The Stanley Parable challenges the way one would typically view a game, specifically a narrative video game. A game can be defined as a medium where communication takes place and where the player attempts to make sense of their position in the game. The Stanley Parable clearly falls into the definition of a game, but what makes it different is that the game is aware of itself and is aiming to challenge the audience and the traditional view on the construction of a narrative game as well as why people play games.
The Stanley Parable gives the player limited movement and environment interaction – Stanley can only move around the office or push buttons, but in order to do this, he relies on the player’s choices or the narrator to guide him. Right
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The player can choose to follow the narrator’s instructions on entering the right door or ignore him and encounter a different scenario. If the player goes against the narrator, this forces the game to take into account a new path for the player and will often cause the narrator to become annoyed. The narrator pressures the player to listen, and will even add in some elements to continue to pressure the player – for example, when the player ignores the narrator’s instructions, the game will add the element of giant, yellow arrows on the floor which would point to the right direction and continue to the right path of the game. Another example would be the lights in the dark hallways of the basement, which would also act as an element to help the player walk towards the right path. However, if the player obeys the narrator’s instructions, the narrator becomes bored, as if following the script of the game agitates him. Perhaps this is a message to other narrative video games, and how this challenges the usual player obedience of games from start to finish. This also raises questions on the predestination of video games and the limited choices players have. There are many different endings to this game that are caused by elements to guide the player to one of its predestinations. Because of this, the player is …show more content…
By doing this, the game designers must be implying to the players to think about the narration instead of simply going through the motions of the game like one would with any other game. The way the game produces this illusion of seeking freedom in the game for Stanley but in reality, the player’s choices are limited and the game automatically restarts itself creates a message to the audience. When the player follows the rules of the narrator, Stanley gains freedom, but the player ends up doing everything Stanley was doing mindlessly in the beginning of this game and is now under the control of the narrator. Instead of Stanley pushing buttons, the player is now the one pushing buttons and staying in this repetitive cycle of a
In the story “The Most Dangerous Game” there is 3 big conflicts that make the story. If they were not in the story it wouldn't had made any sense. These 3 conflicts are the story, They happen in the beginning, Middle and end. There would be no story without them.
Tom Bissell, in his essay, “Extra Lives: Why Video Games Matter” has described video games and how they are unique and different from movies, books, or even interactive films. Bissell says “I came to accept that games were incompetent with almost every aspect of what I would call traditional narrative.” This is showing the readers that even though there is a plot and story line, as characters can control and alter the story line or outcome by what you do or see throughout the game.
On page 13, Stanley is described fully, using stage directions. You can tell by the length of his description that Stanley is quite a complex character. The start of the stage directions read ‘Stanley throws the screen door open’, the verb ‘throw’ is very strong and follows the theme of men overpowering women which contextually fits in with the time period in which the play was written.
Each character in the play and movie has a special characteristic about them. For example, Stanley is portrayed as the head of the household, who is easily ticked when the females do not listen to him. He is an alcoholic, who is abusive to his wife and he rapes
This male domination is emphasised with the use of the different games at key moments in the play, all involving the men and intentionally excluding the women. In the first scene the men go bowling, while the women run behind and watch, this establishes the role of each sex in the society in which they live. When Blanche asks to join in and “kibitz” in the first game of poker, she is told by Stanley, in no uncertain terms, that “[She] could not”. The game of poker also acts as a metaphor, in the first game, when Blanche has just arrived and is beginning to threaten Stanley and Stella’s marriage, Stanley is losing the game. Stella begins to
is true in the extreme for Stanley, he does what he wishes and disregards the consequences. It is not a motto he actually employs towards the remaining characters; thinking only of himself, he does not care if anyone else is "comfortable" or not. Through dialogue such as this, Williams asserts to the reader/audience the fact that Stanley inherently fails to take into account the repercussions his own requirements and desires have on others. He is in total control and the only person endowed with power; therefore the only person he takes into consideration - and the only person his wife is allowed to take
Stanley is a character in this play, whose perspective is clearly reality based. Since Blanche’s outlook on life is fantasy based, there is a lot of hostility between the two characters. Stanley is the one that always exposes the lies that Blanche is always hiding behind. He is constantly trying to get her to accept his perspective. When she finally begins to understand him, it’s too late. With such a huge change, she loses her mental state. Her personal beliefs get interchanged between fantasy and reality, to such an extent, that it seems as if she no longer realizes what is true or what is malign.
