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[SPOILERS] The Mind of Sayori [Theory]

WARNING: This gets pretty spoiler-y as the theory I am presenting today looks heavily at major plot scenes and endgame content. If you are trying to avoid spoilers for the game, please scroll away now.

Sayori. Oooh, Sayori....
This girl is living (or non-living) proof that looks can be deceiving. Perhaps all the girls fit this description, but Sayori most of all, for a number of reasons. One of these reasons is something we're all familiar with, but the main one is something that I find a lot of people simply skim over. To put it briefly, the revelation of this goes like "Thanks for deleting Monika! Now I'M the president, and I can do whatever I want! You're going to be with me...FOREVER!"

...Yup. Sayori had simply been deceiving you the whole time.
Okay, so her little reveal wasn't THAT over-the-top and evil-sounding, but the point stands that all along Sayori had just been manipulating you in order to become president of the literature club. In order for that to happen, Sayori needed Monika dead - we know this because after the player deletes Monika in Act 3, Sayori inherits her role as president. But what for? What exactly was Sayori planning to do with this power? More to the point, why did Monika feel the need to come back and stop her?
Let's look at the facts....

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Sayori's plan - Act 1
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(Had to improvise with the headings - gosh darn, I miss the old forums)

We've already established who Sayori is - she's the vice-president of the club and is looking to claim the top spot. But in order to fully understand her, we must first take a look at how this evil scheme plays out. And since DDLC is a long game with a lot of dialogue, you'd best be ready to read lots - we're gonna be here for a while.

In Act 1, Sayori is the first character we meet. She persuades the protagonist to join the titular club and is known for the "atmosphere" her presence brings to the club - your average 'ray of sunshine' character archetype. However, it soon becomes apparent that all is not as it seems. On Friday, Sayori leaves the club early, and her absence notably disrupts the atmosphere. The other girls become disturbed, and even start to turn on Monika a little, but as we all know this is only the start. The weekend rolls around and Sayori reveals her happy-go-lucky attitude was simply a mask for a serious case of depression. But hold on a second - how does this relate to Sayori being an evil mastermind?
The answer is pretty simple. As she said before, she acted happy to try and hide her true feelings. It's a metaphorical mask, and a mask can hide almost anything. So if it can hide depression, it can hide villainy too.

But knowing this raises even more questions, specifically regarding one of the most infamous scenes in the game - why did Sayori kill herself? In order to answer this, we need to take a step back and establish what Sayori's goals mean for her. Being the club president, Monika is in a position of authority, for sure, but there's a little more to it than that. Throughout the game, Monika demonstrates her ability to control aspects of the game, manipulating the other girls' dialogue (you'll know it's her because the outline is noticeably thicker on modified lines) and the game code to change it to suit her liking. So if you're president, you control the game. Cool, right? And we know that the power comes from being the president because in the twist ending, Sayori is able to use the 'glitch' effects that Monika uses, changing the background to fit her speech. How could she pass this up?

With that in mind, let's turn our attention back to Sayori's death scene. You'll notice that when the camera zooms in on her face, static appears on the screen and an error message appears in the background. More to the point, a file called "traceback.txt" is written to the game folder - "traceback" being a term used by Python to refer to errors in a program's code. Sayori's death had caused something to go wrong, and this becomes even more apparent when reading the newly-written file. A section called "RestartTopContext" is located near the top and bottom of the document, which contains the following message:

"Oh jeez...I didn't break anything, did I? Hold on a sec, I can probably fix this...I think...
Actually, you know what? This would probably be a lot easier if I just deleted her. She's the one who's making this so difficult. Ahaha! Well, here goes nothing."

I would like to draw your attention to that last bit in particular - "She's the one who's making this so difficult." It's because of Sayori herself that this error occurs. And since Monika controls the game as president, it would be her job to look out for stuff like this - after all, what use is having complete control over a program if it doesn't work?
Therefore, it can be safely concluded that this was not an actual suicide attempt, but an attack. An attack on the game which Monika controls. Sayori chose to hang herself because most visual novels don't deal with that stuff, and since DDLC is (in a story sense anyway) a romance-based game, it wouldn't be able to handle Sayori's suicide. And if Monika can't fix it, then she has no choice but to give up, which would allow Sayori to inherit the role.
But Monika was smarter than Sayori had anticipated. The RestartTopContext states that Monika had to "delete her", which we know effectively means deleting the .chr file in the 'characters' folder to 'kill' them (it's part of a coding illusion where the actual game is concerned).

