead of having the story and gameplay abstractions be completely separate. An example of this is the character Toriel, who serves as a sort of guide for the player during the first moments of the game. Make no mistake though, Toby deliberately depicted Toriel as an overprotective mother to poke fun at tutorial levels found in many modern games. However, Toby also gave Toriel a more important role, since he feels that mother characters in games have seen a decline. “There really aren’t enough mother characters in RPG games. In Pokemon, MOTHER, MOTHER 2, there’s this trope of having mothers be there only to say goodbye to their ten-year-old kid as they go out into the world. They’re basically just symbols rather than characters. Even MOTHER 3’s mother character, Hinawa, doesn’t really show up very much in the scheme of things. So here is Toriel, a mom that hopefully acts like a mom. She won’t let you explore a dangerous world by yourself because she genuinely cares about your well-being.” As previously mentioned, most of the art was done by Toby and Temmie Chang. While Toby had final say over all the artwork, Temmie is credited as the logo designer, cutscene artist, overworld artist, animator, shop artist, and tile artist. Furthermore, she’s also responsible for the conception of a couple of the characters: Loox, Vegetoid, Papyrus, Lesser Dog, Greater Dog, Undyne and Aaron. Both developers have visual representation of themselves in the game, with the Annoying Dog representing Toby and the monster called Temmie representing Temmie Chang. All the art was done in Microsoft Paint and GraphicsGale. The retro pixel art made it easier for Toby to contribute his own designs, but that’s not the only reason pixel art was used. “Even if I had a team of 100 artists, I probably wouldn’t want it to look any different. Visual gags usually benefit from funny, expressive drawings.” One of the creepier characters, Flowey, has a voiceline in the game. This voice clip actually comes from a McDonalds commercial that was made in the sixties. Ronald McDonald can be heard saying the line to a group of children. Obviously Toby adjusted the clip to make it sound more disturbing. When it came to the storyline and writing, Toby once again drew inspiration from the unsettling world of Earthbound, as well as more silly things like internet culture and funny shows like Mr. Bean. The idea of being trapped in an underground world was partially influenced by the game Brandish. The developer struggled with the parts of writing that aren’t text but once he had established a character’s voice and mood, writing scenes became easier. As stated earlier, Toby already made a combat system of sorts before anything else, but it would take up a lot more time to polish and refine his unique take on turn based battles. While expanding this battle system, Toby took inspiration from the Mario & Luigi RPG games and bullet hell shooters like Touhou Project. It might seem strange at first to combine a turn based combat system with real time shooter elements, but Toby explained that he wanted to do something different than he was already familiar with. He also said that bullets offer more variety in movement than simple button presses. Even though the combat is inspired by the bullet hell genre, Toby didn’t want it to become as difficult as those games so that more people would be willing to play and enjoy Undertale. He managed to accomplish this by using fewer and larger projectiles and he would keep iterating on his bullet patterns until Toby thought they were tough but fair. Furthermore, he let some of his friends, who did not have much or any experience with bullet hell shooters, test out the combat and saw that they were able to complete it without too much effort. All of this combined convinced Toby that the game’s difficulty was just right. During development, it was very important to him to make a game that he would personally enjoy playing and not necessarily create something with mainstream appeal. That’s why there’s no fetch quests or backtracking present in Undertale for example, since Toby personally dislikes those tropes in video games. A trope that Toby is a fan of is the silent protagonist trope. “The character doesn’t say very much because then you can identify with them better. Most of the game’s narration is in the second person. The more details and personality I add to ‘you’, then the harder it is to get absorbed into the role.” Players in Undertale have the choice to either spare or kill the monsters they encounter and this mechanic was established before Toby wrote any of the story. While the solo developer wanted to keep Undertale fairly easy to complete, he did make a conscious decision to make it harder to befriend enemies and bosses than to slay them in battle. “In games, I noticed that the ‘good path’ was sometimes the easiest one, but if you do things without effort, then it doesn’t feel meaningful.” Being a musician, Toby didn’t have to think twice about composing the soundtrack for Undertale himself. He even went so far as to give all the main characters