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The Stanley Parable
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internisus
shafer sephiroth


Joined: 04 Dec 2006

PostPosted: Sun Aug 28, 2011 4:47 am    Post subject: The Stanley Parable    Reply with quote

Everyone here needs to play this. It's short and doesn't even require that HL2 be installed as long as you have something with Source SDK Base 2007. It's the best psychological horror since the original Silent Hill.

The less you know beforehand, the better.

http://www.moddb.com/mods/the-stanley-parable
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L



Joined: 05 Dec 2006

PostPosted: Sun Aug 28, 2011 5:00 am        Reply with quote

------8<------SPOILER LINE ------8<------

It's nice that each ending was designed to be separate and equal, each providing a complete and different take on the central concept.

This was actually written quite carefully. I can see several moments where it could have tipped over into banal silliness.

I wish I could remember what interactive fiction games this reminds me of. I suppose there are some similarities to Violet in terms of unconventional narrators, but I feel as if it's part of some broader, hidden IF tradition that I've forgotten about. In an interview he author had his game described to him as being comparable to "Duck Amok" and "The Monster At The End of This Book", which seems fair, but it doesn't feel quite like new material to the videogame world.


Last edited by L on Sun Aug 28, 2011 5:08 am; edited 1 time in total
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negativedge
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Joined: 04 Dec 2006

PostPosted: Sun Aug 28, 2011 5:07 am        Reply with quote

this thing is even more obtuse than Bioshock

and seriously we don't need anymore indie games that subscribe to the WHOOOOAAAAA DID U KNOW THAT IN TEH VIDEO GAEMS U ARE NOT IN CONTROL BUT THE GAME DESIGNER IS?!@!??!!?!? school of amazing and Totally Relevant and Cutting Edge thought

half life 2 and portal ended the discussion on this topic, and they were smart enough to realize it doesn't really work without a game to back it up
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L



Joined: 05 Dec 2006

PostPosted: Sun Aug 28, 2011 5:12 am        Reply with quote

If you're saying in a roundabout way that this is as forgettable as depict1 and The Manipulator then I must respectfully disagree. For one thing, this is a comedy, and those others take the concept altogether too seriously.
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Sun Aug 28, 2011 5:15 am        Reply with quote

yeah I think this is a lot more interesting than you're giving it credit for, neggy.

though it makes my PC crash so I can't see all the endings ;__;
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internisus
shafer sephiroth


Joined: 04 Dec 2006

PostPosted: Sun Aug 28, 2011 5:22 am        Reply with quote

L wrote:
------8<------SPOILER LINE ------8<------

It's nice that each ending was designed to be separate and equal, each providing a complete and different take on the central concept.

This was actually written quite carefully. I can see several moments where it could have tipped over into banal silliness.

I wish I could remember what interactive fiction games this reminds me of. I suppose there are some similarities to Violet in terms of unconventional narrators, but I feel as if it's part of some broader, hidden IF tradition that I've forgotten about. In an interview he author had his game described to him as being comparable to "Duck Amok" and "The Monster At The End of This Book", which seems fair, but it doesn't feel quite like new material to the videogame world.


Yeah, each ending I discovered seemed even more ingenious than the last. I played it straight with the ironic freedom ending; then did the one with the incomplete room and HL2 map and down the hole and into the light and reset and cut for the narrator's ego; then down to the basement with the crazy and where are my feet and there's a voice in my head and red and red and dead with a woman standing over me; then why did I step into this metal vehicle to my death then saved by an interrupting second narrator narrating the narrator, freeing me until I'm not, turn the game console off now; enable generator, narrator puts me in my place, countdown timer, look at you scurrying around pressing buttons, trying to solve the puzzle like it's some kind of videogame.

I'll have to think about related interactive fiction; nothing is coming to mind immediately as clear positives, but I have some ideas for games that might fit. Maybe Deadline Enchanter? Maybe A New Day? Both games I haven't actually played, so I'm reaching.

Obvious touchstones for me are The Truman Show and Stranger Than Fiction, as well as the first Silent Hill, as I mentioned before, and Metal Gear Solid 2.

Oh, the end of Lucky Wander Boy has a lot in common with The Stanley Parable, too. I'd love to hear about more—literature, film, whatever.

