the Johari Window

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the Johari Window
listen if a friend of mine transitioned and looked like me i would not be mad. i would not be asking questions. we would have other business to attend to
girls is bugs
it really is kafkaesque
it's nice how everything in the world can be described by well ordered and complete systems of rules that fully explain all possible perspectives and interpretations and can answer every question and account for [your phone rings, i hold eye contact with you, my grip on your hand tightens] don't pick that up. that's from godel. block that number.
[ID: A Fullmetal Alchemist screencap of Ed punching Hohenheim in the face, captioned “Happy Father’s Day.” End ID]
when the ogre I hired to guard the castle complains that the longsword I gave him requires a level of control and finesse he isn't used to
insane goodwill find
perfectly rational goodwill find
average first sentence of a math wikipedia page:
A snorkle basis is a particular sort of set that has some properties and is generally "nice" (in a rigorous sense) and can do many things and is very practical.
Girl who walks around with a collar and a leash but no one’s ever seen any other girl holding the leash and when you ask her about it she gets really dark and serious and says “are you familiar with the idea that when a samurai loses their daimyo they may become a ronin” and you’re like oh shit did someone die, and she’s like “well, no, that’s a figure of speech. I am looking for someone more skilled than I who can master me and my perfidious blade tho” and you’re like, oh, that’s a figure of speech too, right? You just want to find a dom good enough to like, tame you? And she says “no” and draws a katana and cleaves you in twain right there in the gay bar
you want to be mommy’s adjective noun, don’t you, pet name? you want to verb and verb for mommy like a good gender
Toxic Dollification is when you get turned into a Funko Pop
how to cover letter:
polite greeting (it's me, boy)
introduction (i'm the ps5)
establish credentials (speaking to you inside your brain)
establish purpose (leave the girl, we don't need her)
describe what you can bring to the organization (cowboy times in space)
in the post-interview thank you note
you know, the more i think about it, the more i'm convinced that UT/DR discussions would benefit a lot from people having played The Stanley Parable. if you wanna discuss the interplay between the agencies of the human player and in-game avatars, it's very valuable to have a handle on what "agency" can even mean in the context of a video game in the first place
wait i just had a bona fide shower thought i don't know how it took me this long to make the connection
these two things are the same. they serve the same narrative purpose
to elaborate
Both the broom closet "ending" and the genocide route of undertale are commentary on how players in a videogame based around choice will almost always stop interacting with the story emotionally, and begin treating the game as explicitly a video game, just so they can exhaust every possible choice and route it has to offer.
The Broom Closet "Ending"
I say "ending" in quotes because it's not even an ending. The game never restarts, and you are always free to leave the closet at any time and get any actual ending that comes after the employee meeting room. It only "ends" because the narrator eventually stops talking (which, granted, is nearly the same thing, see: the Zending and Apartment Ending; also Whiteboard Ending for commentary on what counts as an ending).
In usual Stanley Parable fashion, most of the analysis is done by the Narrator himself, very explicitly, out loud, but easy to miss if you're not engaging with it as analysis. What frustrates him the most about the situation is that there's nothing to do in the closet, assuming you're still engaging with the game's story. There no new choice to be made, no indication that there would be one, not even a prompt to make another choice as it tradition in the game ("He entered the door on his left" and similar cues).
Then the Narrator prattles on about how there's literally nothing to do in the broom closet, etc, etc. What he comes close to realizing but never quite does, is that him ranting about the broom closet is precisely the point of the Broom Closet "Ending". There's nothing relevant to the story or universe or the game here. The only reason people stay in the broom closet for more than 10 seconds is that they've completely abandoned caring about the actual story, and their suspension of disbelief.
Not that the game actually judges/moralizes you for that. The story is paper-thin. Stanley is a non-character, maybe even the quintessential non-character. It's a parable, it's not meant to have worldbuilding or lore beyond what's needed to expose its points. The Narrator and the logic of the world change radically and inconsistently with each ending to better serve its purpose. Interpreting this ending as the devs whining that people would follow a choice they coded in is, I think, doing a major disservice to the cleverness of the writing in this game.
You stay in the broom closet because, on some level, you are keenly aware that games are made by people, with only finitely many paths coded in (sorry, Raphael), and that the Narrator acknowledging you is the ultimate proof of there being something to do. In continuing down this path, you have to completely stop caring about the game on a story level. The devs ensured this by making the broom closet utterly boring: there's literally nothing else to do in that thing (it's a broom closet!).
Interestingly, the Narrator very quickly matches the player's detachment, beginning to addressing them as "you" and implicitly being aware of there being a real person behind Stanley. He then starts going on about how you'll mention this event as "OH, DID U GET THE BROOM CLOSET ENDING? THEB ROOM CLOSET ENDING WAS MY FAVRITE!1 XD" to your friends.
This happens completely without fanfare too, the pronoun switch is done within one sentence and the narrator never goes "oh you're a real person"; there's a whole other ending where the main point is the Narrator reaching that conclusion. But here there's no point, because to reach this dialogue in the first place, the writers know you must have already revealed yourself as a real person playing a video game, so he doesn't need to play coy.
