The Stanley Parable Helpful Development Showcase Archive

DoorsFebruary 6, 2013 ForkliftsFebruary 13, 2013 MistakesFebruary 20, 2013 William Chat (missing audio)February 27, 2013 ParadoxesMarch 6, 2013 Self ReviewMarch 13, 2013 PaymentMarch 20, 2013 Stalling for TimeMarch 28, 2013 PressApril 3, 2013 HDS UpdateApril 4, 2013 EmotionsApril 17, 2013 SECRETSSSSSSMay 1, 2013 Hidden MeaningMay 15, 2013 PressureMay 29, 2013 Special EditionsJune 13, 2013 CommunicationJune 26, 2013 DistributionJuly 10, 2013 Signing OffJuly 24, 2013

Introducing: The Stanley Parable Helpful Development Showcase!

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

This week: Creating doors that don’t kill the player

Though doors are generally recognized as being the cornerstone that holds modern society together, what many people don’t realize is that the same principle holds true in video games. The Stanley Parable employs over a thousand doors (one thousand and two, specifically) and if a single one is not functioning properly it threatens the integrity of the entire game. That’s why we’re making sure to go through and test each door thoroughly before shipping it in the final game.

Today I’d like to walk you through the process of inspecting doors to make sure they don’t murder the player for sport.

Here’s an example of a door from The Stanley Parable, as seen in the Hammer level editor, which is being used to create the game:

At first it looks just like any door in any game ever.

Oh!

you say,

everything appears to be perfectly in order! A 100% functional door! No need to do any sort of testing or inspection or further investigation of this door in any capacity, however small!

Oh little fox, how ignorant you are of the world. Let’s run this game and find out what would actually happen if someone were to play it.

Here’s the player just walking along. Doot da doo, just gonna go right through this door, that’s what I’m doing…

Just gonna go right onto the other side of – BAM!!

You see? Now do you see how wrong you were? About the door?

Oh my god, I didn’t know –

Shh. I don’t need your excuses. I need solutions. Let’s look at how we can fix this horrible problem that you would have ushered unto the world if you were in charge.

First we’ll open up the level editor. There’s the door! Hello!

Great, so far so good. Now we’ll double click on it to open up its parameters.

Aha! Here’s the problem!

You see? Its morality is set to “fuck humans.” With a setting like that you can expect a relatively low likelihood of this door treating humans like the clean, civilized, respectable creatures that they are. Why don’t we adjust this setting to something less unnecessarily hostile?

Much better! Crisis averted. Now comes the task of going through and adjusting this setting individually for each of the thousands of doors (4,258 specifically) throughout The Stanley Parable. It’s grueling work, but if we’re not careful it’s easy to overlook some game-breaking gaffs, like the setting on this door that almost passed under our radar earlier this week:

This door is a door. It is not a frog. Fool me once, as they say.

In the end, game design is about the details. If you’re not applying that razor-sharp attention you run the risk of your game being rude, demoralizing, or racist toward your players. That’s not the kind of game we make, that’s a very different kind of game, made by very different kinds of people. I don’t want to talk about them. You weren’t implying we’re like them, were you?

No, honestly, I never –

Save it. You had your chance and you blew it. That ship has sailed.

Oh my god, please let me out of –

Shhhhhh.


The Stanley Parable Helpful Development Showcase: Forklifts

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

Let’s take a piece of reader mail, this one comes to us from Franklin I. of Michigan:

I’m starting to learn game design and the biggest hurdle I keep running into over and over is knowing how many forklifts to put into my game. Could you give me a specific number? It would be a huge help, thanks!

-Franklin

Hey Franklin, let’s get one thing straight: There is no “specific number.” The appropriate number of forklifts is an art, you hear me? What I do is art. I’m an artist.

Okay! So now that we’ve gotten that out of the way let’s dig a bit deeper into the correct amount of forklifts to place have in your game. First, open up your map.

So far your game is pretty terrible. That doesn’t necessarily mean you are terrible as a person, but it wouldn’t hurt to lose some sleep thinking obsessively about it.

Now let’s add a single forklift.

Right now you’re probably thinking:

One forklift looks pretty good, time to add a second!

Woah there cowboy! What did I just say about the number of forklifts being an art? You can’t just rush into a decision like that.

Why don’t we take some time simply to be with the number of forklifts that are currently in the game? Let’s feel it out by meditating on it our current game for one week.

Okay! One week should have passed since you were last here, so let’s return to our map and see how we feel about it now.

You’re right, it does need more forklifts.

Again, it’s important to take some time to feel out the emotional weight of this decision. Let’s take another week of reflection and deep self discovery.

Hm.

In that week that just passed, something stirred in me.

Something profound. I feel…affected.

Is it the intangible nature of our mortality?

Is my spirit swelling, ballooning the fabric that holds the universe together?

Who am I?

What is my purpose?

Life is so short.

I don’t yet know what this all means, but there could be no better way to express it than through the act of creation. I feel like I finally see what this map is trying to become, let’s take it there now:

I’m an artist.


Stanley Parable Dev Showcase: Making Mistakes

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

This week: Admitting that you’ve made mistakes

Almost everyone is human, which means that almost everyone makes mistakes. Sure, the pain of making a mistake so wretched and vicious it’s nearly unbearable, but it’s even more painful to have to admit your mistake to others. Today I’m going to show you how to communicate your errors to your teammates in a healthy and graceful manner.

First let’s look at the mistake I made. The texture on this floor needs to be carpet instead of wood. It’s a simple change.

Instead, I accidentally delete the entire map.

In a blind panic, I save the file. Everything is lost.

I’ve made a mistake. Again, it’s important to remember that everyone makes mistakes and you are still normal and that I love you.

But it’s also important to regain composure and handle the situation with precision if you want to do any damage control. This can be resolved if we stay calm. Let’s think about the situation logically:

  1. Everything that was lost was inside the map file
  2. If the map file doesn’t exist, no one will know you deleted everything in it

The only logical answer is to delete the map file.

Perfect! Or is it?

Look closer. Isn’t is suspicious that that’s the only missing map file? Weren’t you supposed to be editing that particular map? If anyone sees that this file is missing they’ll know without a doubt that it was you who fucked up.

