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For the Narrator, in a way he's not motivated by self-preservation at all--he's doing this so everyone *else* won't die. It's the player's life that he needs to preserve as long as possible. Since the scenario resets every time you die, his victory condition requires both that you kill the princess and that you not die afterward. In fact, if you ask the right questions to the mirror you learn that the person he's an echo of killed himself after setting all this up, since that was necessary for the plan to work.
In a way he's very upfront about what he wants. It's just the "how" and "why" that he constantly lies about.
For the Princess/Shifting Mound, she's more a god of change than death. In a lot of routes her debate questions in the final route are about growth, or conflict, or hardships being only temporary. She does tend to embody more negative concepts than positive ones, by nature of the fact that this is a story about you killing each other.
The Princess is a personification of change, and is always a princess because of meta reasons. Also it is uncertain whether she even has any will of her own as she tends to be completely shaped (including her personality) by the voices.
The Protagonist is supposedly a personification of the perpetuity and stagnancy... but has a bunch of voices in their head that aren't adequately explained and are never described as anything more than shards of glass within the narrative, which is frankly crazy as they are the primary driving force for everything that happens in the game. Also Protag is a crow-man, or possibly a raven. Dunno why. Maybe traditional association with wisdom or observation. Just a guess.
And the Narrator is just a completely insane ghost who is stuck in permanent fear-of-death mode and takes it to the most irrational extremes imaginable... and is apparently different to the voices, though they probably got stuck there due to his crazy ideas about preventing death. No idea how he got the ability to do any of this in the first place though.
So... yeah... it is all just vague abstraction.
Yes, the princess is shaped by your beliefs, that's the whole point of the character. she doesn't have a concrete personality. she's part of something bigger which very clearly does have its own will
the voices are adequately explained if you look for it. the princesses are pieces of Her and the voices are pieces of you. that's it. as to how they're related to perpetuity and stagnation.... they all have personality traits that could be described as "stuck in their ways."
there's stubborn, for one. smitten is too lovestruck to admit any fault, paranoid is too fearful to give things a chance, contrarian quite literally refuses to move forward, hunted is too meek to take action, and so on. so just like the princess changes every time, you start hearing a voice, mirroring the way you acted in the last world - a piece of you.
also... primary driving force? wdym? they drive fairly little compared to you, the narrator, and the princess
this is correct. but I don't understand why you're presenting it like a negative? old man deluded by fear of death, ruins things for everyone else. is there something wrong with that? I genuinely don't know why he has the same voice though. nothing to do with his character. just a stylistic choice ig
the last bit is actually interesting to me, though - how did he do any of this? he claims that in life he was "painfully mortal." does this mean he was literally just a guy? or just that he was technically able to die? and if he was literally just a guy, h o w d o?
personally, I like this aspect. it evokes the same sort of feeling as ancient mythology. someone random accomplishes an impossible metaphorical action in real life via means you don't need to question. "I lassoed the sun" "I brought fire to humanity" "I carved the first people out of wood" yk? it's fun!
It is their mad takes on any given situation that result in the princess changing, not the player's beliefs. Not that I expect the game to know what the player believes in the first place, but the voices interpret things in some wacky and annoying ways.
Also I'm fairly sure the Omniprincess doesn't have a will, or at least she doesn't have the distinction of a will that makes it what it is, as she holds to no preferences and gives cagey non-answers to any question you ask of her. Having all the personalities is functionally the same as having no personality.
You're using the word "you" in ways I wouldn't use it. I mean they're not pieces of me. I disagree with most of them. The only one I consistently agree with is the Contrarian. I'm not sure if they're necessarily parts of the crow-man either, since their existence is clearly tied to the mirror, not only because they're called "shards of glass" by the Spectre, but because they vanish when crow-man approaches the mirror. So basically they, in their entirety, are the mirror and lose their distinction when approaching the mirror like the princess's personalities lose their distinction when taken by the omniprincess.
But crow-man... i.e. the protagonist... i.e. the vessel that the player rides in and occasionally gets to exert control over, is not the mirror.
So there are still plenty of questions left unanswered in that regard.
And as to them driving the game, that should be obvious. What the voices say and do shapes the princess. The player can make a sparse few choices regarding what the crow-man does, limited by both the game's options and how many have been removed by the Omniprincess to prevent repetition. BUT the Voices have their own interpretation of those choices. Mad takes, as I previously said, that completely shape the Princess in both body and personality, and thus in turn restrict the player in how one is able to react to the princess.
