Is it a game? Is it a manifesto? An artsy-fartsy waste of time? A story-within-a-story, an exercise in branching plotlines, meta-humor, and video game commentary? The provocative new Half-Life 2 mod The Stanley Parable is perhaps all of those things. Or maybe none of them. The game and its designer hope only that youâll draw your own conclusions.
Since we linked to the mod last week, I hope that some of you had a chance to give it a go. I wonât be writing any heavy spoilers here, but itâs worth noting that The Stanley Parable is worth experiencing as fresh as possible. So, if youâve yet to play it, go on over to ModDB, download it, and plug it in. Itâs shortâonly around an hour or soâbut itâs almost guaranteed to get you thinking.
https://lastchance.cc/uncover-a-twisting-tale-in-this-brilliant-deceptively-5827824%3C/a%3E%3C/p%3E
Once outside his office, things get⊠weird. His actions are prompted by a kindly British narrator, who offers the sort of matter-of-fact narration weâve come to expect from arty mainstream cinematic fare like American Beauty or Magnolia. In fact, the opening cinematic is scored by Thomas Newmanâs now-iconic theme from American Beauty, an effective means by which to quickly inform the player: âWhat follows is a bleak and yet charming statement on the human condition.â
As I mentioned last week, the first time through the game I followed the Narratorâs directions except for a single time: when I came to a pair of doors, and the Narrator said, âAt the doors, Stanley went left.â I went right, and found the Narrator got a bit annoyed before closing and opening doors until I was forced to go in the direction in which he had originally instructed me. Hmm.
A few minutes later, Iâd been a good Narratee and had made my way to a fairly unsatisfying ending that seriously borrowed from the final sequence of American Beauty.
But upon reloading the game, I found that there are several other endings, and the paths to them are as circuitous as they are surprising. I wonât spoil any of them here, but it was on my third playthrough that I began to see what The Stanley Parable was really all about, and what its creator, Davey Wreden, was using the game to say.
Wreden, 22, lives in Los Angeles, and his only formal game design training was a game design workshop he attended at USC. I spoke with him on Sunday via chat, and was surprised at how consistently he avoided ascribing specific meaning to his work.
âI think the wonderful part is that we donât need an âanswer,'â Wreden said. âPeople still enjoyed the game, they still had meaningful experiences, and I never offered an explanation of why any of this was happening. To me THAT is the big take-away.â
I asked him about the discussion of whether TSP is in fact a game at allâafter all, action is minimal, and interaction is limited to extremely simple presses of the âuseâ key.
âPart of what Iâm trying to say with TSP,â he said, âis that that distinction [between game and non-game] is all in your head. The best parts of the game are the parts that the player arrives at themselves, without me saying anything. If someone plays the game and they say, âWow, I really enjoyed that!â then maybe they have to reconsider whatâs âvalidâ fun in a game.
âI think any piece of work that gives the consumer the answers is pretty boring,â Wreden continued. âIf I have to tell you to enjoy my game, you didnât enjoy it. If you decide for yourself that you enjoyed it, and that decision conflicts with a previous belief, now THATâs interesting to me. I realize this can come off as sounding zen and artsy,â he admitted, âbut I believe that there is no answer. The best answer is the one you had to come to and no one else could have.â
The Stanley Parable certainly raises more questions than it answersâand many of the questions it raises are about game design and video game âmeaningâ itself. I asked Wreden if he that had been his intention going in.
âThatâs something that games can do,â he said, âthereâs a space between the developerâs intentions and what the player actually does, so the player has to fill that gap in themselves. No other medium is capable of that.â
Heâs rightâthere is always a line between artist and audience, and at some point intent must become interpretation. When you listen to Coltraneâs âA Love Supreme,â you might hear beauty where someone else hears noiseâbut each interpretation is equally valid.
âI should clarify that I do NOT believe games have a monopoly on artistic interpretation,â Wreden said. âJust that theyâre capable of it in a way that we really havenât even begun to explore.â
The Stanley Parable makes it clear that short games can take considerably greater risks with branching storylines than long, AAA titles. Whether by necessity or by design, the fact that one can play through all of the gameâs six endings in an hour makes it possible to actually see them all. I canât wait to finally see the effect that different choices will have in my second playthrough of The Witcher 2, but the game is so long that itâs a real commitment to see them through.
