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Undertale Follow-Up: Where Design and Marketing Collide by arjendesign

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Undertale Follow-Up: Where Design and Marketing Collide
[Recently, I wrote a post about a few inconsistencies in Undertale's design and narrative.](https://steemit.com/videogame/@arjendesign/undertale-two-anomalous-bosses-and-an-arbitrary-blockade)

In the middle of my analysis, I took a moment to make a rather bold statement:

"Undertale's design assumes you're playing the game 100 % blind. The moment you hear the word 'Pacifist', or see that trailer proclaiming that 'no one has to die' in Undertale, the jig is up. One could say there's a conflict between the game's design and its marketing."

Now, I covered what the aforementioned conflict is in detail, but I didn't explain where it came from. I'd like to go over that briefly. First, please take a look at Undertale's launch trailer:

https://www.youtube.com/watch?v=1Hojv0m3TqA

Note that the trailer does indeed stress that enemies can be Spared, that they can be befriended and that 'nobody has to die.' So why is Undertale playing its trump card in its marketing?

Well, quite frankly, because it has to. Consider the PC gaming climate, especially on platforms like Steam. Now, before I go on I want to stress something: this is not criticism. I'll simply look at the circumstances in which Undertale was released, and why those might have influenced the marketing. Undertale has two qualities that could make potential buyers wary of it:

Firstly, the artstyle. Retro-styled videogames, especially those emulating a mostly 8-bit style, are very common. With popular revivals like Mega Man 9, and beloved indie titles like Cave Story, it was inevitable that many devs would follow suit. Just searching 'retro' on Steam, as of writing this article, yields 1021 results, and that's without checking other tags like 8-bit, 16-bit, classic or pixel art.

Unfortunately, pixel art is often perceived as lazy or unoriginal. Its low barrier of entry, as well as many low quality games using it, may have led to this reputation. This, in turn, could've caused problems for Undertale, making it necessary for the developer to distinguish it in a different way.

![](https://steemitimages.com/DQmeCGwfyww3eybnYv7xKmUtcVwrq2Gv6j6vG1utQAxRMJS/image.png)
*screenshot taken from Steam, owned by Valve*

Second, the game's genre. While larger RPG franchises are rare outside of Square-Enix's, engines like RPG Maker have allowed a lot of fledgling game developers to create and release their own projects on platforms like Steam. Unfortunately, these projects don't usually get very high ratings. While the genre is still appreciated, it's practically never considered unique or original to develop a turn-based RPG. I realize that's a bold statement, but how many times since Earthbound have you seen a top down turn-based RPG be considered an innovator of some kind?

Searching for 'RPG Maker' games on Steam gives you 154 results, while 'turn based RPG' yields 477 results. It's certainly less saturated than 'retro games' in general, but still something for the consumer - and thus, the developer - to think about.

![](https://steemitimages.com/DQmYD6EHZqtqcXTvNHZ76EohWgDGVyFXxifrsXZi2hehXbY/image.png)
*screenshot taken from Steam, owned by Valve*

So, those are two reasons why Undertale needs to distinguish itself through its marketing to prevent it from being dismissed at a glance. In marketing, you see, there's a concept called a 'unique selling point' or 'unique selling proposition' (USP). You can read more about that here: https://whatis.techtarget.com/definition/unique-selling-point-USP 
If you want your product to be noticed in the crowd, you're going to need at least one of these *unique selling points*, and Undertale calling itself 'the friendly RPG where no one has to die' performs that duty admirably.

So, what this all boils down to is that Toby Fox developed an incredible game with a solid marketing campaign, but the former's design ended up clashing a bit with the latter's transparency. 

But a lot of this has been conjecture. What do you think? Am I right about Undertale's design and marketing? Please feel free to respond. I might just write another follow up based on feedback!

Originally posted on my blog: http://arjenartdesign.blogspot.nl/2016/01/undertale-follow-up-where-design-and.html
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