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It's pretty impressive how far ahead the creators thought about what actions the player might take, as part of the game's deconstruction of player impulses.

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It's pretty impressive how far ahead the creators [[DevelopersForesight thought about what actions the player might take, take]], as part of the game's deconstruction ''VideoGame/TheStanleyParable'''s {{Deconstruction}} of player impulses.


* {{VideoGame/Portal}} room contains a nod to the original games DevelopersForesight. If player manages to lose the cube they are provided with, the narrator will comment how impressed he is that Stanley managed to break such a simple puzzle. However, unlike in Portal, he won't open the door, telling Stanley to get really comfortable with the giant button he is now stuck with.

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* {{VideoGame/Portal}} ''{{VideoGame/Portal}}'' room contains a nod to the original games DevelopersForesight. If player manages to lose the cube they are provided with, the narrator will comment how impressed he is that Stanley managed to break such a simple puzzle. However, unlike in Portal, ''Portal'', he won't open the door, telling Stanley to get really comfortable with the giant button he is now stuck with.

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* {{VideoGame/Portal}} room contains a nod to the original games DevelopersForesight. If player manages to lose the cube they are provided with, the narrator will comment how impressed he is that Stanley managed to break such a simple puzzle. However, unlike in Portal, he won't open the door, telling Stanley to get really comfortable with the giant button he is now stuck with.

Added DiffLines:

* When the player tries to cheat using the cheat command 'sv_cheats 1', the Narrator sends you what he calls "the serious room" and [[NoFairCheating scolds you for attempting to cheat]] and sentences you to stay there for 100 billion trillion years so you can learn your lesson.
** If you try cheating using 'sv_cheats 1' again, the Narrator will complain, asking you if the room isn't serious enough. He will sentence you to stay in the serious room for all eternity, or until you quit the game.


* Probably the most notable is a broom closet Stanley passes by while walking down the hallway. The player can enter said closet and stay there, refusing to go any further. This causes the Narrator to become confused and left aghast that you're just staying there like an idiot. Eventually he just assumes that you've died and asks for someone else to play the game. Enter again on the same playthrough, and he laments that he is at the mercy of entire species of invalids. If you enter the broom closet on a subsequent playthrough, he basically gives up, waits for you to finish, and boards the closet's door shut on future playthroughs. Nor is the Broom Closet just there - on the whiteboards in the room before, there's a stated objective to "Get Chris out of the Broom Closet."
** However, the one aversion is that the game offers no unique response for if you leave the broom closet and then reenter it before the Narrator finishes his initial banter about being relieved that the player actually had some common sense afterall.
* If you know the code to the bosses' office beforehand and use before the Narrator says the code, he'll berate you for cutting him off, tell you to calm down, and play some relaxing music to that effect. If you go back to the boss's office later in the same sitting after you've done this, he just leaves the door open for you in frustration. Alternately, you can refuse to enter the code, which causes the Narrator to continue shouting the code at you with increasing annoyance. Eventually he gives up, claims the emergency override kicked in, and opens the door without your code.



* In the area with room 417, if you close both doors, you get [[https://www.youtube.com/watch?v=r9Wr7tO3WRk an Easter egg]] where the Narrator talks about how much Stanley likes to look at room 417.
* The "Escape Pod" ending is triggered through a glitch. If one rapidly enters and exits the boss's office before the doors shut, a new passage way will open leading to the escape pod.
* The "Reluctance" ending is an AscendedGlitch. In the original Source mod, players could shut the door to their office at the very start of the game and trap themselves inside. Doing this in the remake triggers a new ending where Stanley is too reluctant to leave his office forever.


* A common trick in ''Portal'' speed runs involves throwing Companion Cubes towards targets in ways designers typically don't account for. In the ''Portal'' section of the stand-alone, it is possible to fling the cube through the exit door while standing on the button that keeps the doors open (making the room inescapable) - [[https://youtu.be/u4xCkFxXsms yes, the devs accounted for that possibility too]].