Not to lose sight of the fact that what's happening here is really making use of being a videogame.
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Sniper Honeyviper



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PostPosted: Sun Aug 28, 2011 5:54 am        Reply with quote

You're the first person I've seen who prefers the original Silent Hill to its sequel, intern. Care to elaborate?
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L



Joined: 05 Dec 2006

PostPosted: Sun Aug 28, 2011 6:10 am        Reply with quote

negativedge wrote:

half life 2 and portal ended the discussion on this topic,
Did they really?

I've thought of the G-Man in HL2 as a compact, brief, but not really full-bodied or masterful in-universe acknowledgment of the player-character's agency. It's certainly a good explanation - "why did all those places just happen to have air vents and ladders? G-Man" - for a phenomenon most games merely take as given, but once you accept it, there isn't anything more to do with the concept. (There's more to the G-Man, of course - his role as distant, ineffable antagonist as developed in Ep2 - but that all seems too separate from his role as "game designer personified".)

The HL2 games, so far, don't make any distinction between "following the G-Man's precise plotted route" and "doing your own thing when he's incapacitated, such as in Ep1" because the G-Man's (i.e game designers') influence is the whole game, and if it was genuinely removed the player would suddenly have to make decisions for themselves. It would stop being Half-Life, the on-rails linear FPS, and start being some other kind of game that Valve would probably not be capable of making.

As for Portal... GLaDOS is a much more recognisable and clear "game designer personification" than the G-Man, much like how the test chambers are a more appropriate narrative layer over a linear ergonomically-tested set of discrete physics puzzles. To that, Portal definitely succeeds in saying in 3 hours what HL2 subtly hinted at in 6 (but that wasn't really HL2's "main thesis", of course). And the 'escape' in Portal definitely rings clearer than the 'puppet to the end' ending of HL2, or the 'non-escape' of episodes 1 and 2.

But to say that Portal has exhausted the entire topic is, perhaps, premature. For one thing, Portal doesn't break the fourth wall - not that it needed to, but it's a possibility unexplored, and which is the major source of humour in The Stanley Parable.
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L



Joined: 05 Dec 2006

PostPosted: Sun Aug 28, 2011 6:22 am        Reply with quote

The author discusses some of his design intentions in this podcast. Some points from memory: making each ending genuinely unique, rather than the "crashed Epoch vs. not crashed Epoch" endings of various JRPGs, and that none of the endings would be the "canon ending" (insofar as that makes sense for a game with a narrative as thin as this). Also, the act of making a sequel would engender declaring one of the endings "canon", and as such it could only happen in an extremely tongue-in-cheek fashion.
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Hekatoncheir



Joined: 10 Apr 2011

PostPosted: Sun Aug 28, 2011 7:41 am        Reply with quote

i think negativedge is right that it probably needs a game to back it up. your actions in this game consist entirely of running down corridors and hearing directions, which may be meant as a biting criticism, but it doesn't make for a very stimulating experience. internisus says it's making use of being a videogame, but i felt like everything the narrator said was so barely altered to be metaphorical (to the point where he actually calls a room a "part of the map", etc) that you might as well just come right out and talk about videogames, and why bother making it into a game?

when the timer was counting down and the narrator said, "i bet as soon as that timer appeared, you started running around trying to use vents and doors and switches!" i had actually just been standing completely still the whole time. if the entire premise of the game hadn't been so transparent maybe he could have actually caught me, but once i figured it out (after one playthrough) i pretty much played through the rest out of curiosity to see what else the narrator would say about videogames. which is why it being interactive didn't really add anything to it for me.

i'm probably being too hard on it because you called it psychological horror for some reason and i was disappointed that it wasn't :/
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Toups
tyranically banal


Joined: 03 Dec 2006
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PostPosted: Sun Aug 28, 2011 7:56 am        Reply with quote

what I enjoy with this game is that the endings are not at all consistent with each other and each suggests something different about the nature of narratively directed, scripted videogames.

I don't think this game has any pretensions of being a "real game" and instead is just a witty exploration of an interesting issue raised by conventions of game design. Until now I haven't seen a game address such things in any direct, meaningful way, though there are plenty of games that playfully poke at the idea. In this case I'm not sure being a "real game" would do it any favors.... at least given the constraints of being a short form indie half life mod, adding any more game design would only bog down its central theme. You certainly could make an actual game that uses a similar framework, but it would a considerable challenge and one I'd be genuinely surprised to see met by a bedroom developer. this isn't meant to be mainstream entertainment... it's a dry commentary on game design and story telling and for being that I admire it a lot.

we're all tired of the whole "lol we manipulated you into jumping through these hoops :twisted:" trick, but what I like about this game is that it uses that concept as a starting point instead of a punchline, and then proceeds to examine it in detail.
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Tulpa



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PostPosted: Sun Aug 28, 2011 4:51 pm        Reply with quote

The first interactive fiction that came to mind is Aisle, that one turn IF that gives you different, usually incompatible narratives based on your single action.
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diplo



Joined: 18 Dec 2006
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PostPosted: Sun Aug 28, 2011 10:00 pm        Reply with quote

Toups wrote:
we're all tired of the whole "lol we manipulated you into jumping through these hoops :twisted:" trick, but what I like about this game is that it uses that concept as a starting point instead of a punchline, and then proceeds to examine it in detail.