And what happens after that? sayori.chr is removed from the game!

So suicide didn't work. On to phase 2....

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Sayori's improvisation - Act 2
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Now here you all are scratching your heads. "Sayori's dead, isn't she?" I hear you ask. And to answer that question, yes and no. Sayori was deleted, sure, and her body is now positively dead, but that doesn't mean she's well and truly finished. To understand what happens after someone is deleted, we need to take a look at Monika and how her deletion plays out. When you delete her file, her sprites are removed from the game - she can't physically appear to you. However, as evidenced by the ending scene, Monika was still able to exploit the game's code as a means of persisting after death, with just enough power to stop Sayori. Keep in mind that at this point Monika was not the president in total control - Sayori was. This shows us that persisting after death is not a president power - anyone can do it. So if Monika could do it at that point, so can Sayori.

But now we have the question of what she actually did in those moments. What did Sayori do that was so integral to this scheme?
Well, there are two other girls you can date, aren't there? The focus shifts to Yuri and Natsuki in Act 2.

Firstly, let's see if we can link them both to Sayori. All three of these girls are 'dateable' - they have their own routes. Another thing to note is that they all wear the same clothes - white knee-high socks with blue shoes. Meanwhile, Monika is cast out as an anomaly because she wears black thigh-highs and pink shoes and doesn't have her own route.
So something, somewhere, is tying the other three together...

...Of course! Yuri and Natsuki are Sayori's goons! That's why they are so thrown off when their mistress leaves them, and also why they antagonized Monika so much, trying their hardest to stop her from getting what she wants. It's through these two girls that Sayori was able to continue her work posthumously. So let's analyse their roles in this plot and how it all plays out.

Natsuki is arguably the less important of the two, but still plays a part in this plan. When Yuri goes into her 'yandere' phase, Natsuki writes a poem which isn't so much a poem as it is a letter addressing her concern for Yuri. We know that Monika messes with the girls' personalities in a process she calls "untying the knot" - tapping into their negative traits and amplifying them in an attempt to make them look bad. In Natsuki's letter, she seems to be aware of this, mentioning that Yuri has been acting strangely and suggesting that you talk to her in order to calm her down. And given that Monika is quick to act on this, using Natsuki's dialogue to convince you to "ignore everything you just read", it can be safely assumed that this is part of Sayori's plan - she's calling her out to make you hate her enough to delete her.

This can also be seen in Yuri's actions. In one particularly infamous dialogue exchange, Yuri starts trying to make Monika look bad, insulting her and telling her to kill herself. Here, the force of Sayori is giving Monika a taste of her own medicine - after all, she's only been doing the same thing to Yuri for almost the entirety of Act 2, right?
However, Yuri's connection with Sayori can be taken a little further than that. Going back to Sayori's "death" scene, you can see what appears to be a glitched-up version of the main menu, with Yuri of all people being the solitary character glitching about all over the place. Furthermore, when starting Act 2 for the first time, you are greeted with a messed-up version of Act 1's intro, with Sayori being replaced by a glitchy mess of sprites - for the sake of making this easier to read and write, let's call it Broki. What's interesting to note about Broki's sprites is that only two existing characters are seen in them - Monika and Yuri - seemingly in a struggle over who gets to be the most dominant in this display. It's also slightly symbolic of the battle between Monika and Sayori, right?
I think you can see where I'm going with this. In Act 2, Sayori's main method of acting in the game world is through the use of Yuri as a vessel. After death, she passed on to Yuri's body (I'm not sure how) so she could still physically appear and act in the game world, which gave her more options in what to do.

And Yuri's situation sorta mirror's Sayori's as well. Not only does she inherit the role of vice-president after Sayori's death, but at the end of Act 2 she is involved with her own suicide scene, which we know now is Sayori's method of attacking the game. However, Sayori was more careful this time. She knew the last attempt didn't work because the code was damaged to the point where a traceback file was created and Monika was easily able to counter as a result. So instead, Sayori made Yuri's attack more subtle. When Yuri kills herself, you're stuck on a single screen, with garbled text that repeats itself forever. The game is fine in terms of the code, but has effectively grinded to a halt. Only through repeated loading of your save file are you able to get past this sequence and progress with the story. But the attack hasn't finished yet!
In light of this, Monika deletes yuri.chr and natsuki.chr under the impression that they have ruined it for her and the player. But in doing so, she unwittingly falls right into Sayori's trap. We actually see her in the act, unlike last time where Monika could keep the drama relatively hidden from the unsuspecting player.
Monika exposed herself!

