Introductory Video
1 2017-06-15T11:39:24-07:00 Shannon Lucky b2f5111a84d695bbcecdf341842b676399f6307d 19436 1 This video was created by Brandon Parfitt to introduce the game he created for Jon Bath's Art History 251: Art of the Internet course at the University of Saskatchewan in the Fall 2016 semester. Parfitt titled the game "Art History Essay", it is based on The Stanley Parable. plain 2017-06-15T11:39:24-07:00 Shannon Lucky b2f5111a84d695bbcecdf341842b676399f6307dThis page is referenced by:
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Introduction to the Game
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An introduction to the documentation project as well as the Stanley Chronicles
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This work was created for an undergraduate Art History course at the University of Saskatchewan (instructor: Jon Bath). Part essay, part video game, the work plays with notions first addressed in the game The Stanley Parable, guiding the player through a virtual space with commentary from a narrator. Included in the files associated with the game are an introductory video and readme file, which help contextualize the work and its meaning to the creator.
There are a number of choices presented at different points throughout the game. At each juncture, the narrator speaks to the player about the ideas of free will and choice. Eventually, depending on the path chosen, the player encounters one of two puzzle games: either a maze, or a series of platforms that must be jumped across. Trying--and failing, and having to try again--are integral experiences to both puzzles. Successfully completing either leads the player to the same spot at the end of the game.
ARTIST STATEMENT: “The game which I have designed, being of a first-person nature, features its own narrator and deals with the theme of choice and narration. The overall concept of my game is to explore an essay topic in a strongly related fashion to the medium being examined. The medium in question is none other than the game, “The Stanley Parable”. My game hopes to enlighten the player on the confines of choice when presented with a narrator, who in turn, has some control over what is happening in the game. The game is kept very short, (playtime averages 10 minutes or less) to avoid overloading the player with hyperbolic, jargon-filled essay writing and instead uses a real voice to express ideas simply.”
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Gameplay
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About the creation of the work
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Parfitt's game is directly based on the format and game play of The Stanley Chronicle. The first-person perspective has the player navigate through the virtual world using the ‘WASD’ keys to move forward, left, backward, and right, the space bar to jump, and the mouse to look around.
This play through begins at the start of the game and walks through the one know cheat in the platforming section. Instead of completing the platform challenge as designed, the player jumps up and over the side wall, running past the most of the platform section and exiting at the end of the maze challenge.
The play through does not demonstrate all branches of the game. The transcript and screenshots below recreate the major sections of the game.
[Game narrator] So I guess I should welcome you to this nice little virtual world and also give you a quick thanks for playing (unless your name is Jon and you are a professor and are forced to play this game in order to give some sort of grade).
The Stanley Parable: a game driven by narrative and the consequence of choice. A narrator speaks and you, as the player (AKA Stanley), can choose to listen or disobey him. So, without further ado, let's get you moving. Why don't you head off to the next room?[pause in audio - player walks forward through a white hallway into a second room facing two hallways at the opposite end: a red hallway on the left and blue hallway on the right]
[Narrator from The Stanley Parable speaks in a British accent] When Stanley came to a set of two open doors, he entered the door on the left.
[Game narrator] This is one of the first pivotal choices a player is given within the game. The player can listen and enter the door on the left, or they can disobey and enter the door on the right. When a narrator provides the player with a choice the person has to ask themselves, do I really have a choice? what if I just stood here? what if I ran around the inside of the room for the next six hours? what if I never go through either of the doors? I could turn my game off right now, but then we fall into the dilemma of “are you really playing the game?” So, just like the Stanley Parable, I am going to give you a choice. You can proceed down the blue hallway or you can take a stroll down the red hallway. Why don't you go ahead now. Make that decision.
[game narrator] Red, very bold! You see, the Stanley Parable is riddled with choices. Some of them change the outcome of the game drastically. Others, however, don’t change anything. Kind of like the “choice” that I just gave you. You might have found yourself thinking, ‘Yipee, this is exciting! I can’t wait to see how this is going to shape the rest of the...yada, yada, yada.’ This is an essay, after all. It has a beginning, a middle, and an end. I couldn’t possibly give you any power here. That would be unheard of. Why don’t you--why don’t you go into the next room? I just need to fix something.”