Not having played this (and I won't (mac lol)), I'm (still) trying to understand the value of this topic in the context of a videogame, especially when so many videogames are already in the Trouble Zone. Why didn't the developer(s) spend their time making a good game instead adding another (albeit self-conscious) pebble to the bucket of mediocrity? Because that would have required more time and talent? Isn't this ultimately adding more white noise? The effort strongly reminds me of conceptual art which ignores the sensual potentials of the medium for sarcastically or ironically elongating problematic cliches, when an essay would have sufficed instead.
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Rud31
forum ruler of Iraq


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PostPosted: Sun Aug 28, 2011 10:42 pm        Reply with quote

I played this!

About the game: That's it?

About my feelings: That's it!
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negativedge
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PostPosted: Sun Aug 28, 2011 10:44 pm        Reply with quote

diplo wrote:
The effort strongly reminds me of conceptual art which ignores the sensual potentials of the medium for sarcastically or ironically elongating problematic cliches, when an essay would have sufficed instead.


yeah, this is pretty much the comparison.

except there isn't really an "examination" here at all, anyway. it's the same thing over and over, with the circumstances of its creation obviously laid out: guy had amazing idea to show us things about video games, proceeded to tell himself he needed X possible resolutions in order to pass as a video game, decided to dream up scenarios for that arbitrary number (and it is arbitrary). none of them particularly tell you anything that the others do not. take the would you kindly..would you kindly...OHHH NOOO!O!!!! moment from Bioshock, (thankfully) remove the idiotic look-at-how-smart-we-are flashback reveal montage and...well, that's about it. add a little smarm, I guess, and make the setting as cliche as possible just in case you didn't get The Point from the third second after boot-up.

I mean, what does anyone learn from this? What do you take from this game that you didn't have before you went in? That's what you're banking on, as there's no play at all. I'm sure there's some essay on some blog behind this that props it up as an "experiment" (by which he would mean a statement)--which is all well and good until this guy never makes anything again and this audience moves on to the next "experiment" that they can write the same things about, saying nothing. It's like an unconscious attempt to circumvent the desire for scholarship. Instead of "pushing video games forward" (whatever that would mean), you just gotta play the right game and then say you are pushing video games forward. It's like the guys that get up in front of podiums every year at GDC and the NYU game center Thing, say the same shit over and over, and then sit in a corner waiting for retweets. There's nothing going on here, guys, except an attempt to make it look like there is something going on here.
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
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PostPosted: Sun Aug 28, 2011 11:19 pm        Reply with quote

Sniper Honeyviper wrote:
You're the first person I've seen who prefers the original Silent Hill to its sequel, intern. Care to elaborate?


he has this kind of weird theory/belief that the original Silent Hill has this special and subtle power struggle that is only ever implied through the physical journey that Harry makes in the game, where his desire to move forward and make progress actually creates some of the paths that appear before him in the game (as both foggy and other Silent Hill are in part defined by the emotions of those inside them), but this causes the town to sort of "wake up" (at least to Harry's presence) and begin to manipulate itself against him, causing the other world to become more frequent and both worlds to become more confining and dangerous. To him, this is a triumph of psychological horror that isn't really matched in Silent Hill 2, which is much more obviously manipulating the player.

(personally, I think he might be assigning a bit too much weight to Harry as an agent of active change versus an agent of potential change, but I have to admit that from what I've seen of the series, the town design and exploration of the original game is notably superior to pretty much every other entry)

he goes into it in this thread, although it'd be nice to hear any updated thoughts he has on the subject.
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negativedge
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PostPosted: Sun Aug 28, 2011 11:44 pm        Reply with quote

Silent Hill 1's soundtrack is completely terrifying. that's gotta count for something.
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Hekatoncheir



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PostPosted: Mon Aug 29, 2011 12:19 am        Reply with quote

I was shocked to learn this game took two years to make, and now he's "definitely" remaking it with "people with an actual game design skillset." How much time can one sink into something like this? More enlightening insight into game design can be found packed into single SB posts that take ten minutes to write. Though I'm guessing making a point is secondary to totally mindfucking you dude after reading comments like this from the creator w/r/t the endings:

Quote:
They are all official. They are all unofficial. They are all correct. They are all incorrect. There is no answer. You create your own answer. You write your own ending. Feel like you haven't got it all figured out? Good.


