This is essentially an example of the back and forth communication between producers and audiences synonymous with Web 2.0, in which the audience becomes a creator.
THE STANLEY PARABLE MOD MOD
The fact that the original release of The Stanley Parable was a mod made by fans explains this awareness of perspective. From this it is arguable that The Stanley Parable was designed for an audience experienced in narrative driven games. This discovery played on my pre-conceptions. In some cases they might have some text based dialogue where they must press X/A to bring up the next line.
![the stanley parable mod the stanley parable mod](https://i.pinimg.com/736x/ad/42/b0/ad42b05769ccd2f66336cf170d402c98.jpg)
I’ve found that a large number of games have intro sequences that span anywhere between a few minutes to even an hour where the player has no avatar control. From past experiences playing games, I expected this to transition into what is referred to as a cutscene, but as the animation demonstrates, it was merely a trick, playing with the player’s perception. So how does this tie in with The Stanley Parable? Well after the initial menu screen and loading screen, I was greeted with this screen. This serves as an early example of the subculture involved with fan culture and its effect on technology.Ĥ. The whole idea was based around fandom of particular computers to show off which was the more powerful system, e.g. This shows off the specificity of computer hardware, showing each computer’s individual traits through abstract representations.
THE STANLEY PARABLE MOD SOFTWARE
It was initially connoted with pirated games and other software on prominent computers like Amiga as it was a sort of signature of the cracker, but evolved into a stand-alone scene. The demoscene is a computer art subculture based around creating real-time audio-visual demonstrations on computer hardware. The focus on art style through interactive media is potentially a remediation of demoscene. In some ways it reminds me more of a slightly interactive tech demo. The typical modes of gameplay I’ve become used to aren’t present in this game.
![the stanley parable mod the stanley parable mod](https://buffy.mlpforums.com/blog-0005113001347062115.jpg)
Is this an example of game narrative? While traditionally there’s no active story in place through dialogue or anthropomorphised character, no drama or plot tension, or even much challenge. There is a clear set continuous prose in Journey despite its lack of these classifications used by these names. It still follows the convention used in pretty much every video game, which is progress, known by names like levels or chapters typically. Journey’s main goal is implied in the name. These terms pre-dominantly look from a ludology perspective, and I argue that emerging game genres have a heavier emphasis on game environment aesthetics and narrative that would be benefit from a more narrative based genre.ģ. Sometimes they can be turn based and strategic, or they can be first person shooters, hybrids, so sometimes these terms don’t even cover every aspect of play and interaction. For example with RPGs, sometimes they can be based in a fantasy setting, or a sci-fi setting. What these genres don’t cover however is the game’s atmosphere or aesthetic. Beat ‘em up, Role Playing Game, First Person Shooter, Platformer. Typically game genre is defined by the type of interactivity or mechanic applied, as opposed to story or visual aesthetic (mise en scene). These practices lead to preconceptions of genre in video games.
![the stanley parable mod the stanley parable mod](https://i.ytimg.com/vi/N1aBohtb4vI/maxresdefault.jpg)
Except the story doesn’t matter, it might not even be a game, and if you ever actually do have a choice, well let me know how you did it.” I’d like to start by explaining the different aspects of interactive play conventions and mechanics used in some video game examples to put my analysis of The Stanley Parable demo into context. The designers and writers “Galactic Café” describe The Stanley Parable as “an exploration of story, games, and choice. My textual analysis is of the demo of The Stanley Parable.