Can you really call them your "Favorite Character" if you don't make alternate timelines where they just get abused and traumatized left and right with no comfort?
It’s so important that tsp is a game that knows it’s a game and it asks you to keep playing it and it tells you that to keep playing it is to torment these two characters but it asks you to do it anyway.
I watched The Morality of The Shadow of the Colossus and it said “you’re involved in it but you’re not Complicit. These things would happen anyway. You’re just re-enacting it” and I feel like the Parable is SOME of that. It wants you to feel complicit but it never really blames you for what happens, except maybe in the potency of the Skip Button. And by that point you have next to no choice.
TSP asks you to play it, knowing the consequences, and says “you can save these two, but you won’t, but that’s okay, nobody blames you. This is how they’re designed. This is how we need them to be, for the game to work. Please, keep playing. Keep making them butt heads. We made them for you.
We made them for you.”
Nooo little Stanley watch out! Your striped shirt, bandage, and sad backstory are too Fallen Human Coded!! The Undertale narrative is going to get you!!!
I made some sort of alignment classification based on whether they're impulsive or if they plan ahead for the Batfam. Feel free to correct me (politely please, I'll cry) or to add your opinion. I'm not trying to be super canon, just based on their characters' vibes.
Bruce Wayne: 100% planner. This man could be a Bene Gesserit, plans within plans, and they always work even if they shouldn't (because DC can't have him be wrong). It's like a choose your own adventure, you follow the plan and each time something new happens that is sure to chase things up he pulls a subsection specifically for it. Senior Justice League Members just don't question him anymore no matter what. "You had a contingency for getting invaded by mind controlling ballerina spiders? Yeah, sure, tell us all about it".
Barbara Gordon: she plans around her impulses. She is self aware enough at this point to know she's a bit of a hot head. It is what it is, she's called Batman an Emo Boy's idea of Therapy enough times to his face to know she just can't help herself with some stuff. So instead of working against it she plans around it. In the end, it was her plan all along. Canary thinks she could just hold her tongue, but considering the vigilantes Oracle manages, her experience in planning for these situations is invaluable.
Dick Grayson: Impulsive, not because he can't make plans or because he isn't smart. Quite the opposite. He just has that ADHD dog in him. He would be guiding the Titans through a mission and they'd be thinking "Woah, everything is going according to his plan", meanwhile inside his head is Bear Grylls saying "Improvise, Adapt, Overcome". It's not so much that he comes up with plans on the spot but he ends up changing it along the way because he thought of something better for that specific situation. He may use B's protocols for a general structure but then trusts his instinct to come up with something better on the spot.
Cassandra Cain: Neither. She's not one to be coming up with elaborate schemes but, as much as she relies on her instinct, she's able to stop before jumping. She doesn't need to plan, she knows what works. She observes and then takes the best course of action. When Bruce goes on and on about the importance of planning she just answers "Skill issue" and leaves.
Jason Todd: impulsive planner. This is a man that makes plans, okay? He's theatre kid coded, he needs to know his little monologues by heart. The thing is, he's also very emotional and has the impulse control of a toddler in front of the cookie jar. He can't help himself, he has to punch the asshole and make the witty comeback or he will explode. The outlaws have been grilled to death on the importance of following the plan but then watch him like ten minutes later throw it out the window. They find it both endearing and annoying.
Stephanie Brown: Queen of Chaos. She can plan. She's good at it too btw, she just doesn't want to if she can avoid it. She works best when she's improvising and it drives Bruce and Tim up the walls. They just hate to see women winning. She's the best one out of all of them at turning a mistake to her advantage in a matter of seconds. It's quite impressive.
Tim Drake: Chaotic planner. Everyone is so sure Tim is a mini Bruce and to a certain extent, if you squint your eyes, then yes. But Young Just Us know the truth: his plans are extremely effective but only in the most chaotic way possible. There's the Batman plan, and there's the Red Robin plan, which is like the first one but faster and with more fire. He also has to be periodically reminded to take into account his own wellbeing when making his little schemes.
Duke Thomas: plans on the go. I don't know how else to explain it but it's like those sequences in the Sherlock movies (the ones with RDJ) where he's watching his surroundings and opponents almost in slow-mo till he puts together a plan. It's similar to Dick from the outside, but if you pay attention you can see the wheels turning in his head as he goes along. He actually stops and thinks (metaphorically, most of the time his thinking is done while he distracts enemies).