And in thinking she's totally safe, Monika changes the game into Act 3, where she reveals what she had been doing to the other girls in order to get her way. Little does she know she's actually painted herself as the villain, which prompts the player (which by the way Monika fans, you HAVE to do in order to progress) to delete monika.chr from the 'characters' folder, ending her reign as president once and for all.

It seems everything has fallen into place after all. Feeling remorse for what she did, Monika uses the last of her president power to restart the game in Act 4, but with her effectively removed from the game (as of course, she's been deleted). This allows Sayori to swoop in and claim the prize she's been chasing after the whole time. At last! Total control and limitless power! Everything went according to plan. Nothing can go wrong now!

Erm, not quite. There is one last fatal oversight that Sayori made - if she could persist after death without being the president, then so could Monika. In a last act of heroism, Monika attacks the game herself, stopping Sayori from rewriting the code again, and shutting it down with a final song and note to the player.
After all, if Sayori can do it, so can Monika.

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Sayori's hatred - Finding the motive
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So now we know how Sayori goes about her scheme, it's time to answer the big question on everyone's mind - why?
It's finally time to delve into the mind of Sayori....

We know Sayori suffers from depression, and if her speech in Act 1 is anything to go by she's been dealing with it for a long time. This also means it was lingering in Sayori's mind before the protagonist joined the club, as she is late in getting out of bed when Act 1 starts - a trait which is later revealed to be down to depression. And more to the point, Sayori's depression has been there since she first joined the club and met Monika - after all, she had to be around there for quite some time to be able to introduce everyone by their names and most notable personality traits.

So Sayori's been depressed from the start. What does this prove? Well, I'll tell you. It proves that depression could well be the driving force behind Sayori's motives.
Sayori's depressive thoughts are built on the idea that "the world is punishing [her] for being selfish." She believes that because she is selfish, the world punished her by giving her all these sad and depressive thoughts and feelings, which makes it hard for her to cope with life. It's all down to selfishness, she says.

But who else has been shown to be selfish throughout the course of the game? That's right: Monika! Sayori had obviously known Monika for a while - they are seen chatting in the clubroom, seemingly being friends. To have planned this whole uprising against Monika, Sayori had to at some point learned what she was up to - what being president of the club means and how she intended to use that power to steal the player for herself. That scheme sounds selfish, sure, but the world doesn't seem to be punishing Monika for it, does it? Sayori would've definitely felt a sense of injustice because of this - it's almost as if fate has double-standards. Since Monika had this whole scheme of hers from the beginning - even in Act 1 she drops little tidbits about her lore in her poems - it was only natural for Sayori to try and stop her.
Besides, why should her childhood friend go to a woman they barely laid eyes on and considered to be "out of [their] league"?

But that just makes the ending of DDLC a little more confusing. When Monika launches her attack on the game, one of the first things she says to Sayori is "I won't let you hurt him."
Excuse me, what? Hurt you? The player? Why on Earth would Sayori do that? So I tried looking into it a little further, bearing in mind some of the common tropes of DDLC, and here's what I deduced.

We know DDLC to be pretty meta - there's a lot of fourth-wall breakage and it plays out like a twisted version of a standard romance-based visual novel. In most games in this genre, the player is given the ability to save their progress and load the save files they've created. Essentially, you're able to bend the rules of time in these stories, manipulating the progression - and therefore the characters - to get the outcome you want. If you tried doing this in real life, 1: that's physically impossible, but 2: that wouldn't be a very nice thing to do to people. If you manipulate people's memories like that just to get with the one you want, you'd be considered a sociopath in today's society. In fact, you could say that these actions are considered...selfish....

It all makes sense now.
Monika may be selfish and jealous, making her an enemy in Sayori's eyes, but she's not the only one who's head she's coming after.

I'm sorry to say this, Sayori fans, but Sayori hates YOU.