I don't know. Maybe I will go back and give it another chance. My initial experience was almost painful due to the utterly hamfisted nature of the metaphors (his job is to push buttons after reading directions off a screen lololol) but people here seem to have gotten something from it so who knows
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Lymojo



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PostPosted: Mon Aug 29, 2011 12:46 am        Reply with quote

I liked the cubicle ending, that talked about how every decision we make is made because the machinery of society has convinced us that they are good decisions.
Granted, that's not a new thought or super salient point, but as someone going through the throes of breaking up (maybe?????) with my girlfriend, it resonated with me in a very powerful way.

I also like the discussion it's engendering itt.
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L



Joined: 05 Dec 2006

PostPosted: Mon Aug 29, 2011 2:42 pm        Reply with quote

negativedge wrote:
I mean, what does anyone learn from this? What do you take from this game that you didn't have before you went in? That's what you're banking on, as there's no play at all.
Now I think you're being awfully unfair on what is essentially a brief game of metacommentative absurdity. Duck Amuck doesn't really teach you anything new or revolutionary about cartoons, either. What it was "about" was merely the slapstick humour arising from the relationship of a 'normal' character and a distant omnipotent character, which also, incidentally, uses its identity as a cartoon as the context for the whole thing.

The "point" of this game, then, is through how you, the player, either frustrates or satisfies the whim of the narrator, and how the narrator responds, using its own identity as a videogame, and the inherent interactivity thereof, as the context. Each ending provides a different variation - rewarding the player with a bitingly ironic 'victory', taunting them with an inescapable deathtrap, begrudgingly relenting to the player's insatiable truancy, etc.

Of course, a whole bunch of people have decided to interpret it as a Manifesto of Choice in Games, which is, positive or negative, an unhelpful exaggeration. No doubt this reflects their own feeling of novelty at seeing a self-commentative game that doesn't immediately descend into broad self-consumptive deprecation.

(I'd like to reiterate that when I said that Portal and HL2 were not the end of the choice/autonomy conversation, I do believe that this game is a contribution of some sort to the topic. Which is to say, it's a game where the player's autonomy, or lack thereof, is the source of most all the game's comedy.)

Listening to the podcast I linked above, I get the sense that the author knows intuitively that his game isn't a manifesto (but is polite enough to only partially deflate the praise avalanche pouring upon him). He seems to be working on the remake due to popular demand more than anything else.

diplo wrote:
Not having played this (and I won't (mac lol))
Have you tried this? (Linked from the mod's page).
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L



Joined: 05 Dec 2006

PostPosted: Fri Oct 18, 2013 7:13 am        Reply with quote

Stanley Parable: HD Money Edition

* 100% new content
* Same voice-actor
* "...like Portal if, instead of puzzles, it had a whole team of GLaDOSes arguing over your corpse." - Zaratustra
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remote



Joined: 11 Dec 2006

PostPosted: Fri Oct 18, 2013 8:31 am        Reply with quote

in my second game i (or stanley (or his narrator)) had a dream (?) where i imagined i could levitate (because i must be dreaming — why else is there a voice describing all of these absurd things i'm doing?) and then i did, and it was like dreams i actually have so yeah i am pretty into this thing
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Glam Grimfire



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PostPosted: Fri Oct 18, 2013 3:08 pm        Reply with quote

i feel like this game is marketed specifically towards people who have never had a single thought examining videogames besides review-magazine esque thought before
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evnvnv
hapax legomenon


Joined: 05 Dec 2006
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PostPosted: Fri Oct 18, 2013 6:40 pm        Reply with quote

still have never read anything that actually explains what this game is about or what happens in it

but that's actually kind of cool
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Bingle



Joined: 20 Feb 2011
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PostPosted: Fri Oct 18, 2013 8:23 pm        Reply with quote

I was playing the demo and the narrator told me to put a cup in a bin, so I hurled it elsewhere, but the game didn't respond and I couldn't pick up the cup. I quit.