Wreden says that part of the reason TSP is so short is simply due to the fact that he made it by himself. â[The decision] was definitely pragmatic,â he said. âBut I also wanted to encourage people to replay it, because replaying it is the whole point. Players know theyâre encouraged to try new things as opposed to thinking âI gotta make the right decision, itâll be 20 hours before I can go back to this.â
âMost of the decisions you make in those 20-hour games are fairly meaningless when you get down to it. Especially if itâs on a good/bad scale. I didnât want to punish people by witholding content based on an arbitrary decision.â
I mentioned my belief that if, say, Deus Ex had had an ending like some of the more off-the-wall endings in The Stanley Parable, players would have been justifiably upset. He agreed, adding that âIn Deus Ex, if youâd had another ending where you also were told âand then everything was happy!â youâd also have been upset because thereâs cognitive dissonance between that and an ending where, say, it was in the mind of a crazy person. Gamers generally expect all âpathsâ in their game to fit within the same cohesive narrative context. Thatâs not bad, itâs just how weâve come to perceive branching story in video games.â
Wreden made the game with minimal testing, relying mainly on instinct to tell when it was finished. âIt shouldnât have worked,â he admitted, pointing out that many reviews laud things that he thinks of as unfinished or broken. âFor example, when you go through the red door, I originally tried to bind keys to actions in the world so that the screen told you to do things and then it had a response, but I couldnât figure out how to bind keys, so I just flashed text on the screen and nothing happened. But then people were like, âI love how it tells you to push buttons but it doesnât actually respond to your input!â That actually was the benefit of designing a âbrokenâ game.â
In the included commentary text-file, Wreden describes the process of designing The Stanley Parable as âgrueling,â and says that by the end, the project âfelt completely dead to me.â He goes on to admit that âI started out with career ambitions; this game killed most of them. If youâre starting out, do not try to create something as ambitious as this by yourself. You will burn out and crash hard.â
Davey Wreden â A 22 year-old modder in Los Angeles, Wreden cites mainstream influences like Bioshock, Braid, Shadow of The Colossus, and Metal Gear Solid, as well as mods like The Chinese Roomâs Dear Esther and Robert Yangâs Radiator. He spent two years making The Stanley Parable
With the newfound success of The Stanley Parable (ModDB is showing 64,000 downloads), Wreden feels a touch differently. âToward the end of development, I was sure it would be a long time before I made a game again. But now, people are coming to me saying they want to build games with me, so there are opportunities popping up that I would only have dreamed of a month ago. Iâm in that rare position of being a desired creative writer.â
Before starting any new projects, Wreden says that theyâll be taking the time to remake The Stanley Parable and polish it further. He plans to bring on skilled designers to reconstruct the entire game, overhauling the visuals and sound design. But one thing thatâll stay the same: the voice of the narrator, Kevan Brighting, who recorded his vocal takes in a single pass. â there isnât a chance in hell Iâd do it with anyone but Kevan,â said Wreden. âGod no. Heâs half the reason this game has been successful.â
Branching, dynamic storytelling is something that games do almost uniquely well. But that kind of design stands in opposition to the length of many AAA games today; building truly consequential decisions into a 50-hour game like Fallout 3 or The Witcher requires an incredible amount of work, and itâs difficult for players to see all of the possible content. As a result, many modern AAA games canât deviate very far from their primary storyline; itâs simply too much content for one team to create.
Itâs exciting to find a game in the indie sceneâthe truly indie, make-this-game-in-my-basement-alone sceneâthat engages in storytelling as risky as that of The Stanley Parable. Download it, play it, think about itâitâs certainly worth your time. And as for Wreden, heâll be out there dreaming up new ways to shake things up.
âAs long as I keep surprising people,â he said, âthatâs the most important thing to me. Because even this formula can become routine. My next game will be a third person action puzzle shooter set on Mars in hell.â
I think he was kidding, but Iâm not sure.
Download The Stanley Parable [ModDB]