"The
Stanley Parable is a first person exploration game. You will play as Stanley,
and you will not play as Stanley. You will follow a story, you will not follow
a story. You will have a choice, you will have no choice. The game will end,
the game will never end." This is the official description of the
game The Stanley Parable, taken directly from its page on the Steam store. Much like the game, the
description of the game is quite confusing and is hard to make sense of what it
means. The few things I knew for sure when starting the game were that I was
controlling an office worker named of Stanley, no one else was in the office
building, and a narrator was telling me what to do. The game began in Stanley's
office and the narrator encouraged me to go figure out why no one else was at
the office. The first ending I came across was the freedom ending. The freedom
ending took place when I followed every order of the narrator, which resulted
in getting Stanley to freedom outside of the office building; and then the game
restarted. After the first ending, after the second ending, after the
third ending, the game still continued to take me right back to the beginning
in Stanley’s office. At this point I realized that The Stanley Parable was no ordinary video game.
The way The Stanley Parable story is constructed differs
greatly from every other video game I have ever played. In other video games, I
begin with a good amount of knowledge about the character I am playing as, and
for the most part, know what the main goal of the game is. As I make my way
through these games and as I progress, so do the stories, putting me closer to
the goal or the conclusion of the games. I started playing The Stanley Parable believing in the notion that as I progressed
through the game, the story would further develop and my main goal would become
more apparent. I was wrong. As I continued to play The Stanley Parable, the
main goal I initially set out to accomplish became less and less apparent as I
found different endings, all leading me right back to Stanley’s office where I
first began. Once I got through enough endings, I realized that The Stanley Parable could not be beaten the same way other
types of video games are beaten. I began to question what I was even doing in
the game as I set out again and again to find other endings, all putting me
right back where I was before. Here is a flow
chart of all of the different endings in the game and how to get to them.
With all of this in mind, it was clear that to find the true conclusion
of The Stanley Parable, I
had to look for it in new places. Once this enthusiasm was sparked within me,
the real purpose and the real beauty of The
Stanley Parable game began to
emerge. The game is a satire of not only the life of an office worker, but also
a satire of other video games. The
Stanley Parable pokes fun at
other games that basically hold your hand as you make your way through the game.
The Stanley Parable helped me
realize that my role in video games are actually predetermined and all of the
different things I choose to do in the games really have no substantial effect
on their outcomes. These choices we make in video games are supposed to provide
us with verisimilitude, which helps create the sense that what we are doing in
these game worlds are real. Zachary Waggoner from Arizona State University
states in his dissertation, “video game technologies offer users interactive
and immersive experiences that convey verisimilitude more with each passing
year.” Much like what James Paul Gee talks about in his book Why Video Games Are Good For Your
Soul, video games provide us
players with an alternative world in which we can feel like the hero, even if
we do not necessarily feel like the hero in our real lives. As video games
become bigger and better with technology, the verisimilitude in video games
becomes even greater. This may be true to a certain degree, but if The Stanley Parable suggests that my actions in the game
world have no real affect on the outcome, then why would I feel any sort of joy
or accomplishment from these games? This paradox is what I call the illusion of
choice.
One ending in particular that promoted this illusion of choice and freewill was the confusion ending. The confusion ending occurred when I defied the narrator’s directions and wound up in the monitor room. The narrator restarted the game because I was not supposed to see the monitor room just yet, so he restarted me in an attempt to retry the story in a way that made sense. When I tried to go through the game again, the narrator got all discombobulated because he seemed to have forgotten the way the story should go. He told me to look around the office to try and “find the story.” After mindlessly walking for some time, the narrator restarted the game once again. The next time around the narrator still could not find the story, and made me restart yet again. The next time I started, a yellow line called The Stanley Parable Adventure Line had appeared on the ground to guide me. The narrator said, “The Line knows where the story is.” As I followed this Line, the narrator said something that essentially summed up the purpose of The Stanley Parable game. Listen closely to what he says at the 25s mark.
One ending in particular that promoted this illusion of choice and freewill was the confusion ending. The confusion ending occurred when I defied the narrator’s directions and wound up in the monitor room. The narrator restarted the game because I was not supposed to see the monitor room just yet, so he restarted me in an attempt to retry the story in a way that made sense. When I tried to go through the game again, the narrator got all discombobulated because he seemed to have forgotten the way the story should go. He told me to look around the office to try and “find the story.” After mindlessly walking for some time, the narrator restarted the game once again. The next time around the narrator still could not find the story, and made me restart yet again. The next time I started, a yellow line called The Stanley Parable Adventure Line had appeared on the ground to guide me. The narrator said, “The Line knows where the story is.” As I followed this Line, the narrator said something that essentially summed up the purpose of The Stanley Parable game. Listen closely to what he says at the 25s mark.