Our only option is to delete the rest of the maps as well.

Good, this is much better.

But I’m still uneasy. I’m not worried about being caught, I’m thinking about what kind of man I am. I’m a real man, I own a real shirt, I built a house once. When I start something I follow through, and right now this feels to me like a half-assed job. That just doesn’t sit right in my stomach.

I think I’m going to delete every file in the entire game.

Be sure to empty the recycle bin!

Outstanding! You’ve just permanently erased every file from your team’s shared Dropbox.

High five yourself.

Uh oh, here’s William, the lead level designer on Stanley Parable. It seems he’s discovered my “mistake” and wants to talk. As a team leader, this seems like a good opportunity for me to discuss the game’s radical new direction with him.

It seems he’s exhibiting a “negative” response to the news. Let’s do some damage control: what can we say that will convince him there’s no possible way you could have been responsible for erasing the game?

Well played.

Shit, he’s catching on. Damage control.

SAVED!

Next week, we’ll talk about hiring new team members.


Stanley Parable Dev Showcase: A Fireside Chat with William Pugh!

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

This week: A fireside chat with William Pugh!

I thought we’d try something different this week. I sat down and recorded a short conversation with William Pugh, who is doing most of the actual level design and mapping for the new Stanley Parable! In this installment we discussed how the two of us met and what our initial expectations for the game were compared to what ended up happening throughout development. We both learned a lot about one another, souls were searched. I invite you to listen in on this peek into our collaborative creative process!

You can stream the chat here:

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

Or download it here.

By the way, please let me know what your response to this is. These little chats are a nice break from the pressure of having to write a new Helpful Development Showcase every week, I’m thinking of once a month posting one of these talks between William and myself. If you guys are keen on that then we’ll write that into the schedule!

Thanks everyone!


The Stanley Parable Dev Showcase: Paradoxes

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

Reader mail comes to us this week from Martin I. of Michigan:

I just played the Stanley parable and I have to tell you that the story in your game is a wreck. It makes no logical sense, contradicts itself, there’s no central consistency in even the loosest sense of the word. Seriously did you even look at what you were making?

Thanks Martin, it’s always a pleasure to hear responses like yours! Here at Galactic Café we take a lot of pride in creating storylines that resemble trainwrecks, totally devoid of value, impenetrable in every way, even bordering on spiteful toward the player.

This week: How to actively sabotage the quality of your game’s story

Wrecking your own game isn’t just good for your players, it’s also tremendously rewarding! To demonstrate, I’m going to start with a video game whose narrative is extremely high quality, and work my way down toward filth.

Here’s our example game.
It features two characters, on the left is Marsh and on the right is Chev.

To see the story, let’s look at their characters’ Attributes. In this case, Chev and Marsh’s Attributes determine their relationship with one another.

This is a high quality story.

If your goal is to deeply impact your players, to inspire them with an emotional tale of the human condition, stop now. You won’t get any better than this.

On the other hand, if you want a game that alienates and harasses your players, causing them to feel weak and unloved in a cold, brutal world, well then let’s continue!

We’re going to add another Attribute to Marsh to help confuse and contradict the story.

Great! See how already the narrative has stopped making total sense? That’s the effect that we’re looking for here.

But we’re only just getting started, let’s take it another step forward.

What??

your players should be asking at this point,

How can Marsh both love and not love Chev?? How can Chev love Marsh and not actually know her?!?

This is an appropriate response, it means that we’re getting closer to infuriating the player with a huge pile of narrative nonsense. But someone stubborn enough could probably still make some sort of artsy bullshit sense out of this game, so let’s push it even further.

Fantastic, I think you’re getting the hang of it now! Keep going.

YES. I LOVE IT. MORE!

Hm. Okay, I think you stumbled a bit there, it’s actually totally plausible that Marsh could be Swedish. In fact, if anything this detail probably causes the story to make MORE sense. Could you come up with something else?

Perfect! You can clearly see from the screenshot that Marsh has arms, this Attribute sends us further into Nonsenseville.

UIHIWREHT872781FHNFDUIAS9I98HAAJFJKE

…is probably what your players are thinking right now as they’re playing your game. They came here for a normal, rational, coherent story! And instead they got a life lesson about not trusting me to give them something normal.

That, and the story of Genghis Kahn.

Could we take this even further and confuse the story even more? Of course we could, there is always more nonsense out there, always new piles of shit to heap onto your work, always a greater sense of sheer hatred you could be conveying to your players. Believe in your dreams.

But this is just a tutorial, meant to get you started in the right direction, to inspire you and your future work. So let’s stop here and reflect on how far we’ve come. To actually step into the lives of Chev and Marsh.

Here is a screenshot of our game in action:

BELIEVE IN YOUR DREAMS.


Stanley Parable Dev Showcase: Self Review

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

This week: A critical analysis of last week’s blog post

You may recall that in last week’s installment of the Stanley Parable Helpful Development Showcase, I explored narrative paradoxes and how to use them to make your game objectively terrible.

I’m very upset to report that after careful consideration, it seems that my presentation was incredibly flawed, and that much of the information I presented as fact appears to have been an utter fabrication. This week I would like to set the record straight by explaining what exactly was misreported and to correct any logical inconsistencies.

Right off the bat I dropped this turd:

Wrecking your own game isn’t just good for your players, it’s also tremendously rewarding!

This is a boldface lie, actively sabotaging my game’s narrative is in no way rewarding. In fact it’s one of the most emotionally destructive things I’ve ever done. I wake up every morning in cold sweats, I live the day in a nauseous haze, and I go to bed a horrible, anxious, miserable shell of a human being. I can directly attribute this to my work making my game’s story terrible, and I apologize for leading people to think I enjoy it.

This is by far the most racist mistake that I made, and though several other inaccuracies were nearly as racist, I feel like this one deserves a specific apology.

I then presented these two characters, named Chev and Marsh:

And made the following claim:

See how already the narrative has stopped making total sense? That’s the effect that we’re looking for here.

