Michael Foucault's "Panopticism" delves
deep into the practices of discipline and its uses in many different cultures
and time periods; whereas The Stanley Parable applies the ideas
presented in “Panopticism” to one specific building and scenario, controlling
the individual by isolation, control of emotions and work ethic through
machinery. This is a more literal interpretation of the architecture which was inherently
created without use of actual machinery to control but rather control by a
director able to see each and every move made by the bottom-dwellers. The game
was very interesting in that only when there was no command, no director to
control the machinery of the operation, nor other individuals to be controlled
that Stanley does emerge from his room seeking more. Thus emphasizing the point
that the system of discipline must be continually enforced or the 'disciplined'
will seek escape and freedom (after elementary school, middle school, high
school, then college = control until brain stops growth).
The play
through of the game can be closely tied with existentialism and the game by
Brizzi, Before the Law, one thing that I noticed about the direction
given by the gatekeeper in Before the Law and the narrator of The
Stanley Parable was that the dialogue in-game lead you to believe there
was only one option you must follow, however, players were not confined to a
single option; providing elements of existentialism in the game. My first play
through I did not listen when the narrator said Stanley chose the door on the
left, instead I chose the door on the right to investigate my play space before
circling back and entering through the left. However, similar to Before the
Law, once you make the decision to not follow the rules you shatter them.
In Before the Law breaking the rules and making your own choice lead
to an alternate ending more rewarding to the player whereas The Stanley
Parable presented the opposite. If you did not follow the on-screen
instructions you were sentenced to death and the text differed making the
player feel guilty and mistaken for his choice in direction, while following
the in-game text lead the character to ultimate liberation and completion of
the game; Before the Law was the opposite, choosing to listen to the
gatekeeper in which this decision (or indecision rather) to stop and abide by
the rules of the game creator/gatekeeper gets the player nowhere. Both games
relate to the exercise of power within society forced upon the individual with
an end-meaning that asserts the absence of one true law or code, and the
realization that one must live by their own decisions, which compose the
individual’s essence and identity.
~Andrew Arias
The first paragraph needs clean-up. For example, the following sentence:
ReplyDelete"This is a more literal interpretation of the architecture which was inherently created without use of actual machinery to control but rather control by a director able to see each and every move made by the bottom-dwellers."
is wordy and vague. Who are the "bottom-dwellers"? What is the machinery that controls them and how can architecture be "inherently created"?
There is no min/max for these posts so make sure that you state your thesis clearly and without being confusing.
As for the second paragraph, it also can be vague and wordy but there is more evidence of a thesis there than in paragraph one.