>>1715970
Sorry, I won't go into too much detail as I'm a bit tired at the moment, but I appreciate the long post
>none of them are presented as a narrative gotcha
At the very end of the game flowey explains what LV stands for and very clearly makes fun of you for really thinking it meant anything else. At the very least I find that to be a "gotcha moment" even though you do have the option to be merciful the entire game. In particular, the game only really shoves in your face that you can be merciful in 2 ways, with Toriel bashing your face in that you should do that, and at each boss when you get the opportunity to be merciful, but with the generic enemies, it's not as obvious and it's very likely you'll kill at least one enemy through your first playthrough which leads flowey to be a smartass. That's what I mean by a gotcha and it's what 99% of normal playthroughs will face in the game. It's pretty much designed to do that. Delta rune did at least improve on the moral thing by making it more obvious what's the main purpose of the game, there's no gotcha anywhere from what I can see.
>on evil
I do like moral dilemmas, and I understand about balancing things, but most games that people suck off for being "intellectual" and "thought-provoking" aren't anywhere near as that because it's pretty obvious that they implemented things biased for good. Call it cultural, or maybe call it the fact that games are meant to be fun and make you feel good in the first place, but I find this kind of "deflection on the weight of morality" that most games do just to bias good annoying. If a game that presented choices on morality was truly to be "thought-provoking", at the very least it would lead you into a zone of discomfort where you truly have to gauge between good and evil and your own individuality as a player, not just have play pretend roleplaying and still reap a ton of rewards in whatever route you go to, just because that's kind of what games are for.
>real life
We're already teetering on the edge of turning this into not-videogames, but, just to leave my point of view clear:
It is clear to me that being an evil person is much more individually rewarding throughout your entire life than being the goody two shoes games want you to be, but it's important to note that it's not about just being an asshole in general and just pushing people away but being strategically evil. Doing away with morals has a lot of benefits which is why we can notice a trend of certain
(((individuals))) reaching positions of power, along with the correlation in sociopathy and money/power.
As in, assume a smart independent being that acts in intelligent ways, as much as you could consider my own view on society as a huge commie in the sense that I just wish things were good and people were decent to each other, I have no doubts that in a society with mixed morals as our own, being an individualist bastard is the only real way to rise to the top, because the more "optimal" long-term abnegation that leads to the whole tide rising takes a lot of fucking work, whereas just being evil and reaping the rewards is quick and easy.