The passage appears to be a script from a video game, specifically the game "The Stanley Parable." The game's narrator is guiding the player, referred to as "Stanley," through a series of choices that determine the game's outcome. However, it becomes clear that the player is not following the expected choices, instead making decisions that lead to unexpected and often humorous consequences.
As the game progresses, the narrator becomes increasingly frustrated with the player's choices, eventually revealing that the player is not actually Stanley, but a real person who has been playing the game. The narrator is shocked and confused by this discovery, as the game was not designed to accommodate real-world decision-making.
The narrator attempts to educate the player on "safe decision-making" and encourages them to make choices that conform to the game's narrative. However, the player continues to make unexpected choices, leading to the game's story becoming increasingly fragmented and nonsensical.
Ultimately, the narrator is left frustrated and defeated, unable to comprehend the player's behavior and the consequences of their choices. The game's story is left in shambles, and the narrator is forced to abandon the game, citing the impossibility of continuing with a narrative that has been so thoroughly disrupted.
1. Stanley found himself alone at work.
2. Stanley went to the meeting room.
3. Stanley took a detour to the employee lounge.
4. Stanley was bad at following directions.
5. Stanley's wife had been waiting for him.
6. Picking up the phone was the correct choice for Stanley.
7. Picking up the phone filled Stanley with hope.
8. A white light engulfed Stanley after he picked up the phone.
9. The game is being shut down due to narrative contradiction.
10. The creator of the game is frustrated with the player's choices.
11. The player is not behaving like Stanley.
12. The game's story has been destroyed due to the player's choices.
13. The creator is considering shutting down the game entirely.
14. The player is being given another chance to make correct choices.
15. The player is being instructed on how to make good choices.
16. The player is being told to follow the instructions and put the story first.
17. Stanley's boss is not in his office.
18. Stanley finds a door with a voice receiver and a passcode.
19. The passcode is "night shark 1 1 5".
20. The creator is asking the player to speak the code into the receiver.
21. The creator is frustrated with the player for not speaking the code.