Damian Al Gul Wayne: he's a strategist, not a planner. This is an important distinction because whenever Batman or Red Robin are explaining one of their convoluted plans he feels like he's actively losing braincells. He's closer to Cassandra in the way he prefers a more direct solution. He also gets palpitations anytime Jason or Stephanie just start doing things without thinking. If he knew what Dick's thought process was he would have probably developed an anxiety disorder in his time as Dick's robin. He doesn't understand the need for such high detail planning and hates the idea of making it along the way. No, he just needs to come up with the most efficient strategy and that's all.
Please consider, Bill going into Stan's dreams at some point and looping him into a giant game of Deal or No Deal with himself(Bill) as the banker. He spends the whole game offering Stan the most outrageous amount of money he can, the kind of money that would make Filbrick Pines raise his eyebrows. But Stan denies it all. He is so sure that his case is the big winner as the game goes on. It gets to the point where Bill is like, "I will literally give you anything, just make this deal with me." And Stan is like, "Now I REALLY don't want to. This case must be worth a fortune."
Finally the game ends and as the case is cracked open, Stan wakes up, never knowing what was inside. Leaving both him and Bill pissed.
the hint of regret on her face at the last second literally makes me so fucking sick studio investigraves has harmed me once more. im gonna kill myself
it's not going to let me rest until i write about it, so tonight I want to talk about the TSP2 Expo in Ultra Deluxe, and why it's a thing at all, and what it means about the Narrator, and how deeply self-conscious he is.
The Expo is, and I say this without exaggeration, the Narrator's deep, desperate need to respond to the audience and the reviews from the Skip button ending. They say he's not funny; he makes "a whole lot of gags". He's still reactionary, he makes all of this in response to (and in my mind, in the downtime during) the Skip button, and it's the first thing you can find right after the game resets from the Skip button.
He's not over it.
TSPUD in general is in a big way about the relationship between an artist and their audience. (i swear on my life i've written those words before...) it's about how a creator can and does create for themself but does, on a real level, yearn for an audience to understand and appreciate, while also being scared that people wont get it, and also being scared about "needing" a reaction to begin with.
Create for oneself, sure, but you still want people to like the thing you made. You want them to experience it, this thing you put so much time into. You want them to laugh at the jokes, that's why the jokes are there, and you hope they hit right.
Elements of that have always been in TSP but they're at the forefront of TSPUD and especially all the Expo stuff. Even while the Narrator, in Skip button rants, berates the audience for wanting jokes and gags and bits to distract them, he immediately wants to please. He's yearning to be understood, and he thinks if he can just give the people what they want, then surely they'll find the meaning in his work.
And then there's that darn Bucket. And while the Bucket feels like, at times, a stand-in for the Narrator or a way for him to project, it's easier for me to see him trying to frame Stanley's bond to the Bucket as a parallel to his bond to Stanley, instead of the other way around.
Stanley is the thing that is here in this world and story to comfort the Narrator. But Stanley is also the thing that can crush the Narrator's spirit.
In the Press Conference Ending, Stanley's bold new approach to story-telling gets him lauded, gets him praise. In the Bucket version, he tries to make the Bucket understand him through other people understanding him, and it fails. It scans as the Narrator desperately trying to reach out to Stanley, even as he tries to get adoration from an audience. Stanley only has eyes for the Bucket in the Apartment ending; in the end, the Narrator only has Stanley for company, and he on some level wants Stanley to appreciate him. He asks for feedback in the Games ending. And while nothing will ever really make him happy, there, he still asks.
In the end, Stanley's the only audience that really matters. He wants Stanley to like the things he makes.
"Why did I create Stanley? Was I lonely?"
He was. And the audience he's looking for isn't one he can interact with.
TSPUD is about a creator's relationship with an audience, hoping they will play the game, and like the game, and understand the game, so that they'll keep playing. And the game "ends" when the creator says "okay. I think I'm ready to try something new. for real this time!"
And then he gets pulled right back, because the audience response is just so uproarious. How can you move on from a thing that did, on some level, garner you success? Shouldn't you just stick with the thing that made you successful? But how do you make it better, when it felt like a complete work?
When do you get to move on? When do you make that choice? Will the audience understand? Will they follow you? Or do they just want more of the same?
The answer isn't simple.
Maomao and Jinshi