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I suppose it depends on your attitude towards putting your Richard into the mentally unsound.
You have to look at this from a gameplay perspective. The only adult ever mentioned throughout the story is Natsukis dad and while it’s safe to assume Sayori had parents before the story started she doesn’t have them within the context of the plot because they weren’t worth narratively mentioning. She doesn’t have anyone to turn to other than the MC, but he’s also an ignorant teenager grasping at straws.
Sayori needed the guidance of wisdom, which she couldn’t have because the story didn’t involve any adults for her to talk to. There’s also no guarantee that she would have sought said wisdom if it were there given how closed-off Sayori had become. Monika didn’t even intend to kill Sayori, but figured that once it happened she would probably be better off just deleting her completely. Monika may have eventually killed Sayori or just deleted her like she did with Natsuki, but Sayoris death may also have been the tipping point for Monika to go off the rails.
Had Sayori been able to work through her depression with someone, had Monika succeeded in driving a solid wedge between Sayori and the MC, the story have have been completely different.
Another, somewhat extract way to look at this is that Monika is only made aware at the end of the game that whoever inherits the title "Club President" becomes self-aware. While this can be seen as a gameplay device what if the story called for the "Club President" to know everything about the club? Monika was intended to be a guide and even her name has old Latin roots that mean "guide". It was supposed to be her job to push the story forward and assist the MC in winning over one of the girls, but due to the fact she had to know everything this included her knowing her world was only a game.
In the end the game, the story, the plot itself seems to be the villain here. The story called for the characters to act the way they do. The story didn't give them what they needed to overcome their problems so that they could be the damsel(s) in distress. The story made Monika self aware. The story doesn't give MC a face nor do any characters beyond Natsuki's dad even exist outside of context. DDLC is the only story I've seen where the game, the story, can be seen as the true villain.
These are just my opinions though. I enjoy theorizing about this game even till this day and hearing what others have to say about it can be pretty enlightening.
I think mod authors have developed a face and a look for the MC, the game itself doesn't give MC a name, you, the player, have to name him.
Compare this to Everlasting Summer where the protagonist does get a face and a name - Semyon (though even there, Semyon's face is obscured by his fringe because again, he's also meant to be a self insert - a self insert with certain qualities, you know that he's Russian, you know he posts on chanboards and you know he's a bit of a shut in who's not entirely happy with his life, but apart from that, he's you, the player)
And tbh, my imagining of MC's face and look is closer to Semyon's than the MC the modding community have invented.
This also explains what happens if you delete Monika before you start the game. Sayori becomes president, gets to know everything and can't handle the knowledge.
Doesn't every game (in fact every form of fiction) have that problem? The characters only exist within the context of the story, everything outside of that which doesn't come from the author is just a theory.
Other than the story imposing a position on the characters to make them self aware it acts like a living organism. I could just be grasping at straws, but the "story" was able to adapt to the changes Monika had made. Re-writing itself to deal with Sayori's removal, the "weird inevitability" that the other characters must fall in love with the MC that Monika was unable to stop, the moments where Monika tried to break through only to be pushed aside (EX: screen force-fading to black during Monikas conversation) and the various "glitches" involving Sayori where it seems the game was trying to re-insert her into the plot. The story also represents computer glitches as a means to translate trauma, like the world is trying to fight off an invasive virus or sickness in relation to the changes Monika had been making.
These are all just assumptions that point to the "story" being alive and aware of its actions. The thing that makes the story the "villain" is the self-awareness clause and how there must always be a club president to fill this role. It's hard to tell if this is a form of malice, a lack of understanding its actions or simply a natural response, but I think we can all agree that actually becoming self-aware under these circumstances, forced to know everything immediately, is a horrible fate that the characters cannot escape short of Monika striking at the heart and deleting the game.
While I said this concept seemed new to me it made me realize that the 2008 film "The Happening" actually employs this as a classic Shyamalan twist where the world began a process of balancing the population by causing plants to produce a means to take away an organisms sense of self-preservation and enforce suicidal tendencies. There was no malice involved, the process seemed like an unexplained natural occurrence and the characters couldn't determine what was happening before realizing that it was simply the world they lived in.
The "villain" in any given story doesn't have to be a bad person or even an identifiable entity. They simply need to represent a hurdle for the characters to overcome. So, is it a stretch to say that the world itself, the "game", is intentionally or unintentionally the villain of its own design?