This too is a falsehood, the story in fact makes perfect sense. “Love,” as referenced in the second Attribute, is the name of a gay bar on 32nd street. While Marsh has deep affections for Chev, she is not currently inside Love with him, nor is she in any gay bar anywhere.

Again, I feel the racist undertones of this mistake deserves specific acknowledgment.

There are a number of minor gaffs throughout the next several lines (fluctuating in severity of racism), but in particular I want to call attention to this statement, which I made toward the end of the article:

Could we take this even further and confuse the story even more? Of course we could, there is always more nonsense out there, always new piles of shit to heap onto your work, always a greater sense of sheer hatred you could be conveying to your players. Believe in your dreams.

This is perhaps the most egregious element of the entire blog post, and I feel sickened for having posted it. The truth is that there is no more nonsense in the world than what I depicted in this article. I used all of it, saving none for others to aspire to. I encouraged children to pursue even greater heights of absurdity, knowing it was a futile task.

Not three hours after posting this, I received an email from a small German child:

What have I done?? I filled a terminally ill child with hopes and dreams for a future that he’ll never actually see. And then he’ll die, like all animals.

Ashamed at what I had done, I hastily booked a plane to Germany to see the child before he passed away.

When I landed it turned out I had booked a flight to the wrong Germany. I got on another plane.

This photo was taken with my iPhone
I arrived at the boy’s bedside moments before he died.

Next to him was a computer. He had been writing something. The story, for a video game. “Oh please god,” I thought to myself, “please let it be terrible. Please let Franz have created the piece of shit he dreamed of. Please let me not have polluted his final moments on this earth.” In a cold sweat, the dying boy at my side, I read through his writing, his final testament to the world.

It was the most beautiful story I had ever read.
Franz died in brutal agony.


Franz may have been the first German boy whose life I ruined as a result of something I posted on this blog, but with your help he can also be the last. It is with this goal in mind that I have founded the Franz Baumgaertner Memorial Fund.


 

 

The Franz Baumgaertner Memorial Fund will directly impact children all over the world, children just like Franz, who believed in a dream that was impossible. 100% of the funds we receive will go toward educating children not to wish for something that’s impossible, or stupid. Kids don’t know what’s good for them, and together, we’ll keep it that way.





 

Please donate today.
Please help us make sure that what happened to Franz never happens again.

The responsibility is yours.



Stanley Parable Dev Showcase: Payment

The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

This week we’ve got an email from Robert I. of Michigan:

The stanley parable was good but it was too short. I won’t pay for the remake unless it’s longer.

Don’t worry Robert, we’ve got you covered! Here at Galactic Café know that when you spend money on a piece of entertainment you expect to be occupied by that thing for a reasonable amount of time. Besides, if you’re poor why would you want to waste more time playing video games? Get a job, hippie.

This is why I’m pleased to announce that The Stanley Parable: HD Remix will actually scale in length depending on how much money you spend on it!

Let’s look at one example: Suppose that you spend, say, $10 on the game. In that case, the narration in the game might sound something like this:

Now let’s suppose that you spent $50 on the game! WOAH!! You’re after an experience! Here’s what you can expect that same line of dialogue to sound like.

You see, the more money you pay the longer the game will take. If you’re really loaded, a single playthrough of the game could last years!

Alternatively, you will be able to download the game for free, but that same dialogue will sound like this:

But of course there’s more than one way to affect the game’s length. Loaded Lucy who spends generously on the game will find that her character’s speed will be adjusted thusly:

Oh, but here’s Deadbeat Dana who couldn’t contribute more than a dollar. Boo hoo Dana, way to spread the pain around. You’ll only get to spend a few minutes playing Stanley Parable because this is how fast your character will move through the game:

Beyond simply affecting the length of the game’s play time, we also want to make the game a more pleasant experience for those who pay more money. So if you pay above $20, at random times throughout the game the Narrator will give you compliments! Here is one example of a compliment he might give deliver:

Another example of a possible compliment:

Alternatively, if you choose to play the free version of The Stanley Parable, this sound clip will play at random times throughout the game:

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

Next week we’ll talk about filing receipts from business expenses.


Stanley Parable Dev Showcase: Stalling For Time

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Although the weekly Stanley Parable Helpful Development Showcase devblogs are a cherished weekly internet tradition, they are not without a cost. They take time to make! And energy! And when they’re really complex, both! So once a month, we’ll be Stalling For Time with an update that was just a little bit easier for us to make.

This week, similar to when we did this a month ago, I decided to sit down with William Pugh (the level designer for The Stanley Parable) to talk about life and video games. But what started with a simple inquiry evolved into an examination of our relationship. Sides of one another we didn’t even know about were revealed, at least one terribly lie was confessed for the first time, and business transactions were made. It is an intensely erotic* 20 minutes.

You can stream it here:

Or download it by putting your mouse button right here and clicking.

*it is, in fact, the opposite of erotic.


Stanley Parable Dev Showcase: Press

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

This week: Writing to the press

The role of promotion in game develop cannot be understated. Seriously, go ahead, try.

You see? Impossible.

Because marketing is so instrumental in determining the success or failure of your game, it’s important to maintain a healthy relationship with members of the press. Creating a personal connection with a journalist can be the difference between your game becoming a huge hit and it being personally responsible for the slaughter of thousands of innocent children in third-world countries.

Let’s look at how I handle my relationships with the video game press.

Suppose that I have some new bit of news about the development of the Stanley Parable (I don’t. Don’t ask). I’m going to offer it to Kirk Hamilton over at Kotaku as an exclusive piece. Offering these kinds of exclusives helps sustain a connection between developer and journalist, it tells them that you believe in what they’re doing. Press is about creating that kind of lasting connection.

Before I send this email though, I’m going to do some heavy drinking.

First up is a fifth of Jack Daniels. Not the whole thing obviously, just enough to make it legally inadvisable for me to get into the driver’s seat of a car.

Next is most of a bottle of UV, flavored vodka, which is a great way of letting people know that you like to drink but you also have a great personality.

Now we’ll get classy. Just a few shots of Balblair, premium single malt scotch whiskey.

One of these, I guess.

Don’t even know what this is.