Think about it. In all those other visual novels you're given the means to mess with people's hearts to get the ending that makes you most satisfied. You have a lot of power in these games.
But DDLC is different in the fact that you have no power. Regardless of what you do, the story will go on the same path. Regardless of whether you accept or reject her confession, she kills herself anyway. These are all examples of how DDLC makes the player feel powerless against the other forces in the story.
But there is one particular example I want to highlight. At various points in the game, if you try importing a save file and loading it, the game will simply go to a black screen, where Monika calls you out for "cheating." But just because she's there, doesn't mean she's the cause of the problem. If what I said earlier is true, then this must be another attack by Sayori.
If anything, it mirrors the other two attacks she made which involved the girls killing themselves. Sayori causes a problem which the game does not know how to respond to, and it's up to Monika as president to clear up her mess. Just as she dealt with Sayori's suicide at the end of Act 1, she also needed to step in and act as a handler for these 'cheating' scenarios so the player can still continue playing the game. After all, if the game just breaks then Monika can't talk to you anymore, can she?

So now you know what really goes on in the mind of Sayori. Depression plagued her life to the point where it felt like injustice, and it soon turned into hatred. Hatred for the two most powerful entities in the game world playing her and the other girls like puppets on a string. She had two powerful enemies which needed eliminating, and what better way to get rid of two enemies than to have them turn on each other? And that's just what she did throughout the course of the game.
You turned on Monika, just as Sayori had planned.

But as a final thought, this makes the ending even more disturbing. Because, in a roundabout way, Sayori won! Monika tried as best as she could to stop Sayori from hurting you, but only ended up making it worse. Once Monika had been deleted, Sayori has access to all the tools necessary to finish off the player. But in a suprising turn of events, Monika came back for one last hurrah. One final attempt to save you.
And what does she do?

She finishes Sayori's work for her without even knowing.
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I would like to start with the fact this quite a nice theory. Well constructed and detailed.

However, I want to add my thoughts.

Before Act 4, Sayori is not aware of the power Monika holds. She does not know this is a game, and she is not self aware. Her decieving Monika would not make much sence because she would not know what it truly meant to be a Club President.

And let's refer to that lines of the traceback.txt . That was referring to Sayori being in the way Monika's ultimate goal of having the player. Since Sayori is supposedly the player's closest friend, it would sense that she would be Monika's biggest obstacle.

Here is something else that kinda debunks this theory. The Quick Ending. Deleting Monika or Sayori before you start the new game will achieve this. Sayori is given the power you say she is fighting for, and she uses it to destory the game. The very power you said she was fighting for. If she wanted that power, wouldn't she just take the player for herself.

Also, Monika deletes Sayori because she is following the same path she did. Sentience is what drove Sayori to do what she did in Act 4.

One last thing. On the Good Ending (save scumming all the CGs including Monika's)Sayori thanks the player and does not continue to do the "Just Sayori" part of the ending.

I enjoyed discussing this with you! You gave me something to do that fits my job description lol.

-Rose
Thanks for sharing that. I will start off by stating that I accidentally posted this earlier than I should've. I recently edited the post to contain all the missing parts - if you didn't see it, it has all the parts about Act 2 & 3 and Sayori's motives. With this in mind, allow me to address some of the points you brought up:

- The first point you made is a good one. I would explain it by the fact that Monika and Sayori had been "friends" before the protagonist entered the club, and that Monika drops tidbits about her lore in the poems she shares (the most notable examples being 'Hole in the Wall' and 'Save Me'. Perhaps through all of this, Sayori would have logically worked out what Monika was up to and then went into that 'hatred' phase which saw the start of her schemes.

- What you said about traceback.txt sort of adds to the conflict between Monika and Sayori. Of course Sayori is an obstacle to Monika's goals - she's trying to get her deleted, isn't she? Regardless, if what you said about her not knowing about Monika's plan is true, I'm sure she knows now.

- The third point you raised is addressed in the completed version of the theory. Sayori's hatred is driven by selfishness, which she believed the world was punishing her for, but not other people like Monika and the player. The fact that she destroys the game with this power is what shows that she also held a grudge against the player - not so much the protagonist. It's her way of saying "You can't mess with me anymore. Just let me have my happy ending with the protagonist, alright?"

- The thing in Act 4 is actually why I made this theory in the first place. After all, suddenly gaining sentience because you're president of a club doesn't make a lot of sense. Then again, neither does the rest of DDLC's plot, but there had to be a good reason why the power in the end went to Sayori of all people. She's vice-president for a reason, isn't she?

