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The Broom Closet Ending is an event that occurs if the player stays in the Broom Closet long enough. Although in spite of the name, this technically isn't an ending. The the Narrator will get very frustrated, leading into a funny sequence of mock commentary. The Stanley Parable Wiki is a FANDOM Games Community.
So it's been just over two years since the full game was released, and there is something i've wanted to share for a while. On New Years Eve, not having any plans but still wanting to do something fulfilling, I went back into the Stanley Parable with the intent to formulate a full, coherent theory. But as I booted the game up and sat in the two-door corridor, I felt really empty about what the game had left us, almost insulted by its incompletion. I pondered what ending to dive into first, and it occured to me that no one really studies the Freedom Ending that much, so I decided to give it a run through.The Narrator's text describing stanley's freedom reveals a lot more about the game then you might think.And, yet, even as the immense door slowly opened, Stanley reflected on how many puzzles still lay unsolved. Where had his co-workers gone? How had he been freed from the machine's grasp? What other mysteries did this strange building hold?
But as sunlight streamed into the chamber, he realized none of this mattered to him. For it was not knowledge, or even power, that he had been seeking, but happiness. Perhaps his goal had not been to understand, but to let go. No longer would anyone tell him where to go, what to do, or how to feel.
Whatever life he lives, it will be his. And that was all he needed to know.
It was, perhaps, the only thing worth knowing. Stanley stepped through the open door Stanley felt the cool breeze upon his skin, the feeling of liberation, the immense possibility of the new path before him. This was exactly the way, right now, that things were meant to happen. And stanley, was happy.I think the implications here are very clear, this isn't directed at stanly, in character, by the narrator. This is directly from the creator to the player, telling them not to let the game's mysteries grasp hold of them, that there is no ending worth seeking.I haven't open the game since new years and I don't intend to any time soon, I hope this has put you at ease about the game, if you needed it. I've always interpreted that ending in basically the exact opposite way.
The player does exactly what the narrator and is 'rewarded' with the least satisfying ending in the game. Instead of experiencing or even being shown what happens, the narrator just tells you the ending, and tells you not to think about it or question it. The entire monologue in this ending an incredibly sarcastic critique of modern video game narratives.The irony of the Freedom ending is that you're not free at all.
In most any modern game, pretty much everything the player does was planned for in advance. True randomness is rare, and real meaningful choices are damn near impossible.
YOU didn't save the world, the designers just make you FEEL like you did. And the Freedom ending takes that concept and boils it down to it's bare essence.It's not telling you that you shouldn't think about the endings or choices, it's satire of all the AAA shlock out there that does pretty much the exact same thing. It's unsatisfying because it wants you to disobey. To explore what the rest of the game has to offer.
That's the whole point. And those parts where you feel like you're rebelling were all accounted for as well. Even trying to activate cheats or (what appears to be) glitching out of the map activates an ending. All of it was accounted for.I think the closest thing The Stanley Parable has to a 'true ending' is the Choice ending. Not just because it has the credits in it, but because it nicely sums up the thesis of what the whole game is about. Does anyone ever think to stop the game in the room where the narrator is the most happy with the outcome? We all never end in that room.
We go back out to the stairwell, climb up all those stairs, and kill ourselves repeatedly, and the narrator is never left happy for eternity. Cuz we're all selfish pricks. We would never dream of letting a fictitious narrator live happily ever after.I dare anyone to fire up the game one last time, go to the room with all the pretty flashy lights when the narrator is happy, and then rage quit, and never fire it up again.
It will feel very unsatisfying, and that may say more about ourselves than the people who made this thing. Give it a few days and you'll fire it up again and intentionally end it anywhere but there. The janitor's closet is a better place to end it than letting the narrator be happy. You can guide the narrator's emotions.In that ending, you are showing the utmost disrespect (disobey multiple times and once he tries to reason with you, just jump off the elevator onto another path)And by choosing the red door, you break him.
First you treat him bad, then, after he pleads with you, you show mercy.That's why he says he's happy: because you have bent his will and he no longer wants to railroad you.The blue door ending is making him rage instead. Continue to spite him as much as you can and he'll get angry and then cynical.
This is not a game, don't go in expecting copious amounts of balls to the walls action. Instead this is more of an interactive mockumentary about video games ad everyday life. The narrator does an exceptional job of hooking you in and rarely gets boring or repetitive, he is a lot like GladOs from the portal games. Your objective is to either do what you are instructed to or disobey the narrator to try and create your own destiny.
The brilliance of the team behind it makes sure each decision or move you make plays out differently and that is the beauty of Stanley Parable. If you wanted to play something that will make you laugh and smile while being true to its form pick up the Stanley parable I guarantee you won't regret it.