Interestingly, the Broom Closet "Ending" is also one of the very few endings that "reward" you with a lasting effect beyond a restart: if you go back in the closet on the next restart, the Narrator flips out and leaves you without further dialogue. If you restart once more after that, you find the closet very amusingly boarded up. In the Ultra Deluxe bucket version, you get stickers that stay on the bucket for the rest of your save file.
Undertale's "Genocide" Route
I hope the parallels became clearer with my above explanation. The main commentary made about this route is that carrying it out requires the player to, again, detach themselves from emotional involvement in the story and characters (which is a lot more significant here than in TSP), and begin treating it as a mere video game, with XP to get, LV to gain, bosses to beat, and crucially, routes and events to exhaust.
The route is filled with comments that point toward this, and I don't know if it's really pertinent to list them all, so I'll just give a few illustrations.
Flowey puts this almost as explicitly as the Narrator. He recounts how once he got the power to SAVE, he initially still cared about the people of the underground, until that bored him and he started treating the Underground as a giant dialogue/story tree just to see what would happen.
Many characters comment on how the player is not really a human through the route. It's both a way of highlighting their in-universe cruelty and also a correct assessment that if you are motivated to see the route to its end, you've already given up on embodying an actual human within the story of the game, and that you're here to see what happens, to exhaust every path that had to be manually coded in by Toby Fox.
This is also the ending where the SAVE mechanic is the most explicitly discussed. It's still a thing in other routes, and still part of the story there, but it's no coincidence that Genocide draws attention to the video game mechanics you're using to treat Undertale as just a video game.
It is also, very famously, the ending of Undertale that permanently (short of messing with game files) affects your save files and "taints" any subsequent Pacifist endings. Just like TSP, it acknowledges you engaging with it as a video game, by giving you a ""reward"" that crosses over resets and restarts.
Similarly, I've seen people online frustrated with Genocide, interpreting it as Toby Fox putting himself on a moral high ground, admonishing the player's morality for being evil while playing the route. Just like in TSP, I think that's missing the point, and a disservice to the game's writing. I think the route is meant to make you feel bad, insofar as it tries to draw attention to how you remove yourself from caring emotionally about very endearing characters. But I don't think Toby Fox is over there moralizing players for playing a huge route he explicitly and painstakingly coded into his game.
The route makes you feel bad because these are characters you're supposed to care about, and because the grinding gameplay is boring as fuck (just like the broom closet). This is so you realize that your motivation for pursuing it lies outside of the story of the game, and within the fact that you are a real person playing an actual video game made by another person, as opposed to an interactive documentary of the Underground.
Most of this discussion carries over to Deltarune's Weird Route as well, whose discourse is wrought with terrible takes that miss this commentary. However this post has gotten long enough, maybe I'll make another one for it. thanks for reading all the way through
there’s the old argument that undertale wants you not to get attached to it. ‘i understood undertale so i’ll never play it again’. i find that argument kinda asinine when it cares about connections so much, even textual connections, to textual characters who live in a ludic world
genocide’s gameplay railroads you towards it, and chara torments you for that fact. you could’ve absolutely triggered the first ‘but no one came…’ without foreknowledge just by grinding in the first area.“the genocide route” didn’t compel you, undertale did – in fact, the number of kills needed to trigger it is so low as to rope in as many innocents as possible, make them oneshot toriel, and expose them to the sign counting down. the player could ignore it after they murder toriel and begin exposure to textual evidence that this is bad – as things escalate into snowdin town and waterfall they can stop at any time
imagine a world where undertale had no metatext. imagine a world without matpat. where toby fox got his $50k kickstarter, released The Text and it was just another rare indie hidden gem. or, imagine a player picking it up, as if out of a bargain bin, having never heard of it
did the metatext compel you to attempt genocide? asriel knows it’s a possibility when he mocks people watching it on youtube. and the run happily “rewards” the player with its hardest fight to its best music – given the difficulty, the track choice, the deliberate(!) refusal to explain sans’ power, and asriel’s dialogue being immediately before and chara’s being immediately after, this is metatextual BAIT. and even though it’s “using” prospective metatext, it cannot create it deliberately. it knows many players know about megalovania and sans and chara, but it doesn’t know YOU do. everything that occurred in today’s text helped you along this path, as XP and LV went up, as gameplay compelled you. that is literally the entire point of the XP/LV bait-and-switch, even given to neutral players as one of the game’s most important scenes. it’s not ludonarrative dissonance (as it would be if it were fox ‘telling you off’) when you’re so compelled (determined?) to kill, and the characters react in terror and disgust. that is perfect ludonarrative harmony. it’s a true yinyang with pacifist, not its diametric antithesis, but its working pair. you did not engage with this world & these characters today, and the text responded accordingly. in pacifist, you did, and the text responded accordingly. you convince asriel by engaging with him – acting as if characters (ie people) were important, providing him his antithesis
chara’s speech is not an admonishment. it is not punishment. you did not kill anyone – you just played a video game. you only played a video game, and you only played a video game
you are not ‘supposed’ to tell toriel you don’t want to live with her. it’s not a condemnation when she takes your hand and leads you away – why would it follow with a happy, quaint cutscene? you engaged with the character and responded to her wishes, and you are engaging with this character all the same if you make your decision and tell her no. you engaged with the text – or rather, it’s built on the assumption you did
chara knows you may well not have
undertale knows you may well not have