- The last point you make is also a good one. This alternative ending is quite the curveball as the player has to show that their time-control powers - which Sayori probably viewed as evil - can actually be used for good. Perhaps Sayori's eyes have been opened to us, as we essentially show her that manipulating the flow of time isn't always used for selfish desires. Either that, or it thwarts Sayori's attacks on the game, which involved using the CGs to create problems for the game. Either way, something in this ending changes Sayori's mind about the whole thing and she decides to quit with the evil stuff. I'll admit I haven't given this ending much attention as it is the only one I haven't played for yet.

Thanks again for your input! It's always nice to discuss these things with people who understand what you're on about.
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(I hate the new fourms to.)

The only reason Monika can use text boxes after being deleted is because she is the president. Sayori can't really do that.

And Monika is trying to save everyone actually. "Him" is the player, but she is saving everyone. This is why she says "There is no happiness here" and she destories the game in the normal route.

Again, the good ending still debunks the theory.

P.S. If you wait ten minutes in the quick ending it will say "Now everyone will be happy." Sayori wants everyone to be happy.

Sorry, I am not great with theories. I still think it is an intresting idea, though.
That raises a good question. If Sayori wanted to make everyone happy, and Monika insists that there is no happiness in the club, then what in the context of this game world does it mean to be "happy"? In the Quick Ending, the "Now everyone can be happy" line only appears on the final screen - after Sayori has effectively killed the game. Nowhere else do we see this line appear (unless it's in the Good Ending, which again I haven't seen yet). So in this destroyed state of the game, everyone is "happy".
I don't trust this. And why should we? She clearly lied to you throughout the entirety of Act 1 about her depression, pretending to be "happy" throughout all of it until she first started taking action, so it's entirely possible that she's lying here as well. After all, if Monika is right about there being "no happiness in the literature club", then that means any and all presence of "happiness" in this game world is simply a lie - a trick to hide what goes on under the knot. Messing with people's expectations based on appearences is the name of this game, after all.

So it seems this is how Sayori and Monika were initially opposed before the latter finally caught wind of the former's plan in Act 4. Therefore, I can somewhat agree that Monika was trying to save everyone - maybe not from Sayori herself, but from becoming like her in a sense. All the girls hide their negative traits behind their cutesy 'archetypes', much like Sayori did. The thing with Sayori is that she became so focused on keeping this up that she started to become manipulative. That's probably why she insists that the player spends time with Yuri and Natsuki in Act 1 - if the player gets attached to these characters like this, then they'll think that when they start acting up it's all Monika's fault, thus making them more likely to turn on her and delete her in Act 3. If you can lie to someone and have them convinced, like Sayori did to the protagonist up until the weekend in Act 1, they'll believe anything you say. Obviously Monika does not want her club members winding up like that, hence why she chose to attack the game and destroy it. However, as I stated before she doesn't fully understand Sayori's plan, and in her final acts unwittingly gives Sayori what she wants. Now, everyone can be as "happy" as they want, whatever that means in this world - in this state the player can't stop them because they can't actually play the game.

And as for the textbox thing, it's just part of Monika's attack, not anything to do with her being president - that's Sayori in Act 4. There's something called an 'injection' attack, where you take a piece of code and slip it into a program to trick it into running the new code - it's most often seen in web attacks where the attacker exploits the site's code to run some malicious Javascript code. Having been president for longer, Monika would probably have had more coding experience than Sayori, and thus would have been able to create these textboxes in a type of injection attack.
And yes, this is entirely possible for Sayori too. You see, while Sayori couldn't control the game in Act 1 as she could in Act 4, she could throw exceptions and glitch out the game just fine, which must have involved some sort of injection as the game worked perfectly fine before then. However, her lesser experience with programming is why her attacks go for more of a flat-out stoppage, while Monika's greater experience allows her to form careful, coherent messages with these injections.

It's honestly quite disturbing in a sense. It's almost as if Sayori is slowly becoming the very thing she fought against as the game goes on.
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Huh. I just do not understand why Sayori would want to have the player rather than the protagonist.

Your theory is very fleshed out, and I congratulate you for that.
This theory is big, but it relies on a shaky foundation (you made this whole theory based on the assumption that Sayori knew she was in a game the entire time). But at first, I'm going to assume that is correct, so I can give this theory a fair try, and at the end of my post I'll explain why I think Sayori couldn't have known that.