The
Adventure Line eventually took me right back to the monitor room and once again
the narrator restarted the game. After the next restart, The Adventure Line was
still on the ground, but this time the narrator suggested I followed a
different path that the Line did not follow and that he and I should “make up
our own story.” Listen to what the narrator says at 0:36s, he basically is
mocking me, telling me to use my imagination to make up this new story, even
though by this point I have realized that my imagination plays no role in
altering the storyline of the game.
I eventually
made it to this room where the schedule of the confusion ending was, further
implementing the fact I had no control over the events that took place in the
game, making my choices even less significant to the story.
“Is the
story of no destination still a story?” Yes, indeed the story of no destination
is still a story. The Stanley
Parable is not meant to be
played with a single destination in mind, it is meant to be played recognizing
that the journey is really the destination. The destination is all of the
things I have seen and learned throughout playing the game. Think of the game
as a mirror, whoever is playing the game is who gives the game its meaning, and
the meaning is different for everyone. No two people are the same and no two people
go through the game in exactly the same manner. The Stanley Parable provides its players with the
authentic profession of decision-making and choice, choice not within the
confines of the game’s story, but within the confines of the player’s. The game
serves as a catalyst for recognizing this. The decisions I made in the game did
not alter the scripted course of the game, however these choices did alter my own
personal course outside the game. For example, when discussing the game with
other people who have played it, we all would agree that the endings are the
same no matter who is playing, but the order in which we experience the endings
is what gives our choices meaning. If I were to play the game and only get
through maybe two or three different endings, my perception of the game’s
meaning might be drastically different from someone who got through all of the
game’s endings. If I got through only a few of the endings, I might believe that
the game has no true ending and only a variety of different endings, and then
making the choice to stop playing the game out of boredom or discouragement.
But the people who made it through all of the endings might have a different
take on the game’s meaning, realizing that his or her choices do in fact
matter, not for the sake of Stanley, but for his or her own authentic sake.
This person might stop playing the game because they feel like they
accomplished everything that they could, realizing that the only true choices
that matter are the choices to start and stop the game.To truly beat The Stanley Parable, I had to realize that there was no real conclusion to the story. The feeling of accomplishment that I typically get from beating video games was not the same feeling of accomplishment that I got from beating The Stanley Parable. The accomplishment that I got from beating The Stanley Parable was meant to be felt outside of the game, in real life, meaning that the only way to truly beat the game was to turn it off and leave my computer. Since I learned that my freewill and choice in the game were merely illusions, I had to go out and experience the joy of freewill and choice in real life, my first choice being turning off the game.
However,
this freewill and choice we experience in everyday life is not entirely free. The
pre-determined nature of video games can be paralleled to the philosophical
theory of determinism. According to determinism, “the libertarian free will
does not exist and all human actions and choices are the results of neural and
physiological processes beyond the person’s control. As a consequence, no human
action or choice is free.” (Fajardo-Chica, and Torres 519) With this view in
mind, do I really experience any more freewill in my life than I do in video
games? While this theory is seemingly far-fetched, I am mindful of the fact
that determinism could perhaps be an accurate view.
If the
entire world actually were just some determinate system, society would
therefore be predetermined too. The neural and physiological processes that are
supposedly beyond my control are directly affected by my respective society. If
I were a puppet, and my social forces would be my puppet masters. My personal
identity is shaped by my social class, by my race, by my ethnicity, by my
gender, etc. These are attributes I was born with and subsequently, I live my
life around them. These factors determined where I was born, where I was
raised, what schools I went to, and what my beliefs would be.
Just like
real life, video games provide me with unchangeable factors within the game
that influence all aspects of my in-game actions. I base my decisions in the
game on the knowledge that has been given to me, because that is all I know. If
I knew everything, my decisions would be entirely different knowing the outcome
or result of all the decisions I could possibly make. Only at this point of
infinite knowledge would my choices be completely free. Since no one person can
be omniscient, the choices I make are a result of what I do know. For example,
when I began The Stanley Parable, all
I knew was that I was trying to find out why no one else was at the office, and
a narrator was telling me what to do. My instinct was to follow the direction
of the narrator because he seemed to posses more knowledge about the situation
than I did. As I learned that the narrator’s direction did not lead me to a
conclusion, I began to listen to him less and less. If I knew when I initially
started the game that the narrator would be of little benefit to me, my
decision to follow him would have been different. While even in the beginning I
was free to follow or not to follow the narrator, the knowledge I had at the
time is what caused me follow his direction. It would have been an irrational
decision for me not to follow the narrator because my initial focus was to
progress through the game. If someone had told me prior to playing The Stanley Parable that I should not
follow the narrator’s guidance to beat the game, I likely would have made the
decision to ignore the narrator from the beginning.
Playing The
Stanley Parable allowed me to reexamine my idea of freewill both inside and
outside of video games. My newfound perspective is this: for something to be
truly free it cannot be under the control of something else, and it cannot be determined
beyond its own nature. Therefore, no decision or choice in this world is free;
they are all determined by something else. Even when I made that decision to
turn off The Stanley Parable video
game to experience the satisfaction of making a real-life decision, that
decision, although satisfying, was not free.
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