Fictional Interview with Toby Fox
Disclaimer: This is a fictional creation inspired by Toby Fox’s work and public persona, based on interviews and his contributions to gaming. It aims to reflect his creativity and humor.
Interviewer: Toby, thanks for joining us. Let’s start with the obvious: Undertale became a phenomenon. Did you ever expect it to resonate so deeply with players?
Toby Fox: Oh, absolutely. From day one, I knew it would be a global sensation. (Laughs) Okay, no, not at all. Honestly, when I was working on Undertale, my main goal was just to finish it and hope at least a few people would enjoy it. The response was surreal. I didn’t expect people to connect so strongly with the characters or to make so many memes about a skeleton who tells bad jokes.
Interviewer: Speaking of jokes, humor is a big part of your games. How do you balance comedy with emotional storytelling?
Toby Fox: I think humor and emotion go hand in hand. When you’re laughing, your guard is down, and you’re more open to feeling something deeper. I try to mix lighthearted moments with serious ones to create contrast. Life is funny and weird and sad all at once, so I want my games to reflect that. Plus, it’s fun to make people laugh—and then hit them with an existential crisis five minutes later.
Interviewer: Undertale is famous for its unique mechanics, like sparing enemies instead of fighting. What inspired those ideas?
Toby Fox: A lot of it came from wanting to subvert expectations. In most RPGs, you’re a hero, but your main action is… well, killing things. I wanted to create a game where you could question that. What if you could solve problems through kindness? What if the enemies had feelings, too?
I also grew up loving games like EarthBound and Mario RPG, which played with unconventional ideas. So, I guess it was a mix of wanting to challenge tropes and just being a little weird.
Interviewer: You’ve done almost everything yourself—writing, composing, coding. What’s the most challenging part of wearing so many hats?
Toby Fox: Remembering to take them off when I leave the house. (Laughs) Honestly, the hardest part is just keeping everything cohesive. When you’re handling so many aspects, it’s easy to get lost in the details. But it also means I can make sure every element feels connected.
Also, sleep. Sleep is a challenge.
Interviewer: You’ve also composed music for other games, like Super Smash Bros. and Pokémon Scarlet and Violet. How does it feel to see your work in such iconic franchises?
Toby Fox: It’s wild. As a kid, I spent hours playing Pokémon and battling my friends in Smash Bros., so to contribute to those games feels like a dream—or maybe a glitch in the simulation. Writing music for other games is a different experience, but it’s always fun to see how my style can fit into a world someone else has created.
Interviewer: Deltarune has been rolling out chapter by chapter. How does the creative process differ from working on Undertale?
Toby Fox: Deltarune is definitely more structured than Undertale. With Undertale, I was just kind of making things up as I went along. With Deltarune, I have a clear vision for the story and how the chapters fit together. That said, it’s still a lot of trial and error. I want to make sure each chapter feels complete on its own but also builds toward something bigger.
Also, I’m working with a small team this time, which means I can focus more on specific aspects instead of juggling everything. It’s been a nice change—though still chaotic in its own way.
Interviewer: Fans often analyze your games for hidden meanings and Easter eggs. Do you ever read their theories?
Toby Fox: Oh, absolutely. It’s fascinating to see what people come up with. Sometimes they guess things I haven’t even thought of, and I’m like, “Wow, that’s a great idea!” Other times, they’re way off, but it’s still fun to watch.
I like leaving room for interpretation because it makes the experience more personal. People can fill in the blanks with their own ideas, and that makes the story feel like it belongs to them, too.
Interviewer: Your games inspire a lot of creativity in fans, from art to music to fanfiction. How does that make you feel?
Toby Fox: It’s incredible. Seeing people take something I made and turn it into their own expression of creativity is one of the best parts of this whole experience. I love how Undertale and Deltarune have become this sandbox where people can explore their own ideas.
Also, fan art of Sans in a cowboy hat? Priceless.
Interviewer: What advice would you give to indie developers starting out?
Toby Fox: Start small. It’s tempting to aim for a massive, epic project right away, but it’s better to focus on something manageable that you can actually finish. Also, don’t be afraid to experiment or fail. Some of the best ideas come from mistakes.
And most importantly, remember to make something you care about. If you’re passionate about what you’re creating, it’ll show in the final product.
Interviewer: One last question: What’s next for you?
Toby Fox: Oh, you know… just some mysterious projects I can’t talk about. (Smiles) For now, I’m focusing on Deltarune and making sure it lives up to everyone’s expectations—or at least makes people laugh and cry in equal measure.
Interviewer: Toby, thank you for your time. Your work has truly inspired a generation of gamers and creators.
Toby Fox: Thank you. It’s been a weird and wonderful journey, and I’m grateful for everyone who’s been part of it. Now, if you’ll excuse me, I have a skeleton pun to write.
Toby Fox’s mix of humor, heart, and innovation continues to redefine what games can be.