Another key element in the story is the blue piano. Whenever this piano is heard playing during the play it signifies that Stanley has had a victory over Blanche in some way. The blue piano also signifies that Blanches illusion is begging to unravel. The reality of Blanches situation becomes apparent to Stanley who then tries to expose Blanche for what she really
Stanleys almost instinctive primitiveness is a major part of his representation in the book and this behavior of his leads to all the ways he overpowers and
The way this theme contributes to Stanley destroying Blanches’ mental health is that his necessity for reality intrudes on Blanches’ desperate attempt at surviving illusions. Stanley is ‘simple, straightforward and honest’ (S2:pg.137*) and incapable of understanding Blanches’ delicate
Stanley’s actions are intense and mostly uncalled for, Stanley is heavily motivated by the past and
Jackson makes the statement, “Although the villagers had forgotten the ritual and lost the original black box, they still remembered to use stones” (244). The next element to look at is whether or not the author gives the reader access to any character’s consciousness. In reading the story the reader can tell how certain characters feel by listening to what they say. An example of this is when Old Man Warner states, “It’s not the way it used to be. People ain’t the way they used to be” (244). The reader can tell that he is frustrated because people are not responding to the lottery as they used to. However, Jackson does not allow the reader access into any character’s consciousness and let him or her know how a particular character feels outside of what that character says. The third concept involves the narrator’s position and presence, which determines whether that person is involved in the story or not. If the narrator is involved in the story, the reader must then determine if that character is a major or minor character and if his or her presence is pervasive, dominate, or obtrusive. Jackson’s use of the narrator in this story is one that is an outside observer looking in at the events unfolding and not a participant in the story. The fourth and final concept of point of view is the reliability of the narrator. The reader must determine if they find the narrator believable or not. The fact that the narrator in
For example, he swayed his hand to and fro while one lantern was centered on him, creating a shadow on the wall. When the narrator was executing his “ingenious” plan for murder, he slowly entered the room, crouching down for what seemed like an eternity, and opened the lantern to shine light on his victim, showing his vulture-eye, therefore giving the narrator the motivation to kill him and giving the audience an uneasy feeling. The narrator's body language showed tension as he was anticipating the right moment to kill the old man and as he was lightly conversing with the police officer. During the majority of the play, the narrator would laggardly ascend and descend the stairs which captured his increasing uneasiness. The actor's true skill in portraying his character was most perceptible as he carried out the murder of the old man. He kills and dismembers him happily, clearly showing the audience that the character is in an unhealthy mental state. Additionally, the narrator continually explains to the audience that he is not insane and attempts to prove it by explaining his master plan of murdering and hiding the old man. However, the more the narrator explains to us how sane he believes himself to be, the more we believe he is not. To represent a change in setting, the narrator opens an imaginary door and paces up and down the stairs. To show time progressing, the narrator
The first argument that arose out of the video game world was the debate of video game violence. Still unresolved, this debate has actually allowed for the video game industry to come fully into the main stream. As the din over violence quieted the fans of the game society began to focus on issues more akin to their own style. So then began the debate of game play vs. the video game narrative. The question arose; can a game also be a story? While the semantics would suggest that, no, a game cannot be a story, we do realize that a game can contain a story. However,
A parable is a “simple story used to illustrate a moral or spiritual lesson, as told by Jesus in the Gospels.” Parables are a form of teaching in Judaism, this is where Jesus made it a point in his ministry to gather common things that could be familiar to everyone and anyone who was wiling to hear him speak, for example bread and sheep. He made sure that the meaning of what was said was very clear in the context of His teachings. Parables in other words are an “earthly form of stories with heavenly meaning”. In Matthew (13: 13) Jesus says “Therefore I speak to them in parables, because seeing they do not see, and hearing they do not hear, nor do they understand.” This quote can be seen as Jesus’ way of communicating with his disciples, because many of them could not fully comprehend his teachings and what was being spoken. Another reason why He spoke in parables was so that “…unbelievers would be without comprehension”. Only those who were willing to follow Him and allow Him into their hearts, trusting in Him would understand His ways. His main deal was to be able to teach people, and hopefully in teaching them they would learn an d pass down what was taught to others. Just like in our society now and when it comes to books, magazines, etc Jesus used such things as words, pictures, and stories to help everyone learn and understand things in a certain way, because everyone learns differently he took that into consideration.