====== Act 1

This part of the theory is pretty ok, but the traceback part has a few odd spots:
- I think you misinterpreted the "She's the one who's making this so difficult". You're making a pretty big assumption if you think Sayori caused the error on purpose herself. How would she know it would cause an error? If the error was because the game doesn't handle characters suiciding, why doesn't Yuri's scene cause any screen glitching or errors, just some corrupted text?
You have to picture in the context. She's the one making *what* so difficult for Monika? What does Monika not want her to do that she ended up doing anyways? She confessed to the MC - and no, it's not because she was able to "resist Monika's edits", the other two basically were about to do the same before Sayori appeared anyways. Monika deleted Sayori because she's messing up her plan of getting the player only to herself.

====== Act 2

Ok, this part has a few more holes and too much speculation, and it again relies solely on shaky assumptions:

- For this whole segment you're assuming Natsuki and Yuri are being controlled/used by Sayori (which, according to your theory, wants to be Club President so she can have full control of the game - you see the contradiction here, right?) based on the fact that they can all be dated and they have similar school clothes. That's not a really solid assumption. The point that the three can be dated while Monika can't is literally the main plot point of the game, it's what makes the plot happen in the first place, it's what's being advertised in the game's page. The school clothes being similar is because it's *the school uniform*. Monika having different clothes could be explained plot-wise: The different shoe color could be a grading thing, for example, pink for third years and blue for second years. The thigh-highs being black could be a sign of her personality (she's a popular girl in the school, considered to be attractive and athletic by the Protagonist). Game design wise, this could be easily explained by the fact that Monika's design was most likely made intentionally different for obvious reasons.
Also, don't forget their casual clothes, which differ greatly from one another.
- Assuming Sayori is in control of Yuri or at least influencing her, why would Monika believe *she* is the one causing everything in Act 3 and not suspect anything? Don't forget Monika has a lot of control over the script, so she could easily see through that kind of change.
- The game doesn't require you to load saves to proceed after Yuri's death, and the dialogue isn't infinite. You can just press the skip button and it takes less than 30 seconds (going through the script you can see there are just 1440 lines of randomized dialogue).
- Monika explains right after, in the beginning of Act 3, that she deleted the characters because she was tired of repeating the game again and again without being able to make the characters not confess to you, not because "Natsuki and Yuri ruined the game".

======= Motives

- Ok, according to this point, Sayori wanted to be CP because Monika is selfish in the game, but she planned
the takeover before the game started, so before Monika started acting selfish. That's a clear contradiction.
- Also, how would Sayori have just suddenly found out what's the quirks you get when you turn into CP? That assumption is a bit random and doesn't have much, if any, backing to it.
- "I will not let you hurt him" - Monika knows her actions have hurt the player (it's the reason why most people deleted her the first chance they got, after all), and she doesn't want us to go through all that again.
- That "what if you could save in real life" bit was a strange jump in conclusions. Let's go back a bit in your theory.
What does Sayori want? She wants to become CP. Why? So she can have full control over the game.
First, let's assume she just knows she's in the game. That means she doesn't know if you are saving or loading the game, or that you can save and load at all. She gets affected by Save/Load just like the other characters do, so that doesn't make sense.
Now, let's assume she does get affected by the saving and loading. If that makes her think you're selfish and make her plan a takeover so she can delete it all, *why and how would she know that BEFORE the game started so she could plan everything*? That's a big contradiction.
- That cheating part is also a big jump in conclusions. You literally said *YOU* have to import an old save file, so how is *SAYORI* the cause of it?

====== The biggest part

I said I would hold this off to the end because it just takes apart this whole theory: Sayori doesn't know she's in a game. I could just say the developer confirmed this, but that would be kind of lame. Instead, here are my main reasonings:
- The quick ending. When you delete Monika early (making Sayori CP), she doesn't turn insane or evil, she gets confused, then desperate (direct quote: "What is this? What am I? Please make it stop! PLEASE MAKE IT STOP!").
- Mixing in another theory in here, but the point above also helps to prove that being CP is what makes the character realize they are in a game. Sayori's dialogue in that scene implies that she's discovered something new that completely changed her views about herself ("What am I?") and the world ("This can't be all there is."), and while there isn't direct confirmation, it's pretty likely that this is because she turned into CP. Why doesn't she react like this in Act 4? Because she also gains the knowledge of what happened in the previous acts, including her suicide, and Monika's views that she shares on Act 3 (Monika retains her memories between acts, so this is plausible). Because of this, she grows more obsessed with the player, and the ending happens from there.
I'm not saying this last point debunks the theory, but it's what's most likely happening in my opinion.