Now let’s finish off the JD.

Perfect!

Let’s sit down to write this email.

This is the full text of the email I found in my gmail outbox the next morning.

This might be bad for the game’s press.

It’s time to do some damage control. Kirk is a gentleman, an upstanding and understanding kind of guy. I know that the two of us can talk it out.

Let’s write him an email to try to smooth things over and bring him back to our side:

Again, it’s all about creating a connection. Now that Kirk thinks I love him, it will be impossible for him not to write some glowing coverage of the Stanley Parable.

Oh! We’ve gotten an email back from him!

It turns out that Kirk Hamilton’s email address is NOT kirk@yahoo.com, so for now, it looks like I’m safe as far as press for Stanley Parable.

But this other guy at kirk@yahoo.com is still a problem. I came on pretty strong in that last email, and now he’s probably developing feelings for me. We need to lay this beast to rest as gently as possible.

But he’s still trying to win me back. The next day I get this in my inbox.

You see, he’s playing hard to get, and I’m not falling for it. You had your chance, kirk@yahoo.com, and you blew it. It’s too late now, I’ve deleted him from my email contacts so that I’ll never be able to write him again, never send him my thoughts when I’m lonely, never fill that kirk@yahoo.com-shaped hole in my heart.

Goodbye forever, old friend.

Goodbye.

I love you.

Next week: We get in touch with IGN@yahoo.com


An Update on the Helpful Development Showcases

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So I’ve been writing the Stanley Parable Helpful Development Showcases once a week for a few months now, and while they’ve gotten a great response, they are not without a cost. They take time and energy, and I want to make sure that the quality and effectiveness of these posts outweigh the costs of making them.

On a plane recently I began brainstorming new HDS topics, and I found that consistently they were extremely negative! Like, how to abuse your teammates, or how to abuse your fans, or whatever. Eventually I looked down at the paper and wondered what I was doing to myself that I could only think of these kinds of incredibly brutal topics to write about! Perhaps I’m just not having as much fun writing these as I used to?

Either way, I don’t think the stress of writing a new installment every week is helping. So I’m going to be cutting back installments of the helpful development showcase to one every two weeks.

I hope this eases the pressure off me and gives me more energy to make these on a consistent basis and have them still be fun and interesting for people, rather than just background noise. And honestly, if I ever think that what I’m making is just garbage, I’ll stop writing them all together and not waste either of our time. I want creation and enjoyment of those creations to be fun! If it ever becomes a chore, we’ll change things up.

Anyway, thank you for understanding! I want my energy to go only into making cool shit, and I’m still figuring out how to do that. Thank you for riding this roller coaster with me, I have no idea where it’s all going and I’m continually excited to find out!


Stanley Parable Dev Showcase: Emotions

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

This week: Creating games with emotion

Time and time again, people ask me: “Davey…why???

This is followed by a lot of crying. Then, the person composes themselves, and asks me the second most common question:

How do you create a game with emotions?

This is a question that people have been asking ever since video games were first invented in 1993 by Mr. Games. The solution is simple. It’s not enough to merely create a game with emotions in it, you have to actually use your emotions to create the game itself.

Let’s look at a demonstration of how we are creating the Stanley Parable. I encourage you to follow along at home and try to make a game for yourself using this methodology.

Here is a picture of me at my desk, in front of the game’s level editor, ready to do work.

I’m going to start off by feeling ashamed of myself and everything I’ve ever done in my life.

Already you can see the map starting to come together.

Now I’m going to take a step back weigh my perception of the universe against the infinite collective perception of everyone around me and how by the very nature of not directly experiencing these modes of perception I internalize them as dangerous and frightening, threatening to the identity that I have formed as an individual which allows me to remain shallow and protected in a perpetual bubble of self-inflicted ignorance.

Be careful as you attempt this one at home, if you feel it’s too advanced for you there’s no shame in waiting until you have more game development experience under your belt.

Eating money, another pretty high-level emotion.

I’m not exactly sure what emotion this is? I don’t think there’s a word for it yet, I was mostly just improvising.

The map is nearly complete now, don’t lose that good energy!

And we’re done! That’s the creative process! This map is now ready to ship. Be sure to relax and reward yourself for a hard day at work.

After creating a game using this methodology, you should actually feel more deeply in touch with yourself as a person, able to express yourself and demonstrate compassion for others to a depth you never understood before, that kind of nonsense.

And finally, the most important part of making an emotional video game: You get to award yourself The Official Video Games Are Art Developer Awareness Merit Recognition Association Award! This award is a tremendous honor, it adds a commemorative 4 years to your age on all official government documentation, and once a year, you are allowed to steal one item from any store free of repercussions! This year’s date will be announced soon, so start thinking about what you will want to steal!

Membership also requires that you print and post this commemorative 10’ x 10’ bumpersticker somewhere on your car, bicycle, or other vehicle: http://www.galactic-cafe.com/wp-content/uploads/2013/04/bs1.jpg

That’s it! Congratulations on making an emotional video! Art is one of the most cherished elements of human culture. By making a game you have contributed not just to Art, but to Art 2, which is like Art only more emotional.

Go forth my child, and create.

UPDATE:

Shortly after posting this blog, I received an email from Heavy Rain creator, David Cage:

David Cage’s claims are preposterous. Not only is this method not his, it can be found in the appendix of any grade school-level textbook on game design.

I won’t be bullied by David Cage, and I encourage you to join me in this fight. Too many small developers making emotional games have been absorbed into the David Cage empire, and it’s time we stood up for ourselves. Together, we will be stronger than David Cage could ever be.

Demonstrate your support for the No David Cage You Can’t Steal My Technique For Making Emotional Games cause by printing and posting this 10’ x 10’ bumpersticker somewhere on your car, bicycle, or other vehicle: http://www.galactic-cafe.com/wp-content/uploads/2013/04/bs21.jpg


The Stanley Parable Dev Showcase: Secrets

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.


William Pugh is the level designer for The Stanley Parable, he makes the game nice and pretty. Since the very first post on this blog, he has pestered me on a near perpetual basis to allow him to write his own Helpful Development Showcase blog post, and of course I shoot him down every time because which one of us wrote a successful video game oh wait it was me get back to work William.

