Theres no doubt that Toby Foxs Undertale relies on the inhumanly selfless portrait of motherhood, but it does so with a purpose (warning that spoilers abound for the game). Early on, after the player-character accidentally falls into the monster world, you meet a momish character named Toriel. Toriel wishes to protect your from all the harm human children face in the monster world, and teaches you that, when you meet a foe, you will have the option to fight (and gain experience points) or to show them mercy by figuring out a narrative puzzle that sorts out that foes issues. But the real catch of this revolutionary kind of anti-combat system comes midway through the game, when you are forced to fight Toriel herself as she stands in the way of your progress. Toriel has watched several human children die at the hands of the monster king, Asgore, who seeks revenge on the human world for trapping the monsters underground. She refuses to let you continue in fear that you will die at the kings hand, and you in turn are left with a crucial choice.
The battle with Toriel is a long and arduous one if you choose to not attack her. Showing her mercy requires you to repeat the same difficult process over and over again, probably dying often, which only extends the battle even longer. Throughout, there is no indication that your non-lethal tactics are even working, causing many players to give up and just kill her. You murder Toriel because you dont know what else to dobecause it appears to be your only option. You murder Toriel because the Kingdom of Fathers has defined videogames through the language of gaining power at the expense of the mother. Later on, you learn that Toriel once ruled the monster world alongside Asgore. But when the king began to murder human children, Toriel gave up her crown and cast herself into the Ruins, dedicating the rest of her life to saving humanity.
Most players kill Toriel on their first playthrough, even if theyre aware of the games morality system. But this choice, rather than serving as a reflection of the players lack of moral fiber, instead holds the mirror up to videogames themselves. This, Undertale says, is the kind of player patriarchal game design produces: impatient, quick to quit, and more than willing to sacrifice their own mother and humanity in the name of
what, even? Progress? A positive feedback loop? This vague and arguably meaningless concept of leveling up through experience pointswhatever the fuck that even means in this context?
Undertale does more than just criticize paternal game design, though. It presents the beginning of a solution. Instead of relying on an abstract system of damage and violence to resolve every single combative interaction the player encounters, Undertale gives you the chance to engage with each individual enemy on a human level. If you choose, you can pay attention to what they say: to their wants, needs, and experiences in order to win. Arguably, doing that even makes for a much better game. This kind of game design also thinks more of a you as a player, intellectually-speaking, than the kind of game that names you king for pressing a button faster than another person. Undertales game design not only respects your ability to think through a problem, but also your basic instincts as a human being.
Which brings us back to the other million dollar question: why, despite all logic, is motherhood considered too boring, lame, or otherwise undeserving of its own explorations in pop culture, particularly videogames? Publishers literally throw money at designers who want to create a game about a violent paternal journey. But titles like Might and Delights Shelter and Shelter 2which casts the player as a mother in the animal kingdomare forced to subsist on meagre funds. But what makes one genders system of motivations and instincts more interesting or valuable or even game-y than the other? Why is destruction inherently more fun than creation? Because, from where Im standing, motherhood should, by all logic and definition, be seen as the ultimate experience of empowerment. As anyone who has birthed a projectfrom a novel to a building to a business to a videogamecan attest to, you must endure a long and difficult gestation period before you produce work that you can feel truly proud of. So imagine that, but in the creation of a human person. Now imagine that, but as the guiding principle of game design.
As games like Undertale show, maternal game design isnt just about telling worthwhile yet disregarded stories. The popularity of paternal game design is indicative of deeper issues, ranging from how we as a society measure success and who and what our laws protect. But one thing is clear. As Rich says, the mothers battle for her child with sickness, with poverty, with war, with all the forces of exploitation and callousness that cheapen human life needs to become a common human battle, waged in love and in the passion for survival.