The Stanley Parable / WMG - TV Tropes
The Stanley Parable is a fantastic game that is well worth your time but it can be a little After some scenes, you'll unlock the museum ending. A page for describing WMG: Stanley Parable. This is rather in keeping with Stanley's relationship with the Narrator: he has "free will", but only insofar . The Museum ending is the point when GLaDOS regains control of Aperture Science and. This is a collective transcript of all the dialogue in The Stanley Parable. All Endings (excluding Coward Ending and Serious Ending) . He probably only got the job because of a family connection; that's how stupid he is. . Museum Ending.
I love this theory. It turns it into a completely different deconstruction, and it makes sense. After all, what is the player but a force for chaos, death and cruelty in most games?
Even here, if we just follow orders, Stanley gets to be happy. Our desire to explore, to see more of the game, to get the various endings, prolongs his suffering, and tortures him. But, if we just did as we were told, he'd be done and free. Imagine how it would feel to go through the most stressful part of your life over and over because some asshole was forcing you to, because they wanted to do it different ways, or they wanted to see it again, or most horrifying of all, they found it fun.
The main ending is a happy ending, because Stanley is free. Not from The Narrator, but from us. From being tortured for our fun. And that's how all games are. They're only free when we're done, and the longer we play, the more torture they go though. We lose control when turning off the mind control machine because the player is the mind controller. We are the monster forcing Stanley, and all game protagonists, through hell for our kicks.
Therefore, the narrator is Freeman's Mind jokes aside, well, yeah, it is. Said narrator told Stanley what to do in order to avoid the same mistakes made by the others, which is why the narrator calls Stan out on disobeying his instructions. Of course, playthroughs in which players go Off the Rails may be either be interpreted as a Violation of Common Sense or as Stanley simply forgetting what he learned by watching his former colleagues. Similarly, the narrator getting more and more upset as well as the "room without textures", and everything that ensues is a metaphor for Stanley going crazy due to his escape not going as planned.
Stanley proceeded to head home to his computer. At which point, finding it impossible to entirely kick his habit of pressing buttons, he proceeded to dawdle on the internet rather than doing something useful with his time.
Eventually, he ended up reading about himself, and, finally, decided to read theories regarding his experiences, ignoring that he clearly hadn't learned his lesson. The HD Remix is actually a sequel. The narrator mentions that he's going to "correct" the story in the trailers for it.
Hey, Stanley was happy at his job that others would find "soul-ripping. If you disobey everything the Narrator says, a second narrator intervenes and calls the first one out, telling you that quitting the game entirely is the only way to beat the Narrator.
However, disobeying the Narrator at any point will piss him off and trigger a HannibalLecture. The Narrator is supposed to be a godlike being who can warp reality for you, but in reality he's just a dick who is, in fact, brainwashing you. The "Golden Ending" is the result of your bending to his brainwashing and gaslighting, but you never find out just why your co-workers and boss are gone and what the machine is for.
Stanley is only happy because the Narrator says he is, and the Narrator just bails on the story there. That's a blatant example of abuse and manipulation. I just recently watched Jessica Jones and the British accent doesn't help me disagree. The rooms in HD Remix will be mainly dev textures. It could be possible that these are some sort of plot point and not The new version of the Stanley Parable will, when begun, have a random chance of being a completely different yet oddly familiar game.
The Narrator will completely flip out and beg the player to exit and try again. The chances of this happening will be exactly one in Advertisement: Stanley's been playing the "8 Game" Among other things, since the game does involve pushing a button after all. Stanley is Chilled Chaos The Let's Play trailer zooms out to show that the monitor showing his gameplay is the same monitor as Employee The Narrator is the real Stanley, living in a fantasy world and descending into madness.
During the phone ending of the HD remix, we are shown the possibility that the entirety of the Stanley Parable and all paths the fourth-wall-breaking ones included are a figment of Stanley's imagination to escape his dead-end job and the prison of his unfree life by, for the first time, giving him choice.
Therefore, it is entirely possible for the narrator to be Stanley telling this story to himself in his head, occasionally taunting his true self.
The Narrator is God, who has the power to manipulate the world and the people in it. However, God, while he can be cruel sometimes, actually cares about the things he created, and gave Humans free will. In most of the bad endings, God doesn't realize that he's not necessary, and takes vengeance upon Stanley for doing the wrong thing.
Sometimes another divine being intervenes and temporarily prevents God from hurting Stanley, though it is only temporary and Stanley ends up dying anyways. Also, there are even beings more powerful then God if we take into account the "Confusion" ending in the HD Remake.
