Interactivity
The branching narrative structure that is used allows the user a lot of agency and interactivity. It also allows the player a lot of freedom and promotes the player’s thirst for knowledge and exploration. However, this can be a downside in terms of production as it will cost more money and time to make numerous storylines (Maurin).
A lot of the interactivity comes from the Narrator himself as he quickly responds to anything the user does with a witty remark. No matter what the player does, the Narrator has something to say about it. The script breaks the fourth wall multiple times by having the Narrator refer to The Stanley Parable, Ultra Deluxe as a video game and discuss its creation. The Narrator becomes a character of their own, contributing their own opinions and going off on tangents while the player continues the game. The Narrator starts as nothing more than a voiceover, to someone to ignore, to the player's biggest cheerleader. He also gets confused by the layout of the game despite being an integral part of the creation.
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By allowing the Narrator to push these boundaries, it allows the game to create a bond between the player and the Narrator. It also enriches a story line when it is done well. It creates a deeper level within the game and by reminding the player that it is a game it blurs the lines between virtual and reality (Davis).