The most obvious example is in the Adversary route where the Voice of the Stubborn can make the Princess literally unkillable by believing in it, and the player has absolutely no option to prevent it happening once the idea is incepted. And that is after his mad desire to fight shaped HER mad desire to fight in the first place. I mean you get on that path by taking the blade downstairs and actively trying to kill the Princess (though not immediately), but unlike the no-blade route for Chapter 1, you have to commit to the idea of trying to kill her or you end up on another route... BUT you end up in Chapter 2 with a Voice that just wants to FIGHT her, not to KILL her, which is exactly how her desires are reflected in return, and the only way to shift off that path is to forcibly let yourself die.
So yeah. Voices are not the player, probably not the crow-man either, and they shape the Princess and thus the plot.
I don't understand why you would believe it anything other than a negative.
He is trying to remove death. He is trying to bring eternal pain and suffering to all existence. Obvious villain is obvious. The fact he is insane and can't be reasoned with at all doesn't help matters.
Anyhow, I'm still not entirely sure what his relation to the voices is besides the meta connection of the voice actor. I'm just trusting that they're different because the Spectre and I believe the Tower identified them differently. There weren't many incarnations of the princess that could hear the voices and the Narrator to identify them. Besides that though, I'd assume he had some hand in their creation, since he is the one behind the mirror, so to speak.
So far as I'm aware, we aren't given the answer.
How exactly he'd lock a physical embodiment of all change in a shack and force the physical embodiment of the unchanging to go and try to kill her in the shack is a mystery. A rather annoying mystery, given the entire game hinges on it. "It happens because the plot needed it to happen" is a meta-reason; not a narrative-acceptable reason.
well I'm sorry for using the word "you" to refer to the protagonist... my bad, I guess! swap out all of those "you"s for "the long quiet" and we're good. they are pieces of the long quiet, all of which reflect stagnant traits that your choices exhibited in the last world.
do you expect a visual novel to have unlimited choices? do you expect to be able to do anything? the protagonist's memory is wiped each time after seeing Her. he doesn't know exactly what's going on and won't think up a strategy like you based on information he doesn't have. the choices you're given are generally very reasonable.
so after you, the player, make a few choices in the first chapter, you get a voice (part of the CHARACTER, the long quiet) that reflects those choices in a more exaggerated way. then you, the player, are given more choices dictated by what the crow-man knows and what the voices think of as solutions. of course they have mad takes - they're caricatures of one intense emotion.
the adversary is an obvious example, indeed - when you guide it far enough down one path, you reach the end of that path. the stubborn wants to fight, and when you enable every one of his choices, you end up in an eternal fight. but there is plenty of opportunity to avoid that. you can end up at the fury or the eye of the needle easily. she only becomes unkillable when you kill her and wait for her to get back up. the stubborn, and the crow-man you've built through the choices you've chosen, believe that she will.
I believe it's not a negative because the story needs a villain. he's not sane. that's established. and you get to defeat him. do you want the villain to be perfectly reasonable?
I don't think there's a reason the narrator has the same voice actor. might just be a stylistic choice like I said before, or maybe it's to save money. ¯\_(ツ)_/¯
but, yes, he had a hand in their creation, as he did with every character that isn't him
I can respect that you're not happy with this as a mystery. it's usually nice to have a real explanation for things. but, like I said before, I personally prefer it this way. it adds an extra mythological touch on top of everything. ex:
"raven steals all the water in the world from another person who stole it, flies up chimney, permanently turns all ravens black because covered in soot, and then drops mouthfuls of water in his flight, creating the massive bodies of water we have today"
you know? it's just fun. whimsical. who is this guy? how did he interact with abstract concepts? how did he fundamentally alter reality out of fear? this is unreasonable! in a good way, in my opinion. but it is unreasonable, and I can see why that could be frustrating.
The bird man absolutely is a character in the story, distinct from the person behind the keyboard. Your dialog choices can shape him in a bunch of different directions but they all are things that a person in that situation would say, tinged with appropriate emotions for the situation.
And that person's beliefs shape the princess just as much as the voices do--that's why the Mound needs to erase its memory each time. That's why the narrator tries to steer you away from saying that the Princess can't die even when the Stubborn is convinced. That's why if you think it's appropriate to enter the basement with a knife in chapter 1 you encounter a more dangerous-sounding Princess, and why if you run away from the basement she gets the Nightmare's powers before any new voices are introduced. It's just harder to see most of the time, because the voices are assumed to believe the same thing entering a new chapter that "you" believe.
As for "Omniprincess", she absolutely has goals. Her initial goal is to regain all the former pieces of herself. She doesn't care which you bring her because they're all pieces that she wants. And she'll get them all at the end anyways. In the finale, she is even clearer about what she wants: She wants to convince you to stop fighting back and be gods with her together. What I will say is that it's not clear that her beliefs can shape reality the same way yours can (though it's also not clear that she *can't*).
I kinda agree that having the narrator complete an unexplained, myth-like feat to get the plot in motion is kinda cooler.