

Or not, because when given an instruction of, “Stanley went through the red door” you can ignore it and go through the blue door, instead, putting you on a different path. The Stanley Parable has a large number of endings, and you wander through the office building, following the adaptable narration given to you as the disembodied voice guides you throughout the halls of the complex. Strangely, the entire allure of The Stanley Parable is not its story, but its attempt to tell you its story.

The game begins in an office building, with you, playing as Stanley, following the instructions of a seemingly-omniscient narrator who guides Stanley along. The Stanley Parable is a first person game driven entirely by its narrative, or more specifically, its narrator.

That game, of course, is The Stanley Parable, a first person exploration game, typically called a walking simulator, which were all the craze back in the early 2010s. This week, we’re going to start off by visiting a game that I haven’t even had installed for years, solely because I thought the novelty of an achievement it had made the game worth returning to almost six years later. The music in this video is from The Stanley Parable OST.Welcome to Save State, where we do office work and chew bubblegum, and we’re all out of bubblegum. So, aside from Death Stranding, I'm going to be doing smaller videos like this until then, but I still won't be back on my normal weekly schedule. I've been talking to doctors, but I won't be able to go in for more testing until December. In games in particular, what the audience wants is usually freedom, which tends to only undermine the story you want to tell.Īs for my health situation, for anyone who doesn't know yet, it's nothing life threatening, just really bad vertigo attacks. You have to find the perfect balance between what the audience wants, and getting your message across. The Stanley Parable seems like an almost cautionary tale about the dangers of autorism.
