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Afterwords – The Stanley Parable
Galactic Cafe's standalone release of The Stanley Parable defies easy classification, but that hasn't stopped the experiment in interactive fiction from being a runaway success, selling 200 thousand copies in under a month. We talked with creator Davey Wreden to get his thoughts on the final product.
You mentioned on your
blog that the unexpected success has caused some challenges due to business
decisions you made well over a year ago. Can you describe those challenges and
how you're dealing with them?
I'd prefer not to say specifically what decisions those
were. However, it's easy at a time like this to constantly overthink the way
things "might have been" if only you'd done something differently, even if
overall you did everything very well. The only real way to deal with that kind
of anxiety is to be aware of yourself and talk with others to keep yourself
grounded and to let it pass.
The Stanley Parable
is a difficult game to explain to people, but that hasn't impeded sales. Why do
you think it's been so successful compared to other, more easily understandable
indie games?
I think there's a big misconception that what people want is
to have the game "explained" to them, that press won't talk about it and people
won't buy it unless it fits something they already understand. Rather, my
belief is that far more importantly than explaining your game is explaining why
people should care about it. In our case, we knew exactly why people would care
about it: A.) all of the media we released teased what the game is without
describing it, so it becomes mysterious, something to be discovered, something
to be explored. Gamers love discovery and exploration! B.) it's got a striking
voiceover, C.) it's funny, and D.) if we can get a lot of conversation about it
based on those first three points then there's a lot of word of mouth about this
thing that no one knows what it is, which in turn ramps up the sense of mystery
even more. These reasons for being excited about a game are all just as valid
as "I understand this game and what it's trying to do," since it touches on the
exact same feeling of "why should I care?"
You originally
released The Stanley Parable as a mod back in 2011. What were your goals for
the HD remake?
At first they were very modest, just to visually touch it
up. Then we decided it would be fun to add some extra content, then a few
months later we decided to change up some of the previous endings, then a few
months later we asked if there were any bigger structural changes we could
make, then a few months later, etc. So it very much snowballed into what it
is today!
Did you accomplish everything
with the HD remake that you wanted to?
I did not even understand what this game was until weeks
before launching it, and even now I'm still discovering what it is. I would say
there was no time during development of the game where my understanding of it
lined up with what it became in the end, it splintered off and morphed and
dissolved and reformed in so many ways it's impossible for me to describe. All
I think I wanted for most of development was to put a few ideas into the game
that had been on my mind since the original and to bring it to a bigger
audience and to make a little money. What I got was a hell of a lot more.
I was continually
impressed by the number and variety of endings contained in the game. How did
you decide which ideas to include, and how many endings didn't make the
cut?
Years of constant revision, brainstorming, playtesting,
ruthless cutting of content, sweat, tears, and toward the end a few concessions
that we just didn't have time to do anything about. There was no hard and fast
rule for what could go in and what couldn't, we considered thousands of ideas
and possible directions and cut it down to only a (relative) handful, and even
the ones that made it in I'm not always 100% sure about. I was constantly
discovering throughout the project what a "good" ending or piece of content
actually looked like, and I think it's the constant discovery that defines our
real intentions. Our design process had to become unknowable and mysterious
even as we were doing it in order for the same sense of mystery to translate
into the final game.
Specifically, we had a number of large endings that we cut, some very early in their design, some after we had completely finished them. In one case there were two fully finished endings, but neither of them was having the impact on playtesters that we wanted. So we merged the two of them together, and the mashed-up ending was significantly better. The dream ending was getting major design changes just weeks before launch. We have a number of prototype versions of nearly every major ending in the game, which we might release at some point, there are a few things in those protoypes that I really liked but that just didn't fit with the rest of the game's design.
The game doesn't
provide feedback on which endings you've seen or how to uncover them. Did you
ever consider including a way to help players track or discover content they
may have missed?
We had a map in-game for a while and it completely killed
the sense of discovery and surprise. People knew exactly how much they'd done
and could tell me when they were "finished". Suddenly the experience becomes
knowable! I didn't want that, I wanted players to be lost, never finished,
always keeping an eye out, always just a little uncertain of what might be
around this next corner...
On the other hand,
many players in the Steam forums have been hard at work mapping out and
detailing all of the endings. Do you see this as a positive or negative?
It's what people do! I've made my peace with the fact that
people will play and interpret the game in many ways that I don't intend and
may not care for, it's not my game anymore; it's theirs. The fact that so many
people have played the game and each bring their own sensibilities and desires
and thoughts to it, regardless of whether they overlap with my own, to me is a
tremendous positive.
Is there anything
hidden in the game that players still haven't found yet?
Obviously if there was I wouldn't tell you. :)
One of the endings
pays homage to Portal and Minecraft. Why did you decide to reference those
games specifically, and what was the approval process like for including them?
It stemmed from Half-Life 2 being in the original Stanley
Parable mod, which we were planning to keep, but decided it would be fun to
surprise those who were familiar with the original game. So Portal seemed like
a good fit because we were already working in the engine, and a friend knew how
to recreate Minecraft in Source, so we decided to give it a shot. Portal we got
rights to through some legal mumbo jumbo, and Notch gave his approval for us to
recreate Minecraft.
We were concerned for a while about whether these references would actually contribute something meaningful as opposed to simply being a blank pop-culture reference, but as with many of the concerns we had during design, it turned out to not be a problem in the slightest. People really like those sections!
Would you ever
consider doing a sequel or more content for The Stanley Parable? Or do you view
it as a one-off experiment?
I've thought about Stanley Parable enough for several
lifetimes, so I think it's high time I took a long, long break from that and
did something completely different for a change! However, it's possible I may
be sitting down with the Narrator soon to record a few lines in the style of a
Dota 2 announcer...
Would you ever want
to create a triple-A game, or do you intend to continue working on indie
projects?
The form is less interesting to me than the function. I want
to work on something that offers a fulfilling outlet to creating something that
is meaningful and engaging for an audience. At the moment I consider that to be
indie games, but I'm not ruling out triple-A as being one possible source for that
(or even film, music, theater, cooking, acrobatics).
The Stanley Parable
pokes fun at a lot of standard gaming conventions. What do you think of the
state of mainstream gaming?
A lot of people think I'm very cynical about mainstream
games, but that's actually not true at all! What's true is that I play almost
no mainstream games because I generally don't consider them very engaging, but
I realize that for many people who are unlike me they are wildly engaging and
captivating. I don't presume to know what's going on in another person's head,
I don't think it's my place to say what kind of impact a game is having on you,
all I can say is that for me, smaller and more focused games tend to have a
stronger impact and offer space for me to deeply and critically engage with
them. I play mainstream games from time to time, but usually feel they're too
shackled to conventions to allow me the same freshness of discovery.
What do you think of
PlayStation 4 and Xbox One? Do you plan to develop for either of them? What
about Valve's Steam machines?
Honestly I never think about it! If it's meant to happen it
will happen; that's about all I think of the situation. In my mind the content
always comes first, I want to know what I'm making, and then I want to know
where I'm going to put it.
What do you plan to
do with the money you've made on The Stanley Parable?
I am going to purchase a money-making machine, whose output
I will then use to secure the funds to purchase additional money-making
machines. This continual investment in money-making machines will continue
until such a point as I have the ability to purchase a money-destroying
machine. I will then hook them up to one another in a circle, such that money
is created and destroyed infinitely at an ever-increasing rate. This cycle will
accelerate until the natural rate at which money can move freely in the
universe is exceeded, at which point not even the scientists can tell us what
happens next.