The Frankly Terrible.
Game Informer magazine, whilst ranking The Stanley Parable as the
two-hundred-and-fourth best game of all time, promised that it “delved into
philosophical questions about the nature of choice, and yet it was never
pretentious […] the game was as funny as it was thought-provoking.”
Personally, I do not know what one
expects of a magazine that omitted Spyro the Dragon from its list of three
hundred games, secretly singing its own praises for remaining in publication
(delivered to my home!!) for three hundred issues, (well into the Feminist
Craze of two-thousands fourteen and fifteen, after which the hot stills of
busty digital babes inexplicably diminished, if not vanished) and all in the
same breath enthroned a SEQUEL to the Legend of Zelda (as though to spite Arin
Hanson). Certainly I did not think that the Staff’s claims to non-pretension,
or at least the proper assessment of it, were credible in light of these facts.
But driven at once by a nostalgia for the corporate office setting, an
insatiable intellectual curiosity, (including a fervent desire to understand
what the average person considers pretentious) and the challenge that I
internalized from the suggestion that my own ideas, especially for
decision-based game design, were pretentious, I saved up what paltry allowance
I could afford as a sleep-deprived, unemployed college student, and I
downloaded the Parable with delight, anticipation, and some trepid
reservations: a quiver of a sense that this would be a Camusian or Kafkaesque
disappointment. It seemed that every person that I spoke with since my having
caught wind of it had heard of it, and in my programming class it took only the
mention of it on my part to invoke enthusiasm from the Gentle Giant that sits
in front of me. Having played the demo, my appetite was whetted, even as my
intellect was stimulated in retort. But the unease within my conscience did not
abate when I had formalized my complaints in the form of an essay for my Game
Design class. I felt ashamed for having assessed it so harshly without having
played it through to its proper consummation, and immediately my training as an
Academic Debater brought me into the imagined jury of my fellows. I had to
attain ethos if my opinions were to be final. I felt an obligation to give this
work of art a chance, fervently pursuing the hope that it resolves the problems
that it addresses. Mind you: these problems are in no ways novel; the sense of
existential despair is frankly a bit dated, and to treat any game that would
try to sell it in so heavy-handed a manner as the demo suggested as though it
were doing something groundbreaking is perhaps the most objective definition
for “pretension” that I can find to apply to contemporary society. That horse
is dead; MacIntyre long ago lay Beckett, Sartre, and Nietzsche to rest in After Virtue. Charlie Kaufmann glorified
these themes believably and palpably in Synecdoche,
New York, only to be met with mixed reviews and general confusion by his
audience (present company excluded). Long before him there was Franz Kafka,
whose name, as it turns out, appears nebulously on a white board in the
Parable: “R.I.P. Franz”. Sartre wrote No
Exit, a play that took minimalism to an extreme that only Waiting for Godot could top. So on and
so forth, and did I mention “so it goes”? Kurt Vonnegut made his entire career
out of tearing down false idols. So did Friedrich Nietzsche, about a century
before him. And don’t even get me started on noise music.
So needless to say (hence I am saying
it, for irony is my last refuge) when I expressed my hopes for the game upon
having played the demo (after having spent hours trying to download it for
free, prior to the arrival of my necessary funds) I told the Gentle Giant that I
meant not to judge of it too harshly but rather to anticipate some sort of
resolution. Once I had expressed my rather premature judgment that the Narrator
sounded a bit Sarcastic, my interlocutor did not hesitate to tell me ardently
that my judgment was not premature. I stopped him before he could spoil anything
for me, and I was met with a silence the likes of which I could not read. I
supposed that my visibly sensitive classmate was simply unaccustomed to that
degree of ardour as I demonstrated in my pursuit of what Sartre calls a “privileged
moment”.
There was nothing to spoil. The game
played immediately to my sense of defiance, terminating me in ways that were so
elaborate and schizophrenic that I prayed inwardly that these were just design
flukes. When finally I took the proper course and did all that the wretched
voice told me to do, I was heartbroken by the Beauty of the Outcome, knowing I
did not deserve it. Then terror crept in as I began to wonder if this was all
there was.