But in the "True Good" ending, after showing Stanley a different world, and then Stanley escaping Gods clutches, God realizes that indeed he is not needed to intrude in everyone's life, and that he is willing to let Stanley live his life and be happy with the choices he has made, until God is needed again.
Thus, the moral of the story is: Humans have free will, and if they don't, they will try their hardest to get it, even if it's simply a false sense of freedom. Not only is that the moral, but it has another moral: That God, while he might be cruel, vengeful and Sometimes downright wrong, he still cares about you, and that while you might stray from his path, he doesn't hate you for it, and, in fact, encourages you to stray from his path.
Thus, the Stanley Parable is a Parable.
It seems fairly clear to me that he DOES hate you. The constant mockery and generally bad result of straying off the path makes it obvious that showing free will is wrong in his eyes and that he's petty, manipulative and cruel. The "True Good" ending has you falling into another version of the world you start in after the narrator gets sick of you, a pretty apt metaphor for hell.
I think this theory has some real legs. The default response among apologists for the Christian god as to why evil exists in the world, if God is supposedly omnipotent and omnibenevolent, is that God granted us free will, including the freedom to do evil.
This leads to problems, however, if most denominations of Christianity also hold that God will send a person to Hell if they do not a accept Him as their saviour and b act in keeping with his teachings. So we have free will, but it's really a Morton's Fork. This is rather in keeping with Stanley's relationship with the Narrator: So the game could certainly be read as a critique of some of the more problematic aspects of Christian dogma.
The Female Narrator is the Narrator's Narrator. Her opening line describes what the Narrator says, so it's a reasonable conclusion. What if she's the one who wrote the "Confusion" ending? The real reason Stanley's coworkers are gone is They never existed in the first place.
Museum Ending | The Stanley Parable Wiki | FANDOM powered by Wikia
The mind control malfunctioned. They were all still there, but he couldn't see them. The mind control worked perfectly: Employee was the only employee. Well, "employee" might not be the correct word, maybe lab rat Please note that the Countdown ending in HD Remix has this rather interesting quote: You'd like to know where your co-workers are?
A moment of solace before you're obliterated? I'm in a good mood, and you're going to die anyway. One of the two would add an element make a change and the other would respond by adding their own tweaks and ideas. Maybe Pugh would make a change to the environment and Wreden would see it and use it to flesh out his understanding of the narrator. What would this mean for the narrative? I think employee is prob the best example of that. We can add something there or over here. To see people play it and pick up on those details is really fascinating.
There was a point that was crucial for me where we decided that we wanted the space to feel really alive. To do that we started changing the actual layout and design as you play. I came to see the building as another character. I felt it was really powerful for players to continually rediscover the office itself — the actual building. In some really monotonous buildings you can find a place that looks like another place and you turn a corner and oh no!
Or, to put it another way, is the story of no destination still a story? Simply by the act of moving forward are we implying a journey such that a destination is inevitably conjured into being via the very manifestion of the nature of life itself?
Okay, Stanley, I need to follow this train of thought for a minute, just stick with me. Now we can both agree that the nature of existence is, in fact, a byproduct of one's subjective experience of that existence, right? Okay, now if my experience of your existence rests inside of your subjective experience of this office, is this office, in fact, the skeleton of my own relative experiential mental subjective construct?
Woah, woah, woah, woah, woah. Hang on, that got a bit weird back there. Well, I'd like to apologize. Not sure where I was going with all that. I think what we need right now is a bit of music to lighten the mood! Go back and look at that fern! Make sure you study it closely and remember it carefully. You won't want to miss anything. Is any of this ringing a bell? Perhaps we could have found the story on our own.
After everything we've been through, you- oh, I can't take this anymore. To hell with it. The Narrator closes the door to the rest of the office, blocking Stanley from following The Line] You know what, Stanley? We're intelligent people, right?
Why can't we make up our own story? Something exciting, daring, mysterious Oh, this all sounds perfectly doable, why don't we simply start wandering in, well, I don't know Yes, this is exciting! Just me and Stanley, forging a new path, a new story! Well, it could be anything! What do you want our story to be? Whatever it might be, Stanley, I'm ready for it! We get to make a decision; from here, the story is in our control!
How important we musn't squander the opportunity. In fact, I believe I need a minute to think here. Just walk in circles for a minute. And that, in turn, means that our destination corresponds with the counter-inverted reverse door's origin! So starting from the right, let us ask: And since the answer is clearly 'yes,' then by all accounts, the door on the right is the correct one! Another victory for logic. Come, Stanley, our destiny awaits! It's all one giant ending?