But this particular week, after what can only be described as a combination of forgetfulness and wilful neglect of my duty as blog writer, William stepped up to the plate and wrote an update. What follows is copied straight out of the document he sent me, I will be press ‘publish’ without actually looking at what he’s written, just to humour him and because why not. This should be fun.

-Davey


Hello my name is William Pugh co-creator of The Stanley Parable: HD Remix, and while Davey Wreden (the other co-creator) is writing these ridiculous blog posts I’m the one who’s actually making the game.

Now both you and me know that these “Helpful Development Showcases” don’t actually reveal anything about the ACTUAL Stanley Parable game’s development process so I’m going to venture off script here and tell you fools about what it’s REALLY LIKE TO MAKE A GAME LIKE THE STANLEY PARABLE.

THIS WEEK’S SUBJECT IS: HOW TO HIDE SECRETS IN YOUR GAME WITHOUT TEAM MEMBERS FINDING OUT ABOUT THEM

So you want to put secrets in your game? But your uptight co-workers don’t trust your creative instinct and your ability to exercise self restraint? All you need to do is let them experience your brilliance through discovery! Don’t tell them you’re hiding secrets in their game!

Okay here’s an example.

This is the Corridor Ending (which is brand new to the Stanley Parable HD Remix). Davey wrote it so that the player walks down this corridor for ever and the only way for the player to end the game is for him/her to stop walking. This sends some bullshit arty farty message about the nature of struggling against your surroundings and conflict and blah blah blah.

This is not how you make a good video game.

Davey doesn’t know this but I have ‘enhanced’ this ending with a few special touches.

For instance, this is a video of how the ending normally plays.

But did you notice anything other than Davey’s questionable choice of background music or his horrible ending concept?

Yes you’re right! That green secret wall painting is VERY secretive looking!

Let’s have a look at what happens if we play this ending again but after clicking on the secret painting.

Secret signs! Secret music! Secret sound effects!!

That’s right – this ending has the signature of a genius all over it, and that signature reads: WILLIAM WAS HERE!!!

Now I hear you thinking – “Man oh man, those secret signs, secret music and secret sound effects showed me a whole new secret world full of secrets!! How can I go back to playing the normal Stanley Parable after that?”

The answer is: YOU CAN’T!!!

That’s right – once you click on the secret painting there is no going back.

Every single section of the game will be full of secrets – ONCE YOU GO SECRET YOU NEVER GO BECRET!!

SECRETS!!!!!

SECRETS!!!!!!!!

SECRETSSSS!!!!!!!!!!!!

Thanks for listening.


UPDATE:

Davey here, just finished reading. I’d like to issue a few clarifications.

First, the Corridor Ending is not real. Never in a thousand years would I write something so banal and superficial that doesn’t speak to the true nature of struggle and universal indifference that the individual must confront on a daily basis.

Second, let me take this moment to state definitively that The Stanley Parable is NOT a game about secrets, nor do I intend to allow secrets in the final game. I will be going through the game and systematically deleting all of William’s hidden “secrets.” He has grossly misrepresented this game’s intentions, and that mistake will be reflected in his percentage of revenue share.

Please, please do not let this blog post be a reflection of the true quality of The Stanley Parable.


UPDATE #2:

This is William. The real secret is that I haven’t told Davey where all of the actual secrets are hidden. THE STANLEY PARABLE SECRETS FOR PRESIDENT 2013 DON’T STOP BELIEVING.


The Stanley Parable Dev Showcase: Hidden Meaning

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

Noel I. of Michigan writes:

tits

Unbelievable.

It took a full year and a half, since the original release of The Stanley Parable in 2011, but someone finally got it. Someone finally understands what The Stanley Parable is truly about.

Let me back up and explain, and I’ll walk you through the secret meaning behind TSP that Noel has uncovered. This post will contain spoilers for the original Stanley Parable.

Two choices. One will save you, one will kill you.

Or is that the full story?

Because no matter which door you take, there is always death waiting down some corridor, always some gruesome fate toward which the Narrator will guide you. And then, no matter how you die, you are returned to the start. Reborn.

You are a baby, returned to the womb. And when you emerge, what do you find?

Your mother’s teats, each one promising you sustenance, nutrition, life.

Or at least, that’s how it’s supposed to go.

Because in this world, no matter what you choose you are led once again back to the grave. Simply by choosing a door, by drinking the milk from your mother’s breasts, you are doomed to die over and over and over again.

Why? Perhaps because her breasts have been corrupted by the influence of the male in this story, the Narrator. Patriarchy oppresses, it denies the woman her say, her role. No matter how she participates in this world, her child is taken from her and condemned to die. Is the Narrator your father? Perpetually attempting to wrest control of the fate of the family away from the mother? I didn’t say that, you did.

When you are confronted by the crushers, and a female Narrator steps in to speak, she warns Stanley. She knows the truth, she has seen what society does to women. No matter which door, which breast Stanley chooses, he is doomed. The only option is to leave this world, as she says, “push escape and press quit.”

But is there an escape?

Down one path is a hole in the ground.

Entering into the hole, for the first time, places the Narrator at a distance, he loses his influence. And at the end of a tunnel of blackness you emerge into…

The original office, except with no Narrator. A world without man, without the patriarchal oppression. Here Stanley can once again access the two doors, but he is not forced down either path. Free to choose, to be with his mother, drink her milk, free from society.

The black hole that led to this freedom…was it a vagina? Does escape lie in the female body itself? Again, just repeating your words.

The bookcase doesn’t mean anything.

Which door will you choose? And does it matter? Whichever breast you drink the life-restoring milk from, are you not simply choosing your own demise? Are you not just validating the institutionalized oppression of women? Simply by having breasts is it expected that one conform to the rigors of a patriarchal society mired in the inevitability of death and rebirth? The Stanley Parable is all of these questions and none of them, one’s eternal struggle against oneself, the ruination of a society internally defiled by its own malicious foundation.

Or to put it into a single, all-encapsulating summation:

tits

Thank you Noel. Thank you for giving me the strength to share what The Stanley Parable is really about. I hope this cleared up any and all confusion.


