The Stanley Parable Analysis Paper
Instead of going upstairs to check out the boss’s office, I went downstairs out of sheer curiosity. I was led into a parking garage where there was a single car parked with its lights on. I did not possess the courage to walk up to the car and look Into the window because I scare easily and going into this game without knowing anything about It, I was thoroughly convinced at this point that It would feature some pop-out/screamer element to it that I did not want to fall prey to. I avoided the car and walked into the adjacent room, wherein the narrator began describing Stanley thought process.
He came to the realization that he was dreaming and started to command the dream, seeing a field of stars In front of him and feeling himself float. Then he became tired of dreaming and wanted to Just wake up next to his wife, so he closed his eyes and the screen went black for me as Stanley willed himself to wake up for a lengthy yet calming period of time in darkness. The eyes opened back up and I was still in the same endlessly repeating set of rooms as I was in the entire time. The narrator said that Stanley began to scream over and over out of insanity and the edges of the screen reddened and finally went black.
That play through closed with an image of Stanley lying face down on a sidewalk with a woman staring at him because the narrator tells me that he was Leary a crazy man, walking around town and screaming until he collapsed on the street. The longest play through that I experienced was when I chose to ignore the narrator’s Instructions from the fork of the two doors. I chose the right door and moved past several rooms in which the narrator scolded Stanley for not proceeding with. Entering a room with a crane, I had it transport me to the other side of the room.
From there, I entered a room with a single telephone that was ringing, apparently from a woman who Is In a very close yet recently strained relationship with Stanley as I gathered from the narrator’s description. I saw that there was a power chord leading to the wall socket from the phone, so I unplugged It and the narrator became aware of the fact that I was a player controlling Stanley. I was then shown an old, grainy, AS-stylized short film on the subject of “choice. ” The narrator had me go back to the room with the two doors.
I selected the right door once again and could not proceed from there because it appeared as if had broken the game’s infrastructure because the scenery and game objects had begun to implode on I OFF themselves Ana run Into can toner. I en narrator Ana grown very angry Witt me Ana hut the game down. When I came to again, I was above the ceiling with Stanley below. I was able to see all of him and the narrator’s voice came in again, this time muffled because I was technically above the room. The credits rolled for that play through and I had beaten/broke the game.
The shortest play through I experienced was very similar to the last one. I had taken notice that when I had to take the crane back to the office, the narrator had put on restrictive gates so as to prevent me from stepping off across the way. I repeated the same process until reaching that room and had the crane take me all the way up ND then I plummeted to my death down below. The narrator was displeased. On the next play through, I decided to adhere to the narrator’s instructions, but I could not help myself and I disobeyed after a certain point.
I went up the stairs instead of down, like the first time, and I went into the boss’s room. It was empty and I was prompted by the narrator to punch in a four-digit code behind the boss’s desk. A secret door was revealed, which I followed and then took an elevator downstairs. It seemed that I was entering an underground system and I saw a room labeled the Mind Control” area, however a passageway to the left of it featuring a cardboard sign with escape” crudely written on it seemed more appealing to me, so I ventured in that direction.
As per usual, the narrator wanted me to return to the path that he intended for Stanley, but I persisted down this narrow hallway and eventually fell down a chute where I was on a conveyer belt, soon to be pounded into a cube of meat. Just as I was destroyed, a female narrator took over and I saw light of day once more inside an unfamiliar environment. It was a white museum dedicated to game prices and facts about the development stages of the game itself, which I found very neat and explored the place for about ten minutes.
Once I “exited,” I was returned to the conveyer belt and subsequently smashed, having no choice but to start the game over again, as hastily instructed by the female narrator. On another play through, I spent time in the office that Stanley began in to observe if there was something I was missing from the beginning to help open up another aspect of the game that I had yet to discover. I found that I was able to close the door on myself, bringing about an ending of the game where the narrator expressed that Stanley was too nervous to leave his office and instead Just waited for what seemed like eternity.
My favorite play through was probably the first one where Stanley thought he was dreaming and then blacked out from screaming out of insanity. The play through scared me to the bone, but it was an incredibly immerse experience and I was legitimately frightened to continue from the moment I entered the parking garage, but the fact that the game was able to shake me up to that degree really impresses The only confusion that I experienced when I began the game was story related. I as at a loss for what direction the story would unfold in and what sort of tonality it had.
The controls themselves were very simple and implicit enough that I picked them up very quickly. As far as “how to play’ the game is concerned, I also picked up on the fact that the narrator does not have to be obeyed all of the time and the game usually becomes more enjoyable once he is ignored. Most AT ten game Is comprises AT emergent narrative Decease ten gamely consists of whatever the individual player chooses to do. If you sat two players down across from each other and had them each start the game, they would assuredly venture own different pathways, making the narrated elements to the story different for the both of them.
The only embedded narrative occurs before the player has control of Stanley, when a brief cut scene is shown of Stanley at his desk accompanied by narration describing his workday and Job requirements. A mystery that I explored in the game was the unlocking of the achievement listed on Steam that claimed that knocking on door 430 five times would give me an achievement. I had Stanley perform this task and the narrator immediately became aware of my desire to unlock the achievement, so he kept upping the ante from five knocks to twenty, fifty, five more, and then he even had me knock on other doors.
At one point, he asked me to knock on the copy machine, but I could not find a copy machine and accidentally entered an area where the door behind me locked and I could not reenter. Although I was not able to complete this mystery, it did reveal that the game has an extremely self-aware sense of humor. This made the narrative more meaningful because on subsequent plays, I was more eager to test the narrator’s patience, which lead to some very funny story devices, (my personal favorite being the broom closet).