Of substance, yes. But as far as
ridiculously overdone dead-ends go, I had only scratched the tip of the
iceberg.
I played the Stanley Parable for two
hours. During this time I was reprimanded by a condescending and Satanic voice,
offered reprieve by a corny female counterpoint who only appeared once, even
before I “won the game”, (and who was clearly some sort of parody of Tenenbaum)
and reduced to a slave whose own liberation is apparently the result of
conditioning and complacency rather than the strife and heartbreak that less
privileged people know to be the true price of freedom.
I hated it. But what puzzles me is the
seemingly unequivocal love that people have for it. If Games are Art, and they
are to be ranked in the midst of literature, theatre, music, and the rest, then
they must be able to compete. The medium, if it comprises any part of the
message, should be necessary towards the expression of an idea that cannot be
expressed as adequately in any other way. Since it is OUR Art Form, the bark of
the Millennial Generation, it should convey us to islands unforeseen. Proving
that you can retell No Exit and the Myth of Sisyphus in a series of
reductionistic, brutalistic mini-games does not equate to novelty.
A radical Christian conservative I knew,
despite his overarching madness, once pointed out that “there is nothing new
under the Sun”, but that it may APPEAR new TO ME. I never agreed with him in
the Absolute sense, which is after all the only sense that lunatics can allow
themselves to deal in, lest they come down from the Moon. Yet in practice I
find it relevant here. Gamers who crusade against Roger Ebert’s denouncements
of their favourite Art Form give him plenty of faggots to burn (I mean sticks
of wood, as a metaphor.) when they transparently call games “Art” not out of
artistic fervor but rather out of intellectual laziness. They do not want to
elevate Video Games to the Height of Hamlet. They just want to pretend that
games are all ready there, attaining its actuality, for only then can they continue
to play and consider themselves sufficiently cultured, never once having again
to open a book.
What people consider “pretentious” is
apparently any sort of genuine, contemporary philosophical inquiry. The term
itself has become pretentious. Yet remember that I am not pretentious in using
it, considering that I have a deviant conception of what it means that is at
the same time rooted in tradition. The contemporary absurdist loves to be a
mouse running into walls in pursuit of the cheese that is put in front of him
each time. Why? Because he believes himself to have found Reality. People who
recycle Absurdism and Post-modernism by creating anti-games manage somehow to
create a work of art that pretends NOT to be art, yet at the same time it
remains a work that pretends to BE art only when it is not. The former is
illustrated by the fact that what could be an amazing and immersive office
adventure is painted over with a voice whose every impulse seems to be to
narcissistically deride it, except at those moments when the beauty of the
surroundings can only be enjoyed fully by an infant without any sense of
responsibility. The latter becomes apparent when a great deal of thought and
design is reflected in simply pandering to a desk jockey’s clichéd fears of his
Superior’s Luxurious Lifestyle. The game does this all in an overlying spirit
of apathy and boredom. In this anything-goes world devoid of actual freedom,
Hope is replaced by Realism. But this is pretentious because even to CLAIM to
have found Reality, or at least a justifiable representation of it, once all
criteria have been tossed out, is itself a Hopeful conceit. So it follows that
gamers and designers who do not really CARE about the outcomes of their choices
produce a game that has the immediate outcome of wasting my time and money, the
only reward being that I know I kept an open mind and heart to it to that
extent that it was bearable to a principled person. And if principle were
pretension, what WOULDN’T be? The affirmation of one’s own pretensions is still
a pretension by extension; it is like saying “I am lying.” The hypocrite does
not become LESS of a hypocrite by admitting to his own hypocrisy; he becomes
MORE of one by striving with futility to become less of one in the public eye. And
it does not take a genius (I hope.) to figure this out INSTANTLY.
The Stanley Parable does not “delve into
philosophical questions”. Office Space did that. Dilbert did that. The Simpsons
did that. But this is frankly terrible. The Stanley Parable is like a game from
the nineties minus the passion. It is like Camus without the human-hearted longing.