So yeah, those are my thoughts on your theory. Please don't take this as a personal attack or something, it's not my intention.
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I had a feeling you would add your thoughts Lucario. You did a nice job, better than me. I do agree with your statements as well.
Yeah, I love debating DDLC theories cx
Yes, a job well done. You both raised some good points about my theory. I would've written more, but this new discussion posting thing made it a little tiresome since I couldn't lay out the content like in the old forums.

But let's not focus on that. Instead, I would like to strengthen the link between Sayori and her 'goons'. While the fact that they wear the same tights and shoes (the only variable factor in the school uniform) and are the three 'dateable' characters in the game may tie them together, perhaps a stronger link could be found. When Sayori leaves the clubroom in Act 1 it's Yuri who first notices "stagnating air" in the room, and then it's Natsuki who starts pouting. These two are the first to be thrown off by Sayori's absence - meanwhile it takes Monika a while to figure out what is going on with them. Again, this could just be speculation like you said, but it does show that these two are at least more used to Sayori than anyone else in the club besides the protagonist, to the point where they'll even try mimmicking her behaviour - something that is also seen in Sayori's route where they'll try writing poems more akin to hers in an attempt to get you to notice them. Regardless, its obvious that being so well-asserted in the club gave Sayori a huge advantage when executing her plan.
Furthermore, a random occurence easter egg in Act 2 shows one of the posters in the clubroom changing to depict Sayori's suicide, which alongside the "Happy Thoughts" special poem found in the pool of special poems that can be seen in Act 2 all drop even more hints at her being present still, just not like she usually is since she's been deleted.

Also, regarding the whole "controlling Yuri" thing, I would like to point to what I said earlier about injections. Just controlling one character doesn't immediately mean you control the game, but it does certainly provide a gateway to a huge chunk of its code. Perhaps this is not a contradiction, but a reason why Sayori went this route - essentially, she could use Yuri to try and hack into the game. If she was able to figure out how to implant herself into Yuri's body, she could jump back into the fight with Monika.

But as we know, Monika can manipulate the other characters also, and as president her hold on the characters appears to be far stronger, being able to flat-out change the course of the whole game just by changing a few lines of dialogue. Hence, it would be impractical to go for her straight away. That could be why Sayori plays for the long game. She tries to make Yuri seem like a loveable character, which would make the player even more affected by and angry at Monika for her eventual death, but it's made difficult by the fact that Monika keeps amplifying Yuri's negative traits to make her look bad, so in the end Sayori just has to make do. That's why I call this phase "improvisation".

Also, about the Quick Ending dialogue. Going with what I said about the player in this theory, perhaps what Sayori says isn't down to an existential crisis, but rather a final message to YOU. As stated before, her philosophy is that the world should punish people for being selfish, and in the Quick Ending she is showing you what that is all like - the pain you cause when you mess with the game in ways that you really shouldn't just to get what you want. And while that may sound odd given her goals, just remember that Sayori is a good liar - if she can lie to herself that she's happy then she can lie to you as well.
And the cheating thing fits under this explanation as well. Yes, it's YOU that is cheating in the first place, but what I was actually saying is that Sayori is the reason it doesn't work. When you put that imported save file into the game, it can't load the file, and if Sayori was the one attacking the game through all those death scenes then this could well be her doing as well - Monika's just there to try and clean up her mess.

Also, I've got to love how I made this theory about Sayori in a battle against Monika, and it's two people with Monika icons that are opposing me.
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(I just kept Monika as my icon after getting this role because Monika's more of an organizer, and given my role, I thought that was apporiate.)
But here's where my question lies? How can Sayori control Yuri? There's no proof to truely back that up. That's like possession, and that just would not make sense. If anything along these lines, it would be better to say she is controling Natsuki.

For most of Act 2, Natauki is less focused on. And that might be why. Monika controls the entire script, while Sayori can just control characters (though, that's supported by weak speculation). Natsuki is the one who calls out Yuri in one of her 'poems' for being crazy. She also seems to be the only girl with an unaplified trait. Meanwhile, Monika is focusing you on Yuri who DOES have an amplified trait.
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