Stanley Parable Dev Showcase: Pressure

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

This week: How not to give into pressure

As a highly-recognized celebrity game developer, I’m under constant pressure from the people around me to modify and make additions to my game simply to serve their own needs. These are people who think only of themselves and have little or not consideration for Art. They might not even know what Art means!

If you came to this blog to find out what Art means, let me point you to this excerpt from Dictionary.com:

This definition is what I turn to whenever I’m uncertain about the quality of my work. It gives me the strength I need to shoot down other peoples’ opinions mercilessly.

Let’s look at one example of how I respond to pressure from the public to steer the direction of Stanley Parable one way or the other. Here’s a screenshot from the game’s Greenlight page:

See how I got all excited and acted as though I was going to use Smithy’s idea?

That’s because I did. It’s in the game.

It’s a great idea.

I’m not going to turn down great ideas.

Here’s another example of the tough-love attitude you have to take when members of the public try to get their dirty fingers all over your creation.

Obviously this one is also going in.

The guy sounds passionate about squid. Don’t you see it in his words? In his words between the words? He isn’t just asking me to put squid in the game, he’s telling me that for him, squid IS the game. Will he play this game and see anything but squid? Or rather, can he look at a squid and see anything but The Stanley Parable? I can’t answer that question, nor do I intend to. All I can do is bring this young boy’s dream to life.

Here’s another example of a suggestion from the public:

Mr. Foots needs to be in this game.

The Stanley Parable needs Mr. Foots.

Mr. Foots the mathematical wizard, deconstructor of numbers, of the universe. He who sees it from all angles, who can manipulate the fabric of time to his will.

Why is he so tall? Did he choose this height or was it forced on him? Will he ever be shorter? Does he measure himself in inches or in quarter-inches? These are the kinds of unanswerable questions that get to the root of what Stanley Parable is all about.

Mr. Foots is an enigma, he sees without seeing, he knows without knowing. He is everywhere and nowhere. Is it a stretch to say that he IS the stanley parable? No, no it is not. No stretching required.


Hm….

These suggestions from fans, they’re so pure, so genuine…it’s like they know my own game better than I do…

Once again, I turn to the public for help:

Slowly, in response to my request for ideas, a cohesive picture of what The Stanley Parable should be begins to emerge:

I include all of these suggestions and more, and already the game feels much more cohesive. I can tell it’s coming together now, it’s got life to it.

But it’s still missing something.

I turn to the only real source of wisdom any of us have in our lives.

Minutes later, I get an email back:

At last, hope! Could this response hold the answers I’ve been looking for?

Eagerly, I go to Dictionary.com and pull up the definition of Art:

He got me again! I’ve fallen for that one too many times.

So perhaps all of my questions haven’t been answered, but that’s okay. Sure, there are times when I’m uncertain of my work and doubtful of my abilities, but it’s probably healthy to be at least a little bit skeptical of yourself. Otherwise how would I be able to accept when my work isn’t up to par? That’s why I keep good friends and community close at hand, to keep me in check and watch my back. It’s these friends who guide me ever on that eternal voyage toward completely genuine and intensely vulnerable artistic expression.

I’m gonna go get a picture of Mr. Foots tattooed to my forehead.


The Stanley Parable Dev Showcase: Special Editions

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The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

This week: Special Edition Packages

Here at Galactic Cafe, we recognize that our players come from all walks of life, and that each person who discovers the Stanley Parable has a different set of needs and desires. How could we address the variety of our players by giving them only one product?

That is why The Stanley Parable will ship with a variety of Special Edition Packages, each designed to cater to the specific needs of someone somewhere. Depending on your generosity, you have the option of any one of these lovingly crafted Special Edition Packages, which I'm very excited to share with you today:

We will ship a 5-cent coin to your house. You pay for shipping.

This version does not include The Stanley Parable

We will ship you the 10-cent coin sent to us by one donor at the previous price level. You pay for shipping.

This version does not include The Stanley Parable

We will send you both the 10-cent coin and 20-cent coin sent to us by one donor at each of the previous two price levels. Instead of sending them their promised rewards, we will send them a picture of you in an envelope along with a note that says “You aren't getting the reward we promised you because [your name here!] stole it! [third-person gender-specific pronoun] STOLE IT FROM YOU!! HOW DO YOU FEEL?! HOW DOES IT FEEL TO KNOW THAT [your name here!] IS DRINKING YOUR TEARS RIGHT NOW?!?! YOUR BITTER, BITTER TEARS. TASTE DEFEAT, MORTAL. TASTE IT AND WEEP.”

This version does not include The Stanley Parable

Who does that $1 donor think they are, stealing the reward promised to an innocent person who paid good money? It’s sickening what they think they can get away with.

With your $4 we will hire a hitman to intimidate the $1 donor. The hitman will spend one week in a van parked in front of the person’s house, staring at them 24/7 through a pair of binoculars. Once during that week, they will be visible outside the van, looking at the person who paid $1 and pounding one fist into their other hand over and over.

This version does not include The Stanley Parable

The hitman from the $4 level is quite a coward, isn’t he? He’s got no problem resorting to cheap bullying tactics, why? Because he got paid? Oh, that’s a reason. Big fucking man over here, preying on others for cash, someone ought to show him how it feels.

We’ll hire a second hitman to intimidate the first. The second hitman trained the first hitman, so he knows all of his weaknesses and vulnerabilities. During training he also taught the first hitman a number of highly flawed techniques, just to have the upper hand in the event that the student ever turned on the teacher.

That’ll show him.

This version does not include The Stanley Parable

 

The second hitman doesn’t know it, but the person he thought he was training was actually the hitman who trained HIM! After educating the second hitman many years ago, the first hitman faked his own death by pretending to fall into a chasm deep within a Tibetan mountain. With the rest of the secret hitman society believing him dead, he lived at the base of the chasm for 12 years. When he emerged he infiltrated the secret hitman society by posing as a mail carrier. With access to the society’s record books he tracked down his former pupil. Knowing that HE had taught the second hitman a wide array of tactics with counter-maneuvers that only he knew, that he would have an advantage over the second hitman if the two ever confronted.

