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The genius of The Stanley Parable

Blogs > 0x64
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0x64
Profile Blog Joined September 2002
Finland4647 Posts
December 05 2013 15:19 GMT
#1
A parable is a succinct, didactic story, in prose or verse, which illustrates one or more instructive lessons or principles. It differs from a fable in that fables employ animals, plants, inanimate objects, or forces of nature as characters, whereas parables have human characters. A parable is a type of analogy.

David B. Gowler (2000). "What are they saying about the parables". What are they saying about the parables.


SPOILER WARNING : If you haven't played the game. Do so and them read what follows.

I take a quote from another forum, just because it shows how someone else can interpret the game.
+ Show Spoiler +

Freedom ending: God created a story for man to enact
Countdown ending: God is toying with man / God is wrathful
Button ending: Man is rewarded for his work with Heaven
Museum ending: God is just a creation of a greater God (the museum represents all the work that the developer/greater-god put into creating the narrator/lesser-God)
Insanity ending: God was an illusion of the mind and theists are deluded/insane; the woman represents atheists/agnostics and her job represents secular life

Coward ending (staying in his office): Man waits for someone else to tell him whether or not God exists (AKA blindly following an organized religion)
Broken-world ending: Man manages to defy God inexplicably, God's plans for Man are ruined, God is dismayed
Apartment ending: God is disappointed in Man being Man
Portal ending: Man is disappointed with God's world, God tries to work with Man to improve it, God eventually allows Man to make his own world
Confusion ending: God confronts paradoxes created by himself (example: can God make food that is too hot for himself eat)

Staircase Suicide ending: Man is disappointed with God's world, Man leaves the world the only way in which he knows how, God is dismayed (AKA real-life suicide)

Each parable are about a certain type of belief but the poster ends this with this sentence.
"Those are the main endings. I can't explain the other, weirder endings like the Escape Pod ending and the Warehouse Suicide ending. "

It's interesting how differently someone might end up living the game. But the last sentence just shows the limitation of the religion analogy because, it is not about god, but about another creator, the game creator. It is about all the little things the player might try, might want to skip, about the player being human and the game creator wanting to control, understand, influence the way the player act

Of course, as gamers we see it. It is about gaming! Right? Well we'd come close but it is actually more precise. Very very precise.
It is about game design/production.
You can see the hints on white boards. The museum itself is a hint.

To quote Sid Meier's definition:
"A game is a collection of interesting choices"

Before starting to write this blog, I was planning to write about each ending and how they relate to game design. That started to sound pompous and had little added value to what you could figure out yourself.
So instead I will highlight few things that I loved.

The mind control facility: This is very close to what game development is about. We watch how our players are behaving all the time. Are they following the rules, which choice they make and so on.

The boss' office, you enter the first time, you are following the instruction like a tutorial. The second time, you know the code, and the game make you wait if you input before the narration progress. This is the classical forced waiting in games and they are especially annoying in tutorials. The third time, the game dev just gave up, as game dev is iterative and the player didn't like the first two, they decide to remove the mandatory tutorial and open the pass forward. The is even a return to the bosses office where you are asked to speak a code, how familiar that is to be in a situation you know exactly what you should do but can't figure out which button to press. This is even more frequent feeling as a game designer, you do something that seems obvious and no one gets it, no one understand that they should press your big flashing button...

If you have taken the stairs down and became crazy, you would have reach another set of game design rules about immersion. How do you create large areas with repeating content without the player noticing it. And the second thing is the reference to what happens when you find a way out of the level. Does the player fly, or fall, is that fall infinite?

References to game breaking bugs and the player doing something the designer didn't think about, like unplugging the phone end then missing a scripted call. Emergence and the hard consequences it means to the developer, do you temper with the choices or do you just remove the scripted action and give more freedom to the player but you can't count that the precious content you created will be enjoyed by players.

The only true choice that wasn't put there by the game designer is to not to play.
Somehow, every player will play the game differently and the interpretation can vary according to your personal experiences and even the order in which you go through.

Strangely, this game is a bit outdated and there is full set of new solution that game designers are applying to control the player even further. The only reference to that is written somewhere in small "Monetize free to play". There is a whole new world of bad design to the player to explore.

So just like in Journey, we want to challenge the path, we want to know what is keeping us from going a different way... How many choices did you make before disobeying the narrator? I ended up going downstairs instead of the bosses office. My girlfriend's first play followed the narrator's instruction until the last choice where she pressed no. That was a relatively poor path to start with as the you end up punished by the game without yet knowing what the game might be about and then end up quitting.

What was your first play?

***
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
0x64
Profile Blog Joined September 2002
Finland4647 Posts
December 05 2013 15:23 GMT
#2
Or let's play "The Stanley Parable is about..." and be smart-asses!

i.e.
1. ...Agriculture. Each ending represent the harvest, and each way is an analogy to how the weather is the narrator of rural life
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
December 05 2013 15:35 GMT
#3
i loved playing through although i got oddly frightened at the spot before the + Show Spoiler +
suicide ending, where you walk round the same loop over and over
11/5/14 CATACLYSM | The South West's worst Falco main
0x64
Profile Blog Joined September 2002
Finland4647 Posts
December 05 2013 15:38 GMT
#4
On December 06 2013 00:35 Targe wrote:
i loved playing through although i got oddly frightened at the spot before the + Show Spoiler +
suicide ending, where you walk round the same loop over and over


you mean like an anxiety attack kind of feeling, trying to walk around faster and faster while listening to the narrator :D?
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
lovelyrose
Profile Joined July 2003
Canada160 Posts
December 06 2013 01:11 GMT
#5
the game is amazing, but my only problem is it wasn't quite long enough. I feel like I've gotten most, if not all of the endings and I've only played for 3-4 hours.

the first time I played it through, I followed exactly what he said, and even that was fun, though messing around is definitely more enjoyable. it's a nice change of pace from normal games.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
December 06 2013 03:01 GMT
#6
Loved it, and confusion ending is still my favorite one.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
December 06 2013 07:38 GMT
#7
Disliked the "game", because it's not a game. Other than that, I prefered the demo, because it's just about long enough that you get into it yet aren't bored of it. The real game is the same thing, but with massive amounts of repetition. I found it fun to play though 2-3 times, but then I got really sick of the start of the game.

I don't really see any point of playing it when you can just as well read a book or watch a movie, interaction is meaningless when it's directed and linear like this (I realize that it's weird to call a game with this many endings linear, but honestly, it feels more like an on-rails shooter where you pick right or left at a few key moments).

It's a fun experiment, but I feel bad for people who paid money for it.
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2013-12-06 09:47:54
December 06 2013 09:47 GMT
#8
[raphael]Stanleyyyyyyy![/raphael]
To live is to fight, to fight is to live!
0x64
Profile Blog Joined September 2002
Finland4647 Posts
December 06 2013 12:21 GMT
#9
I think the problem is not the it is long enough, it is more that you have no idea how much content is there supposed to be. Repeating paths and being not sure if there is anything new to see was a bit of a downer.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
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