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Edit: can you check out my theory? I feel kinda bad advertiseing it here but its got no reccognission yet and I think its pretty good.
Pacifist guides Chara to do good, and Genocide guides Chara to do bad (Chara specifically says "with your guidance" at the end of Genocide too, from what I've seen).
The player's input (separate from Frisk's character) is its own part of the game too. (Looks to me like Deltarune is about to take this further too, though some in-game entity keeps trying to insist the player's choices don't matter. According to who exactly? Probably Gaster I'm hoping, as I'd like to see their hidden game files become more relevant. Also, I used to enjoy messing around with writing what I used to call a "malevolent narrative" myself in the past, and it also reminds me of the idea of the "Entity" from the earlier game OneShot but without being too similar. I would love more stories like this to enjoy, that are hopefully done as well as OneShot and Undertale are.
When Chara and Asriel went to the surface, Chara believed that they should kill the humans outright as the humans would attack back. Asriel did not believe in fighting them as he thought it was wrong to do so. When Asriel became Flowey, he lost the ability to empathize with others and so took on Chara’s way of thinking since they would have survived if he had.
The point of the pacifist route is that you are proving to Asriel that his initial view was right. In genocide you are proving that Chara’s stance was right.
The main character is shared between 3 entities:
Chara Who represents the mind and the physical mechanics and limitations of the game, including stats, menus, files, and lore. Chara serves as the game’s narrator giving you information on all monsters and objects you check.
Frisk Represents the body, the medium in which the player is able to interact with the game’s world. They are associated with the more emotional side of a game that gives the player more moral purpose over numbers. Frisk however cannot do anything on their own as they are just a puppet.
You The player is both metaphorically and literally the soul of the main character. You mediate between the body and mind to make the decisions. Pacifist is a stance towards emotional play, while Genocide is playing a numbers game.
Chara is not evil, at least not initially. However, the more you prove their kill or be killed stance correct, the more they begin to abuse the game mechanics and become emotionally detached from the game’s world. By the end of the genocide route, Chara is fully aware that Undertale is a game, and that what happens in it is ultimately meaningless.
Chara sees no point in playing the game further and takes the pacifist ending from you to spite your reluctance to let the game go. Chara kills everyone, because they no longer care, the game doesn’t matter.
The true consequences of the genocide route are that you make Chara, and the game itself, become irreversibly evil.