[game narrator] Blue, eh? Not bad.[Location: The Stanley Parable map]
[player walks down a white hallway approaching a room with a map/flowchart on the facing wall]
[game narrator] I... I should warn you, the next room does hold some considerable spoilers if you are planning on playing the game.
[player walks into the room towards the map on the wall]
[game narrator] This is the map of The Stanley Parable (unofficially). When I told you that this was a game about choice I wasn't kidding. If you look near the top centre you will see the start. You can let your eyes follow along any of the paths you like. The game has a collection of thirteen major endings, these are listed with red dots. There are also a bunch of orange dots on here. These usually signify Easter egg types of victory. Some, for example the broom closet, aren't endings at all but are just some witty banter by the narrator.
Laying out all the possible decisions in the game like this makes the concept of choice seem less significant somehow. In a game where someone is narrating for you, choice is less viewed as choice and more realized as a current option.
Why don't you head to the next room.
[Location: Maze and Platforming decision point]
[Player walks through a hallway into a room with two signs on the facing wall. Both signs are etched wood, the sign on the left includes the word ‘MAZE’ and three arrows pointing to the left, the sign on the right includes the word ‘PLATFORMING’ and three arrows pointing to the right.]
[game narrator] Alright, I lied. I couldn't help myself. You get an actual choice (kind of). I will let you choose right now. You can solve the maze to your left or you can do some platforming on the path to your right. Both of these challenges lead to the same room afterwards though. You might as well get to play around a little bit here. Some form of actual entertainment should probably be had. But for now, you get to mix it up a bit and have some effect on what you are going to get out of this. So, pick a path and best of luck to you.
[Location: Platforming]
[game narrator] Platforming. This probably means you like a bit of a challenge. If you are anything like me and you have played through The Stanley Parable then you chose to hunt for every ending. This might have even included the Art ending where you are stuck pressing a button for six hours. That's not an exaggeration either. That's actually part of the game. It was terrible. Anyways, break a leg out there! Not literally though. You won't die if you fall, nor will you break your leg. Uh... have fun.
[Location: Maze]
[game narrator] A maze, like The Stanley Parable, is just a series of choices, whether you are conscious that you are making them or not. A person can never really be sure they are going the right way. Choosing to go right or left off the start might be the difference of how fast you solve them. Mazes are pretty good metaphors for life. You have a start and an end and everything in between is a series of decisions, twists, and backtracking. Well, best of luck!
[Location: End of the Maze]
[player walks down a white hallway]
[Location: Final Hallway]
[player enters another hallway with green walls and a red platform on a brown surface]
[game narrator] Well, congratulations on your accomplishment. You’re nearly at the end. There wasn’t a lot of choice here for you. If you’re craving more then take a look the Stanley Parable. Play through it, watch a playthrough if you don’t wanna buy it, just experience it somehow. What’s truly engaging is the story and how it’s told. You can start walking down this hallway now.
[player walks down the hallway and approaches a white hallway]
[game narrator] See, I could have sat down and made a fully-fledged essay-game hybrid, littered with choices and different outcomes, but what’s truly important is that you took the time to experience it. You witnessed the beginning, you made some decisions in the middle, and now, you’re approaching the end. It might have seemed a lot shorter than you were expecting and that’s the problem with a game involving a narrator. There are only so many choices you can make. So, why don’t you go claim your prize?
[player walks down a white hallway, enters a doorway, and walks onto a platform]
[Location: Final Room]
[game narrator] Yeah, that’s it. No prize. End of the line. The end. No more story to be found here. I can’t reward you with anything besides a heartfelt thank-you. Though, honestly, thank-you for taking the time to play this.
[player faces wall]
[end credits projected on wall]
[THE END
Narrated by: Jimmy Mayo
Designed by: Brandon Parfitt]
- 1 2017-06-16T11:06:34-07:00 Introductory Video 2 plain 2017-06-16T11:07:52-07:00