That was the ending I got.
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Swarm



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PostPosted: Fri Oct 18, 2013 8:33 pm        Reply with quote

A fun little fairground attraction.
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parker
a wolf adventuring


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PostPosted: Sat Oct 19, 2013 5:04 pm        Reply with quote

You butt heads are always complaining how games don't let you kick down or take into account your kicking down the designer's carefully constructed sand castle that they spent years building just to entertain you and here's a game all about that and you guys just want to shit on it too.

Nedge always complained about how la noire or whatever would be ruined the minute he brought out his gun in public and tried to shoot someone. Well, this is what a game looks like when you have to account for every possible sociopathic player response without breaking the precious dildonarrative dissoance while still letting you do anything at all.
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bza
a very bad gay


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PostPosted: Sat Oct 19, 2013 5:10 pm        Reply with quote

What does the remake do that the mod doesn't?
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Schwere Viper



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PostPosted: Sat Oct 19, 2013 5:50 pm        Reply with quote

bza wrote:
What does the remake do that the mod doesn't?

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Sly Buccelli



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PostPosted: Sat Oct 19, 2013 8:42 pm        Reply with quote

parker wrote:
You butt heads are always complaining how games don't let you kick down or take into account your kicking down the designer's carefully constructed sand castle that they spent years building just to entertain you and here's a game all about that and you guys just want to shit on it too.

Nedge always complained about how la noire or whatever would be ruined the minute he brought out his gun in public and tried to shoot someone. Well, this is what a game looks like when you have to account for every possible sociopathic player response without breaking the precious dildonarrative dissoance while still letting you do anything at all.


Blood potion.

Bingle wrote:
I was playing the demo and the narrator told me to put a cup in a bin, so I hurled it elsewhere, but the game didn't respond and I couldn't pick up the cup. I quit.

That was the ending I got.


Refer to previous quote.
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notext



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PostPosted: Sat Oct 19, 2013 9:42 pm        Reply with quote

bza wrote:
What does the remake do that the mod doesn't?


Just a couple of extra & rearranged paths really, plus some easter eggs. I liked it - I had a massive grin on my face for much of the confusion ending route - but if you've played the original you're not getting all that much extra for actually having paid for it.

As games in the burgeoning walk-down-a-corridor-while-triggering-audio-files subgenre go, I had fun and I would definitely take it over Dear Esther.
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DJ
Shaman Analyst


Joined: 05 Dec 2006

PostPosted: Sun Oct 20, 2013 4:52 am        Reply with quote

parker wrote:
You butt heads are always complaining how games don't let you kick down or take into account your kicking down the designer's carefully constructed sand castle that they spent years building just to entertain you and here's a game all about that and you guys just want to shit on it too.

Nedge always complained about how la noire or whatever would be ruined the minute he brought out his gun in public and tried to shoot someone. Well, this is what a game looks like when you have to account for every possible sociopathic player response without breaking the precious dildonarrative dissoance while still letting you do anything at all.


Thank you.
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Ronnoc



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PostPosted: Sun Oct 20, 2013 7:44 am        Reply with quote

I picked this up and I like it. My main issue is it's formate triggers my OCD and I've been playing the bugger over and over to find all the ends or whatever.


I like how dreamlike the game's space is. There's a bit that uses impossible space, and it's triggered by the way you're facing so if you walk backwards it uses the wrong space and it's great.
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Gorblax
Ganbare Gorbly!


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PostPosted: Mon Oct 21, 2013 11:18 am        Reply with quote

I loved how the Confusion Ending makes the player and the narrator comrades-in-arms, just trying to make their way through this together. Other endings have each of you in the role of the other's tormentor (or condescending steward), all Tom and Jerry-style, but this is the one where you both kind of set aside your differences, and the game punishes you anyway.
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miaou



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PostPosted: Mon Oct 21, 2013 4:16 pm        Reply with quote

GIA - The Stanley Parable: Design is the Law
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misadventurous



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PostPosted: Mon Oct 21, 2013 5:48 pm        Reply with quote

DJ wrote:
parker wrote:
You butt heads are always complaining how games don't let you kick down or take into account your kicking down the designer's carefully constructed sand castle that they spent years building just to entertain you and here's a game all about that and you guys just want to shit on it too.

Nedge always complained about how la noire or whatever would be ruined the minute he brought out his gun in public and tried to shoot someone. Well, this is what a game looks like when you have to account for every possible sociopathic player response without breaking the precious dildonarrative dissoance while still letting you do anything at all.