their own theme song. Most of these theme songs were created specifically for each character, except for the ones for the brothers Sans and Papyrus. Sans’ theme song Megalovania was composed by Toby back in 2008 for the aforementioned Halloween Earthbound ROM hack. Papyrus’ theme song Bonetrousle was actually composed for another game that Toby had worked on but that game never saw a release. The entire Undertale soundtrack was made in FL Studio. According to Toby, he was able to compose most of the tracks without much iteration, except for the game’s main theme, which went through multiple iterations. When working on the soundtrack, Toby said that he tried to be inspired by all the music he listens to but he was particularly inspired by the music from SNES role-playing games. Additionally, a webcomic called Homestuck, which Toby had produced music for, also influenced Undertale’s music. The developer created the music before he would start programming, as it would help him decide how a scene should unfold. The official soundtrack would be released by video game music label Materia Collective on the same day as the game’s release. In June 2013 Toby launched a Kickstarter campaign for Undertale in the hopes to receive some funding to finish his vision for the unconventional RPG. The funding goal was set to a very reasonable sum of $5,000 and by the end of the campaign, Toby received more than ten times the amount he had initially asked for. In addition to promising an RPG where no one has to get hurt, Toby also provided a demo on the Kickstarter page that anyone could download and try. Several of the available Kickstarter tiers provided a way for backers to create their own characters and enemies that would be added to the game. Toby decided to buy three of these designs and they became Glyde, Muffet, and So Sorry. Some people on the internet had suggested that Undertale was supposed to be a very short indie game but Toby said otherwise. “I was just unsure if it was humanly possible to create it before making the demo. The reason it was bigger than expected is because my expectations of the areas, battles and so on increased a lot after making the demo.” The Kickstarter page also provided an estimated release date of summer 2014 but Toby had to eventually delay the game to September 15th 2015, when it was released for Microsoft Windows and MacOS. When people got their hands on Undertale they became fascinated with its characters and the many secrets it holds, not to mention the meta nature of the game, which added a whole other level to the many discussions people were having on the internet. People desperately wanted to talk about this strange new RPG and how their experience differentiated from others. Because of this, the game quickly achieved a sort of cult status among gamers. Add a lot of very positive reviews to the mix and you have a recipe for a successful indie game story. Before the end of 2015, Undertale managed to sell over 500,000 copies on Steam and not long after, in February 2016, the game had sold over one million copies. After the initial release, Toby kept working on the game and released an update in January 2016 which fixed several bugs and helped make the game more playable for colorblind people, by changing the appearance of blue attacks to a darker hue. During E3 2017, Sony had the honour of announcing that Undertale would not only be receiving a port on PS4 and PS Vita but also a Japanese localization plus a retail version provided by Fangamer. They sold both a standard and collector’s edition and are still available to buy today. During a Nintendo Direct in March 2018, a Nintendo Switch version was announced, although no further details were given at the time. Prior to its reveal, it was impossible for developers to directly export games made in GameMaker Studio to the Switch. However, shortly after the Nintendo Direct, it was revealed that a deal was struck between Nintendo and software development company YoYo Games that would make it possible to export GameMaker Studio games directly to the Nintendo Switch. Undertale on the Switch was eventually released on September 15th, 2018 in Japan and worldwide on September 18th, 2018. All the console ports were developed and published by Japanese localizer 8-4. Many critics praised the game for its innovative mechanics and progressive thinking, while also complementing its unique characters and clever writing. As a result, Undertale appeared on several end of the year lists in 2015 and even came out on top as Game of the year for PC from news outlets and critics such as IGN, Zero Punctuation and Jim Sterling. TotalBiscuit even gave Undertale the number one spot in his Top Ten Games of 2015 video. The game was also nominated for a bunch of awards and was able to snatch up a few, like the Most Fulfilling Crowdfunded Game award handed out by the South By Southwest Gaming Awards Event in 2016. The success and popularity of Undertale was undeniable at this point, but Toby had mixed feelings about all the attention his game was receiving. “Not only did I not