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I didn't know that....
Not sure if I agree with all of that, but food for thought. It's what I got out of the story and it was the closest real-life eqivalent to the Narrator that I could think of.
So some games (even story driven ones) are something in the middle of games with free will or narrative gameplay. This is why I like mass effect the most when it comes to fully story driven games. I'ts narrative but gives you choises that can have effects that matters through the rest of the games. Some choises might even lead to characters die and make things very different, or parts missing.
And when you think of it. Stanly parable is pretty the same. You get choises to decide how it goes. Becuase they have put them in. Means not a completely linear game. Experience is decided by choises. Unlike some games where you need to follow the exact same story without any choises to have different outcomes.
You thought i would put something here, didn't you. SUCKER!
Stanley felt sad. He wasn't sure why he was sad, when he first started feeling sad, or what sad even was, just that whatever it was, he felt it, right now, at this moment. And in knowing that he felt something, right now, at this moment, he suddenly felt...better. In fact, he dared say, he felt quite good that he had felt sad at all, for if he could feel sadness, Stanley thought, then surely I can feel anything: anger, surprise, contentedness, perhaps even hope. Yes! Hope, he thought. One day, perhaps, I will feel hopeful, he thought. Perhaps in the near future even! Perhaps I won't merely FEEL hopeful, but I will BE hopeful! But then he realized something. The future wasn't due to come to pass for quite some time. It could be any length of time really. How long would he have to wait? Stanley couldn't bear the thought of it, and he suddenly felt quite sad.
Stanley wasn't sure why he was sad, when he first started feeling sad, or what sad even was, just that whatever it was, he felt it, right now, at this moment. And in knowing that he felt something, right now, at this moment, he suddenly felt...better. In fact, he dared say, he felt quite good that he had felt sad at all.
It's a fun "game" for a little bit but it is also very shallow and offers nothing that watching a youtube playthrough couldn't offer because of how little content there is to it. The author also has a really hard time taking criticism and hides behind the "theme" of the game to justify how empty it is.
I get it that people like to play up the philosophy angle but I personally play games to be entertained not to have a gradeschool lecture on nietzsche shoved down my throat.
While it does have much exisitential bent, there is a lot more there than a gradeschool lecture on existentialism. Point of fact, you play as a protagonist in a world where you are not merely lectured to on the tenets of existentialism, but sometimes nurtured, tormented, manipulated, cajoled, etc., all with a mischievious sarcasm by an unseen narrator. If you get past what you might consider banal questions of the nature of choice and creating meaningful actions (though I don't see how you could unless you've successfully played out your life in the exact right way you "wanted" and are on your deathbed, completely satisfied, in which case, kudos to you I guess), the writing and acting are still phenomenal.
Does it have a "deep" meanning? I think Nietzche would bristle at the question and tell you that freedom is all that matters. His successors (Kant in particular) might instead as the question, "were you able to manufacture meaning from it in this given framework?" It seems like you weren't: fair play to you. Many will.
Existentialism is not really about the death or abscence of meaning, but rather what humanity does in its abscene. Does it find it? Does it create it? Does it throw its hands up and say "f it?" I think these questions are far more pertinent in this well-presented game that to me seems far more about the tricky nature of choice and free-will than it does with creating an overall sense of meaning.