![]() ![]() “But, of course they are”, you say to yourself, “you are playing from his perspective after all”. One thing that came to me while playing the game was the possibility of the developers trying to make you, as the player, Stanley himself. Or, it could also be how a linear game some how seems nonlinear. It could be how self aware the game is of itself, for example, the narrator always talks about the use of “narrative tropes”, and how Stanley would just ruin the story by not following the narrative. With The Stanley’s Parable (TSP), there is some sort of entertainment factor that has helped make the game as popular as it is today. In about an hour I found seven different endings, and as soon as I watched someone else play, they found another two that I’d never seen before…” Occasionally you’ll make the exact same decisions and something different will happen, as the narrator changes track. What’s impressive is how limited environments and apparently limited choices lead to so many different outcomes. I didn’t, as it happens, but this has a much more sophisticated version of that concept, no longer made of Half-Life assets and greatly expanded by creator Davey Wreden in collaboration with William Pugh… You might know The Stanley Parable from its 2011 iteration as a Half-Life 2 mod. It’s funny, self-referential, surprising, and sometimes uncomfortable to play, a tale told not through one linear story but instead through many different branching paths that twists the illusion of control that video games work so hard to give us. Fun! Follow that line! Follow that story!īY KEZA MACDONALDLike Dear Esther and Thirty Flights of Loving, The Stanley Parableis an experiment with interactive narrative, another attempt to find a new form of storytelling unique to video games.
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