--> '''Narrator:''' At first, Stanley thought that he'd broken the map, until he'd heard this narration, and realized it was part of the game's design all along.

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--> '''Narrator:''' At first, Stanley thought that assumed he'd broken the map, until he'd heard this narration, and realized it was part of the game's design all along.


* The "baby game" requires the player to simply hit a button frequently to keep the crude image of a baby out of a fire. The Narrator suggests that the player enjoy the game for four hours to understand how the game is art. At this point, the player may be tempted to set up some type of automatic key presser tool to keep hitting the button, allowing them to walk away for the four hours implied. However, if you get to the two hour mark, the Narrator considers the possibility that you have actually done this, and modifies the game to introduce a second button that is several steps away to prevent an image of a puppy from being lowered into a [[SharkPool pool of piranha]], chastising the player for using automated tools to get this far. Of course, the dev team also thought of someone actually playing the game for four hours, in which case, [[spoiler: a hidden ending is triggered where you meet the self-proclaimed essence of divine art]].

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* The "baby game" requires the player to simply hit a button frequently to keep the crude image of a baby out of a fire. The Narrator suggests that the player enjoy the game for four hours to understand how the game is art. At this point, the player may be tempted to set up some type of automatic key presser tool to keep hitting the button, allowing them to walk away for the four hours implied. However, if you get to the two hour mark, the Narrator considers the possibility that you have actually done this, and modifies the game to introduce a second button that is several steps away to prevent an image of a puppy from being lowered into a [[SharkPool pool of piranha]], chastising the player for using automated tools to get this far. Of course, the dev team also thought of someone actually playing the game for four hours, hours (or using a more complicated automation tool to push both buttons alternatingly), in which case, [[spoiler: a hidden ending is triggered where you meet the self-proclaimed essence of divine art]].


* The "baby game" requires the player to simply hit a button frequently to keep the crude image of a baby out of a fire. The Narrator suggests that the player enjoy the game for four hours to understand how the game is art. At this point, the player may be tempted to set up some type of automatic key presser tool to keep hitting the button, allowing them to walk away for the four hours implied. However, if you get to the two hour mark, the Narrator considers the possibility that you have actually done this, and modifies the game to introduce a second button that is several steps away to prevent an image of a puppy from being lowered into a pool of piranha, chastising the player for using automated tools to get this far. Of course, the dev team also thought of someone actually playing the game for four hours, in which case, [[spoiler: a hidden ending is triggered where you meet the self-proclaimed essence of divine art]].

to:

* The "baby game" requires the player to simply hit a button frequently to keep the crude image of a baby out of a fire. The Narrator suggests that the player enjoy the game for four hours to understand how the game is art. At this point, the player may be tempted to set up some type of automatic key presser tool to keep hitting the button, allowing them to walk away for the four hours implied. However, if you get to the two hour mark, the Narrator considers the possibility that you have actually done this, and modifies the game to introduce a second button that is several steps away to prevent an image of a puppy from being lowered into a [[SharkPool pool of piranha, piranha]], chastising the player for using automated tools to get this far. Of course, the dev team also thought of someone actually playing the game for four hours, in which case, [[spoiler: a hidden ending is triggered where you meet the self-proclaimed essence of divine art]].


* Climbing out of the window near Stanley's office will make the Narrator ''lampshade'' that they thought of everything.

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* [[https://www.youtube.com/watch?v=zprInIGmriw Climbing out of the window window]] near Stanley's office will make the Narrator ''lampshade'' that they thought of everything.


** However, the one aversion is that the game offers no unique response for if you leave the broom closet and then reenter it before the Narrator finishes his initial banter.

to:

** However, the one aversion is that the game offers no unique response for if you leave the broom closet and then reenter it before the Narrator finishes his initial banter. banter about being relieved that the player actually had some common sense afterall.

Added DiffLines:

It's pretty impressive how far ahead the creators thought about what actions the player might take, as part of the game's deconstruction of player impulses.