He then solicited the second hitman for hitman lessons, pretending to be a rookie, knowing that it would cement in the second hitman’s mind his belief that he would have the advantage over the first. This security measure would ensure that if for any reason anyone ever wanted to eliminate the first hitman, they would in all likelihood hire his “teacher,” believing the teacher to be more skilled, while in fact it was the “student” who would have the upper hand and therefore have a clean break and an easy getaway. Genius.

We will use your $15 to hire a third hitman, who’s never met either of the first two. The third hitman isn’t great, but he’ll train a fourth hitman (who’s blind, so he won’t know the identity of his teacher in order to plot against him) to be skilled in all the areas that the first hitman is weak in. Many years from now, after the fourth hitman is highly trained, he and the first hitman will duel. You will be sent a text description of the battle written by a person with no hands.

This version does not include The Stanley Parable

There is a secret fifth hitman. Stay with me.

When a hitman dies, his or her name is passed onto a newly anointed, unnamed hitman. When the first hitman threw himself into the chasm, his secret hitman name was given to a new hitman. But the first hitman had been lying about his true name all along, he had given a false name to the secret hitman society. HIS teacher knew this, and thus in secret, gave the first hitman’s true name to a pupil who was trained in secret, away from the knowledge of the rest of the clan. This is how the first hitman, posing as a mail carrier, failed to notice that another hitman carried his true name.

The fifth hitman isn’t actually very good. We’ll just hire him to watch the battle between the first and fourth hitmen.

This version does not include The Stanley Parable

All of the above

Okay, scroll back up to the $15 level. See at the end that guy with no hands who’s supposed to write a description of the battle between the first and fourth hitman? He’s secretly the third hitman in disguise, who’s actually the hitman who received the first hitman’s fake name when he fell into the cavern, so he formed a fake name to disguise his fake name and then cut off his hands. I think he just got carried away? Not sure why he cut off his hands.

This version does not include The Stanley Parable

There is a dance passed down by the secret hitman society that all hitmen must perform when they meet in combat.

 

This is the dance that the first and fourth hitmen perform when they square off. However, because the first hitman hid out for twelve years, he did not know that the dance had been changed. Instead, he performed the old dance and made this crucial mistake:

 

Under the rules of THIS dance, the first and fourth hitmen are now married. It's the most beautiful story ever told.

This version does not include The Stanley Parable

None of the above

Why do hitmen have to die? Flawed techniques, faking deaths, made up names, what is it all for? In the end, is it all worth it?

The third hitman thinks about this all the time, he struggles under the weight of his own existence. And he’s been through so much, I think we should do something nice for him.

Your $500 will go toward purchasing one week for the third hitman onboard a Princess Luxury Cruise!!

Our Princess chefs are true culinary artists who insist on serving the very finest cuisine - and it shows. Our entire fleet has been inducted into the prestigious Chaîne des Rôtisseurs gastronomic society. Each chef's menu is creative and the selections change every day. Pair that with impeccable service and you're in for an unforgettable gourmet experience.

 

To say the nightlife onboard is entertaining is an understatement. Illuminating the stage in captivating productions, our performers are some of the most talented musicians, singers and dancers at sea. Our Princess Signature Shows, lounge performers, movies and casinos are just some of the entertainment our passengers enjoy as they escape completely.

 

The many activities onboard our ships are designed to stimulate, educate, entertain, inspire and sweat - not necessarily in that order. But, you can be sure we'll do our best to cover all the bases. And from art auctions to yoga, this ship is loaded with fun things to do.

 

With Princess, young kids and teens have their own kind of fun - and their own place to hang out. Our youth and teen centers are fully equipped with everything from the latest video games and movies, to arts and crafts, fooseball tables, board games and jukeboxes. And for the littlest ones, activities like kids' karaoke, pizza parties, pajama nights and more.

A Princess Cruise is the most elegant, comfortable, and refined way to escape completely. There's no place like the open waters for the third hitman to begin forming the memories of a lifetime.

But he’ll still die one day.

We all will.

We all will.

This version does not include The Stanley Parable


The Stanley Parable Dev Showcase: Communication

The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

This week: Healthy communication between teammates

Being a team leader means prioritizing healthy communication over personal feelings. For example, anyone who's ever led a creative team knows the experience of having to fire someone for animal brutality in the workplace. It's a dirty practice, and together we'll one day eliminate it from the creative environment once and for all.

But the act of having to confront your employees and change their behavior is extremely tricky, no matter what their crime. And navigating these relationships is key to being an effective leader.

Let's look at an example:
Last month I gave a task to William, the level designer on Stanley Parable, and this week I've decided to change the design and now everything he worked on this last month is useless. When conveying this to him, be sure to address the issue in as straightforward and direct a manner as possible.

I've decided to do that by creating a flowchart:

A few weeks later, William gets back to me with a response flowchart, just as I trained him to:

See this is what healthy communication between teammates is supposed to look like.

It's like jazz, an improvisational back-and-forth between creative equals. Each person supporting while also challenging the other. Two supernovas dancing in the sky. Beautiful.

I've composed him another flowchart to help clarify the situation (click for the full sized version):

Another victory for healthy communication.

And here's William's response:

What's the responsible way to handle this situation? Is it to make another flowchart? Almost certainly.

But what kind of leader would I be if I simply gave William another flowchart to explain all of his problems? If he can't discover his own inner flaws without me, how will he every learn? How will he ever learn??

I'm going to go into complete and total radio silence for a few months, essentially conveying to William that I have disappeared off the face of the earth. Perhaps in time he will find the strength within him to make this entire game by himself to my own personal benefit.

Next week: Punishing William for improper treatment of grizzly bears in the workplace.


The Stanley Parable Dev Showcase: Distribution

This week: Distribution of The Stanley Parable

The world of video game distribution is scary. Just look at the facts:

In 2012 alone, 100,000 people attempted to purchase video games, and yet only 1,400were able too. That's down from 150,000/2,300 in 2011 by a factor of nearly twice as much. And as far as we can tell, every single person who has ever purchased a video game has died or will die.