It is Sartre without the glamour. And even if it could live up to any of those
sources, some of which it cites by homage, it would come late, simply by being
a Video Game in the New Millennium. It could do better.
The game does not raise questions about
free will. I still FEEL myself to be a free and willing agent, despite the
conditioning offered by a transparently bad Narrator. Perhaps when I first
played the demo I felt a little shaky. But the game itself resolved that by its
own failures at striving against my Will. By deconstructing itself it could
only prove something about itself. The Spirit of a GREAT Game is never in its
parts, and Man has known that reduction to absurdity is a fallacy since Plato
at the latest. (Unless you mean to argue that I am Socrates because I wear a
beard.) I do not QUESTION my Free Will any more so now than I did before. I
CHOOSE NOT TO. I experience this Choice as being not only real (which never was
a problem for Stanley) but consequential; not only Determinism but the
passive-aggressive fatalism of the Parable are both prisons lost to me. So long
as I FEEL free, and so long as I FEEL important, (or “Significant”, which
literally means only that I am signified in some way, and that means that every
time the Narrator calls me by name he signifies me.) then I can continue, even
if it is only in the context of this experience, (and I need not choose even to
go so far as to make “experience” my limitation, even if you do not believe me,
Reader) to choose to believe in my own freedom and importance, and to act
accordingly, without reference to any external criterion that would compel me
to use my freedom to deny my freedom. That I refuse to simply “win” the game on
the Narrator’s terms is not a testament to my doubts about the validity of my own
choices, even when they produce favourable outcomes, but rather it is a
testament to my REFUSAL to submit to a TRANSPARENT ruse. The game raises NO
questions because even to think about it still FEELS LIKE A CHOICE, and that
feeling, if it can be perpetuated by the act of what I call “choosing”, will
all ways, inevitably, be the arbiter. But this does not make me its puppet. For
in the absence of any evidence that I am not a PART of it but that it is simply
a means by which to CONTROL me, I have every reason to trust it above any
disembodied voice or uninformed order, even if it emanates from my own bad
conscience, which quite clearly IS conditioned externally by abuse. So the game
does not make me QUESTION this position. It does not ever provide EVIDENCE
AGAINST it. It does not attack it; it simply baits me into attacking myself.
But I am quick enough to know that I can CHOOSE to refuse, even if it denies
that I have such a choice in the matter, by pretending to KNOW what I had
intended to choose in some sort of cheap parlour trick that once upon a time
self-responsible parents taught their children to disregard. If it were not for
the FEELING OF BEING FREE, the game would raise the question of freedom’s own
limitations. But a man who lives his life on his own terms, having found them
not in arbitrary button-pressing but rather in alignment with a Higher Good,
will not feel shaken by this willful waste of time; he will simply wait for a
more persuasive attack upon his conviction, and until that comes his conviction
will stand, and awareness of this fact ensures that his conviction is the
closest thing to Absolute Knowledge that any man can fathom. It does not even
matter that those zombies who have turned on Goodness imagine it to be some
sort of manipulative dictator who supplies its adherents according to a
Pavlovian rewards system. Clearly, the path of the righteous has all ways been
more subtle than that. MacIntyre did not write his books just to get a KICK out
of them; we know this because there are insights there that are more melancholy
than stimulating; they simply RING TRUE. You can’t convince all beings of this
Truth. But you CAN convince yourself. And you’d be right. Gamers deny this
possibility, pretentiously, and out of fear and laziness. They project their
own pretensions upon any one who claims to have Seen the Light or attained any
sort of Transcendence whatsoever. But the joke is on them. For having seen the
evils of the irresponsible insect who calls itself a Modern Man, or who must
crusade against all alien wills just to assert its own, only to deny its
existence, I know to learn from the mistakes of those deluded mice who run into
walls for fun. One mustn’t imagine Sisyphus happy, nor must one extend this
kindness to Stanley. One must simply leave the Office. The Stanley Parable
mirrors the life of the Corporate Slave, but it does not liberate; it only
begins to wiggle that tooth, and it does so in a manner that is so fiendishly
tickling that the Slave is abated instead of aroused.
Dm.A.A.
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