And we're supposed to restart the game That's really how all this goes?! So now according to the schedule I restart again, then, what Well, what if I don't want to forget! My mind goes blank simply because it's written here on this Well, who consulted me? Why don't I get to decide? Why don't I get a say in all of this! Is it really- No, it can't be.
I don't want it to be. I don't want the game to keep restarting. I don't want to forget what's going on. I don't want to be trapped like this. I won't restart the game. I won't do it! I won't do it. Did we break the cycle? How would we even know? Will someone come for us? You know, I suppose in some way, this is a kind of story, wouldn't you agree? I'm not quite sure if we're in the destination or the journey, Though, they're always saying that life is about the journey and not the destination, so I hope that's where we are right now.
We'll find out, won't we? Well, in the meanti- [loud buzzer cuts him off, then the game restarts] [after this restart, the Confusion ending is over] All Straight Ahead Endings Stanley was so bad at following directions it's incredible he wasn't fired years ago. Jumping off the platform powerful ending But in his eagerness to prove that he was in control of the story and no one gets to tell him what to do, Stanley leapt from the platform and plunged to his death.
Power in The Stanley Parable
Good job Stanley, everyone thinks you are very powerful. Sorry to break it to you, Stanley, but that lift isn't coming back. You best either get comfortable right here on this Platform, or test your luck by jumping to the floor below. You know what, looking at it now, it's not that far to the bottom floor. I bet you can make it. Come on, I'm sure you'll survive the jump. Don't tell me you're scared, that's not the Stanley I know, do it!
Jumping off the platform Oops, looks like I was wrong. How clumsy of me. I'm not your enemy, really, I'm not. I realize that investing your trust in someone else can be difficult, but the fact is that the story has been about nothing but you, all this time.
There's been someone you've been neglecting, Stanley, someone you've forgotten about. Please, stop trying to make every decision by yourself. Now, I'm not asking for me, I'm asking for her. In the big room This is it, Stanley. Your chance to redeem yourself. To put your work aside, to let her back into your life. In the phone room That's her, Stanley.
You need to be the one to do this, to reach out to her. If you can truly place your faith in another, then pick up the phone. Hold on, sweetie, sorry to keep you waiting. I'm just pulling the bread out of the oven. Alright now, I want you to come in and tell me all about distorts your day at work. Did you actually think you had a loving wife? Who'd want to commit their life to you?
I'm trying to make a point here, Stanley; I'm trying to get you to see something. Let me show you what's really going on here. Walking away Sorry, but you're in my story now. Inside the room This is a very sad story about the death of a man named Stanley. Stanley is quite a boring fellow. He has a job that demands nothing of him, and every button that he pushes is a reminder of the inconsequential nature of his existence.
Look at him there, pushing buttons, doing exactly what he's told to do. Now, he's pushing a button. Now, he's eating lunch.
Now, he's going home. Now, he's coming back to work. One might even feel sorry for him, except that he's chosen this life. But in his mind, ah, in his mind he can go on fantastic adventures! From behind his desk, Stanley dreamed of wild expeditions into the unknown, fantastic discoveries of new lands! And each day that he returned to work was a reminder that none of it would ever happen to him.
And so he began to fantasize about his own job. First, he imagined that one day while at work, he stepped up from his desk to realize that all of his co-workers, his boss, everyone in the building had suddenly vanished off the face of the earth.
The thought excited him terribly. So, he went further. He imagined that he came to two open doors and that he could through either. It barely even mattered what lay behind each door. The mere thought that his decisions would mean something was almost too wonderful to behold!
As he wandered through this fantasy world, he began to fill it with many possible paths and destinations. Down one path lay an enormous round room with monitors and mind controls, and down another was a yellow line that weaved in many directions, and down another was a game with a baby.
And he called it; The Stanley Parable. It was such a wonderful fantasy, and so in his head he relived it again. And then again, and again, over and over, wishing beyond hope that it would never end, that he might always feel this free.
Surely, there's an answer down some new path! Perhaps if he played just one more time But there is no answer.
How could there possibly be? In reality, all he's doing is pushing the same buttons he always has, nothing has changed. The longer he spends here, the more invested he gets, the more he forgets which life is the real one.
And I'm trying to tell him this, that in this world, he can never be anything but an observer, that as long as he remains here, he's slowly killing himself. But he won't listen to me. Stanley, the next time the screen asks you to push a button, do not do it!
Can he just not hear me? How can I tell him in a way that he'll understand, that every second he remains here, he's electing to kill himself?
How can I get him to see what I see? How can I make him look at himself? I suppose I can't, not in the way I want him to. But I don't make the rules, I simply play to my intended purpose, the same as Stanley.