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* Probably the most notable is a broom closet Stanley passes by while walking down the hallway. The player can enter said closet and stay there, refusing to go any further. This causes the Narrator to become confused and left aghast that you're just staying there like an idiot. Eventually he just assumes that you've died and asks for someone else to play the game. Enter again on the same playthrough, and he laments that he is at the mercy of entire species of invalids. If you enter the broom closet on a subsequent playthrough, he basically gives up, waits for you to finish, and boards the closet's door shut on future playthroughs. Nor is the Broom Closet just there - on the whiteboards in the room before, there's a stated objective to "Get Chris out of the Broom Closet."
** However, the one aversion is that the game offers no unique response for if you leave the broom closet and then reenter it before the Narrator finishes his initial banter.
* If you know the code to the bosses' office beforehand and use before the Narrator says the code, he'll berate you for cutting him off, tell you to calm down, and play some relaxing music to that effect. If you go back to the boss's office later in the same sitting after you've done this, he just leaves the door open for you in frustration. Alternately, you can refuse to enter the code, which causes the Narrator to continue shouting the code at you with increasing annoyance. Eventually he gives up, claims the emergency override kicked in, and opens the door without your code.
* The "baby game" requires the player to simply hit a button frequently to keep the crude image of a baby out of a fire. The Narrator suggests that the player enjoy the game for four hours to understand how the game is art. At this point, the player may be tempted to set up some type of automatic key presser tool to keep hitting the button, allowing them to walk away for the four hours implied. However, if you get to the two hour mark, the Narrator considers the possibility that you have actually done this, and modifies the game to introduce a second button that is several steps away to prevent an image of a puppy from being lowered into a pool of piranha, chastising the player for using automated tools to get this far. Of course, the dev team also thought of someone actually playing the game for four hours, in which case, [[spoiler: a hidden ending is triggered where you meet the self-proclaimed essence of divine art]].
* A common trick in ''Portal'' speed runs involves throwing Companion Cubes towards targets in ways designers typically don't account for. In the ''Portal'' section of the stand-alone, it is possible to fling the cube through the exit door while standing on the button that keeps the doors open (making the room inescapable) - [[https://youtu.be/u4xCkFxXsms yes, the devs accounted for that possibility too]].
* In the area with room 417, if you close both doors, you get [[https://www.youtube.com/watch?v=r9Wr7tO3WRk an Easter egg]] where the Narrator talks about how much Stanley likes to look at room 417.
* The "Escape Pod" ending is triggered through a glitch. If one rapidly enters and exits the boss's office before the doors shut, a new passage way will open leading to the escape pod.
* The "Reluctance" ending is an AscendedGlitch. In the original Source mod, players could shut the door to their office at the very start of the game and trap themselves inside. Doing this in the remake triggers a new ending where Stanley is too reluctant to leave his office forever.
* Climbing out of the window near Stanley's office will make the Narrator ''lampshade'' that they thought of everything.
--> '''Narrator:''' At first, Stanley thought that he'd broken the map, until he'd heard this narration, and realized it was part of the game's design all along.
* Should the player repeat the Countdown ending, possibly in hopes of finding a way to deactivate the timer despite the Narrator revealing that there's no way to stop it, the Narrator will replace his normal TheReasonYouSuckSpeech with a different set of lines.
--> '''Narrator:''' But you really believe there's an answer? How many times will you replay this bit looking desperately for a solution? Ten? A hundred? A thousand? I look forward to finding out and to watching the bomb go off each time you fail. Just you and me in the wrenching explosion of fire and metal over and over and over for all of eternity. And Stanley died again. And Stanley ''died'' again. And Stanley died ''again''.
* This trope is parodied with "[[https://www.youtube.com/watch?v=AZ-IcS7mRSk The Raphael trailer]]". After a player named Raphael complained that the game had too few choices for his liking, the Narrator proposed a parody version of the game where players could do literally anything, including infusing a bicycle with the soul of their great-grandfather to search for mineral deposits.
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