The Stanley Parable #6

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cadey wants to merge 1 commits from stanley into main
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Signed-off-by: Xe me@christine.website

Signed-off-by: Xe <me@christine.website>
cadey added 1 commit 2022-07-11 12:45:51 +00:00
65aa745baa The Stanley Parable
Signed-off-by: Xe <me@christine.website>
cadey added 1 commit 2022-07-11 12:49:46 +00:00
0532087411 The Stanley Parable
Signed-off-by: Xe <me@christine.website>
cadey force-pushed stanley from 0532087411 to 65aa745baa 2022-07-11 12:50:20 +00:00 Compare
openskies requested changes 2022-07-18 02:09:52 +00:00
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First-time contributor

here you go

here you go
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bad thing like the phrasing would imply. It just means that the main focus of
the game is not on the micro actions the player can take. In this case the main
focus is on what the player can do with the story and not what the player can do
with their controller.</xeblog-conv>
First-time contributor

The preceding two paragraphs don't express their point very well

The preceding two paragraphs don't express their point very well
First-time contributor

some possible phrasing changes are

Mechanically, it is a deeply limited game; you can only move around and interact with things. There aren't even very many interactible objects. The story is about an office drone named Stanley that pushes buttons based on instructions from his computer. The big thing that this game does is explore the paradoxes inherent in its own design.

Being mechanically limited like this is not actually a bad thing like the phrasing might imply. This means that the main focus of the gameplay is not on the micro actions the player can take. In this case the main focus is on how the player interacts with the story and not how the player interacts with their controller or puzzles or tactics. Additionally, the mechanical limitations of the gameplay are thematically aligned with the story's premise of being an office drone in ways it can play with.

some possible phrasing changes are Mechanically, it is a deeply limited game; you can only move around and interact with things. There aren't even very many interactible objects. The story is about an office drone named Stanley that pushes buttons based on instructions from his computer. The big thing that this game does is explore the paradoxes inherent in its own design. Being mechanically limited like this is not actually a bad thing like the phrasing might imply. This means that the main focus of the gameplay is not on the micro actions the player can take. In this case the main focus is on how the player interacts with the story and not how the player interacts with their controller or puzzles or tactics. Additionally, the mechanical limitations of the gameplay are thematically aligned with the story's premise of being an office drone in ways it can play with.
cadey marked this conversation as resolved
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Nord are basically LARP vikings) really handicapped your ability to move around
freely, and in those times an arrow injury was basically guaranteed to be fatal
so it can't be literal (if only because there's so many guards with knee
injuries walking around effortlessly which is...unlikely at best).</xeblog-conv>
First-time contributor

I don't understand how this paragraph connects to the narrative of this post or how it improves the post by its existence.

I don't understand how this paragraph connects to the narrative of this post or how it improves the post by its existence.
cadey marked this conversation as resolved
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game takes the concept of the illusion of free will and plays with it.
The game makes you think about what games _can_ be. It makes you wonder if the
potted plant soliloquy after the broom closet ending speaks to the mental state
First-time contributor

OH, DID U GET THE BROOM CLOSET ENDING? THEB ROOM CLOSET ENDING WAS MY FAVRITE!1 XD

OH, DID U GET THE BROOM CLOSET ENDING? THEB ROOM CLOSET ENDING WAS MY FAVRITE!1 XD
cadey marked this conversation as resolved
This pull request has changes conflicting with the target branch.
  • blog/stanley-parable.markdown
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Reference: cadey/xesite#6
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