expect this level of popularity, but initially, I was afraid of it. I didn’t want UNDERTALE to become tiring for people, or become spoiled before anyone even got a chance to play it. Early on (this was probably excessive) I even tried to contact certain Let’s Players to tell them not to make any content about it. Like a thunderclap to a small dog, all of this attention stressed me out. At times, I wished I had a way to quell the attention. I felt a strange powerlessness. (And guilt, for feeling stressed when the success of the game SHOULD be something I’m nothing but ecstatic about.)” He further said that ultimately he’s very thankful that the game became as popular as it did since it helped him on a personal level and put him in a position to help other people as well. Toby personally attributes Undertale’s success to the many risks it took and how different it is compared to more conventional RPGs. “It takes influence from many strange sources, the graphics look bad in places, the gameplay is very simple. Most of all, the game’s humour and surprise is derived from the fact that it defies the expected conventions of normal RPGs. That’s the most interesting part to me, that even without understanding of the genre’s conventions, the game still resonates with people – kids included. That’s very cool.” Luckily for Undertale fans, all the attention hasn’t stopped Toby from continuing his career as a game developer. On October 31st, 2018 the first chapter of Toby’s next project called Deltarune was released for Windows and MacOS and was made available for free. It was ported to Nintendo Switch and PS4 as well in 2019 and these versions were developed and published by 8-4. Gamers quickly noticed that Deltarune was an anagram of Undertale. However, according to Toby, Deltarune is not a direct sequel to Undertale, nor does it even take place in the same world. “I will say that basically, what you're seeing here is not the world of Undertale. Undertale's world and ending are the same as however you left them. To rephrase that, Deltarune's world is a different one. With different characters, that have lived different lives. A whole new story will happen…” The first chapter is between 2 to 3 hours long and serves more as a demo to gauge people’s interest and see how Toby can take the project further. Despite its short length, the first chapter of Deltarune took a few years to create. Toby explained that this is in part because of Deltarune’s more complicated graphics and overworld, implementation of multiple main characters and the fact that Toby had to create the entire town correctly on the first try so he could set up the rest of the game properly. Furthermore, there were a couple of factors that were outside of his control. After Undertale’s release, Toby had difficulty concentrating on other tasks and he even started to doubt himself and his capabilities as a developer. Toby further described it as a burnout. Additionally, the developer even admitted that it would be impossible to finish the game between him and Temmie Chang since it’s a much larger project than Undertale was. Alternatively, he added that it might be possible to complete Deltarune if he can assemble a team. Toby said that he’s going to try his best to accomplish this but even with an entire team, he’s still uncertain when Deltarune will be released or if it will even ever see the light of day. However, according to his recent tweets, it seems like Deltarune is making good progress. Nevertheless, if Deltarune gets released, it will be a fully complete game, with all the chapters bundled together. One interesting detail that Toby shared is that Deltarune will only have one possible ending, as opposed to the dozens of endings that can be unlocked in Undertale. Toby realizes that expectations for his next project are really high and that he’s never going to be able to make something like Undertale again. “If you played "UNDERTALE," I don't think I can make anything that makes you feel "that way" again. However, it's possible I can make something else. It's just something simple but maybe you'll like it.” Ultimately, Toby is just happy that Undertale resonated with gamers and is being enjoyed around the world. He hopes that his game might inspire other aspiring developers. “I hope someday a kid who liked Undertale grows up and makes an amazing game. I would be happy to play that.”
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Channel: ThatGuyGlen
Views: 518,618
Rating: 4.9649415 out of 5
Keywords: how undertale was made by one person, how undertale was made, how undertale was developed, undertale behind the scenes, how undertale was created, how it was made, making of undertale, undertale making of, video game documentary, behind the scenes, undertale documentary, undertale development, toby fox, temmie chang, solo developer, indie game, video game, indie rpg, undertale, deltarune, rpg, indie, documentary, thatguyglen
Id: NIIx3gmLdpA
Channel Id: undefined
Length: 20min 22sec (1222 seconds)
Published: Sun Aug 30 2020
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