Thank you.
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remote



Joined: 11 Dec 2006

PostPosted: Mon Oct 21, 2013 6:00 pm        Reply with quote

Bongzilla wrote:
I loved how the Confusion Ending makes the player and the narrator comrades-in-arms, just trying to make their way through this together. Other endings have each of you in the role of the other's tormentor (or condescending steward), all Tom and Jerry-style, but this is the one where you both kind of set aside your differences, and the game punishes you anyway.


i remain confused about the confusion ending, since i got to about the 5th restart and then the narrator forgot about everything before (as he was supposed to), but then i continued playing like normal, instead of being stuck until another reset. is that how it's supposed to go?
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Broco



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PostPosted: Mon Oct 21, 2013 6:55 pm        Reply with quote

remote wrote:
Bongzilla wrote:
I loved how the Confusion Ending makes the player and the narrator comrades-in-arms, just trying to make their way through this together. Other endings have each of you in the role of the other's tormentor (or condescending steward), all Tom and Jerry-style, but this is the one where you both kind of set aside your differences, and the game punishes you anyway.


i remain confused about the confusion ending, since i got to about the 5th restart and then the narrator forgot about everything before (as he was supposed to), but then i continued playing like normal, instead of being stuck until another reset. is that how it's supposed to go?


Yep. That's why it's called the confusion ending.

I played through this yesterday. I agree the best thing about it is how it ultimately implies a companionship and interdependence between the narrator and player. Truth is the narrator never does anything that evil, particularly since he's well aware that murdering the player will just make the game restart.

Despite not playing the original mod, I also had the feeling that it didn't really add enough to it. I got the point after seeing 3 or 4 endings and the others all kept circling the same themes. It feels like they missed an opportunity to turn it into either a broader or deeper parody. In the broad direction, I would've liked to see that alien shooting ending that's mentioned in the museum. In the deep direction, I would've liked to see lots of mutually contradictory diagetic explanations for the mysteries of the facility (Illuminati conspiracy, post-apocalypse, Matrix, etc).
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remote



Joined: 11 Dec 2006

PostPosted: Mon Oct 21, 2013 7:11 pm        Reply with quote

Broco wrote:
remote wrote:
Bongzilla wrote:
I loved how the Confusion Ending makes the player and the narrator comrades-in-arms, just trying to make their way through this together. Other endings have each of you in the role of the other's tormentor (or condescending steward), all Tom and Jerry-style, but this is the one where you both kind of set aside your differences, and the game punishes you anyway.


i remain confused about the confusion ending, since i got to about the 5th restart and then the narrator forgot about everything before (as he was supposed to), but then i continued playing like normal, instead of being stuck until another reset. is that how it's supposed to go?


Yep. That's why it's called the confusion ending.


figured that might be the case, but i wanted to confirm, haha.

i'm probably thinking this way because there are so many moments when i'm thinking, "does the game want me to sit here and wait until something more happens?" usually it does not do anything else until i act (including a part where the game begs me to take the initiative to quit, but keeps on running even after it kills me), unless i'm supposed to wait for hours, but it toys with me a lot this way. there are weird spaces in darkness that seem like they could lead somewhere, too, and then they don't.
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Gorblax
Ganbare Gorbly!


Joined: 07 Nov 2011
Location: Violence Island

PostPosted: Mon Oct 21, 2013 9:01 pm        Reply with quote

remote wrote:
Bongzilla wrote:
I loved how the Confusion Ending makes the player and the narrator comrades-in-arms, just trying to make their way through this together. Other endings have each of you in the role of the other's tormentor (or condescending steward), all Tom and Jerry-style, but this is the one where you both kind of set aside your differences, and the game punishes you anyway.


i remain confused about the confusion ending, since i got to about the 5th restart and then the narrator forgot about everything before (as he was supposed to), but then i continued playing like normal, instead of being stuck until another reset. is that how it's supposed to go?


What was "supposed" to happen was the narrator was supposed to restart after you got to the summary screen, but instead he decided to take a page from your own book and obstinately refuse to stick to the script. Hence the jarring glitchy noise after he finds solace in his rebellion, as a power above him (the lady in the museum ending?) engages a hard reboot.
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Rokkan



Joined: 30 Jan 2012

PostPosted: Tue Oct 22, 2013 3:50 am        Reply with quote

I watched the demo for like 5 minutes until the game made a sexual abuse joke.


so uh. not playing this, oops! sorry! especially if this game is mostly funny narrator dialogue: the game (but without the puzzles), not gonna do this!
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