The facts don't lie, and they're even worse at cheering you up. Will video games ever win the Barrack Obama Cultural Relevance award if the people who purchase them keep dying? When will it end?

Sure, you're likely to tell me about the methods of distribution we already have in place, Steam, Origin, GoG, Gamestop, robbing your friend outside of Gamestop, being robbed outside of Gamestop and going back in and purchasing another game, the list goes on and on. But do you FEEL any safer? Of course you don't. That's what video games are doing to us.

There is a better way.

Although the Stanley Parable secured distribution via Steam on their Greenlight service, today I am announcing that we will be rescinding this offer in favor of a new distribution outlet created specifically for The Stanley Parable. The dark era of fearing for your life every time you attempt to purchase a game is over.

Let me explain how our model works:

Decide to buy a game. We intend to license other games for purchase in the future, but until that time the only game you'll be able to decide to purchase is The Stanley Parable.

This is the most difficult step, but it's also the most important.

Tattoo the name of the game you want to exactly fill the distance between each of your nipples.

It's also encouraged that you make the tattoo as visually interesting as possible, like depicting characters from the game you're purchasing forming letters of the title with their body (see Step 7)

When you wake up the next morning, you'll find a second tattoo has been printed on your body in the night. The visual quality of the second tattoo will correspond with that of the first, so you really want to be sure that first one is up to par.

The second tattoo will have an address. The address has been randomly selected from Google Maps. You have 2 hours to get there from when you wake up. If you fail this deadline, the bomb in your liver will go off. You have a bomb in your liver. The person who gave you the first tattoo put it there. They work for us. Don't bother going back to the tattoo parlor. It isn't there any more.

Go to the address. You'll see a man, or maybe a woman, or maybe nobody. Either way it's a good sign, means everything's going according to plan.

When someone or no one shows up, greet them with a printout of this picture.

The person is blind, they can't see it.

What were you thinking??

Instead, they'll tattoo a second address on your chest below the first. They didn't bring any actual tattooing equipment, so you should probably expect an extraordinary amount of pain while all of this is happening.

Also they're blind so the tattoo is probably just generally going to be nonsense. Ignore the tattoo, we'll send someone to your house.

Take a minute to think about how if you were at Gamestop right now you'd be getting robbed by your friends.

A week later, a man will show up at your house. He'll look he's just here to deliver pizza. He is. You ordered pizza.

A month after that, a woman will arrive who actually works for us.

You will present to her a 10-slide powerpoint presentation detailing why you deserve to purchase the video game. Here's an example of a slide you might use:

As she watches your presentation the woman will give you lots of little patronizing laughs and roll her eyes whenever you try to make a point, and at the end she'll resignedly say something like “well I guess I can run it by someone for a second opinion.” She'll eat something you were specifically saving for later and then head out the door.

The woman will then make this exact same presentation to another executive, who in turn will perform it for another, and another, eventually circling back around to the woman who started it. By this point, every member will have forgotten they ever heard the speech, and so will re-hear it, re-learn it, and re-present it over and over, in an endless, beautiful dance, forever.

Let's visualize this process for a more in-depth understanding:



The Stanley Parable Dev Showcase: Signing Off

The Stanley Parable Helpful Development Showcase is our way of connecting you to the development of The Stanley Parable by giving you a small look at what’s been going on behind the scenes. Each week we’ll give you a tiny peek into what it takes to make a game like The Stanley Parable, the creative challenges we come up against in the course of development, and how to not judge yourself as a person for the quality of choices you’ve made in your own life. These are just a few of the topics we’ll cover in this incredibly useful blog series.

This week: How to drop everything and quit

It's a question that's been asked over and over, throughout the ages, by every person who's ever set out to create something:


Is now the right time
to abandon everything I've been working on
in an emotional rage?

Everyone handles this question differently. Some people flip a coin, some people flip hundreds of coins in a series of multi-tiered coin-flipping tournaments, and there are even people who meticulously craft their own same-sided coins in order to guarantee a particular outcome.

But these are generally considered to be ancient methodologies, outdated and obsolete in this modern era. For the contemporary craftsman there is only one truly reliable source for answers, one that can be trusted to deliver without any concern for failure:Rolf

Rolf lives on a 12'x12' island located in the very center of Indonesia:

There he has a single desk and computer. He has committed himself to two things: helping creatives figure out when to quit in a huff, and never dying. Rolf will be there for our children, and our children's children, and the people our children's children dress up in children's clothing to impersonate their biological children.

Rolf is single-handedly responsible for nearly every major decision to completely abandon one's work in a violent rage over the last 4 decades or so. He's become a touchstone in the creative community, and to speak personally for a moment, he's shaped my own development process in countless ways.

Here, for a minute let me share with you some of the exchanges between myself and Rolf that demonstrate the impact he's had on my game development:

Rolf didn't give me an answer because he knew that the real answer was inside of me, that I had to search deep within myself for the true path forward. I didn't quit development on that day, because Rolf taught me to think for myself, to not give up on my pursuits.

And your questions don't always need to be just about the right time to quit everything you're doing, Rolf is delighted to answer any questions you may have!

Rolf is wisdom, Rolf is guidance.

Here's a more recent email exchange between the two of us:


Just as always, Rolf had the perfect solution to all of my problems.

The only hard part now is going to be putting it all into action. And I think I know just where to start.


My work is complete.

I've done everything I could.

All I need now is the final approval from Rolf.

He alone knows whether I can quit.

Whether I can abandon the HDS recklessly.

Have I done enough?

When his email arrives I tear it open with shaking hands:


The Helpful Development Showcase has been so much fun to make and to share with all of you I couldn't even possibly say. Thank you for joining me on this little experiment! There are many more experiments out there left to tackle, and right now I've got a big one left to wrap up. The Stanley Parable will be done before too much longer, and I'm absolutely bursting to share it with you all.

So that's where I am going to be putting all my time and energy for the next few months, into finishing the game. We've been working on this thing for quite a long time, and I'm just about ready to put it to a close.
Let's make a video game. Let's make a video game.

Love y'all!

<3