One of the reasons I believe contributes to the success of The Stanley Parable is that the setting of this game is a reflection of reality and the mechanics are seemingly realistic choices that can be applied in the real world. I think it’s interesting how games like these are able to effectively entertain players despite having to do with common forms of interaction we see in daily life. I think a big reason behind this is the fact that there aren’t any consequences to the player’s actions and they are actually encouraged to follow their own desires.
In The Stanley Parable the narrator informs the player, “When Stanley came to a set of two open doors he entered the door on his left.” The player can then choose to either obey the narrator or go through the right door. This narration of the game pushes players to choose to be rebellious and go with their own desires. Because the setting is an ordinary office, most players will feel familiar with such a setting as it is a reflection of a typical worker. Players will more than likely want to be dismayed from their routine and their habit of obedience to a person of authority. While games that are fantasy or have a magical aspect to them help to immerse the player in a world far from reality. Games like this serve to satisfy rebellious feelings rather than distract the player from reality.
It also helps that The Stanley Parable is shockingly great at presenting accurate representation of an office life with office spaces, meeting rooms, elevators, etc. This helps players immerse themselves further into this strange “reality” where anything is possible. It is also notable that the voice acting in this game is very familiar sounding. I think most people will either be able to recognize or be familiar with a voice that sounds like a typical authoritative male figure. This further helps immerse the player into the game but also gives them more motive to disobey the narrator. While it may not seem obvious, the choice of narration is crucial to how players will perceive this game and interact with it.
I agree that the exploration of choice in The Stanley Parable is well executed through “common forms of interactions in daily life”. This shows that it’s not about the content of the choice itself, but rather the context surrounding choice that can challenge our perception of free will. Your 2nd paragraph about the game encouraging the player to be “rebellious” reminded me of those times when you’re a kid, and you are going to, for example, go to bed early, but then your parent tells or suggests that you go to bed. Suddenly, you are rebellious and don’t want to do it anymore, even though you would have if not for their interjection. Based on this example, I’d say The Stanley’s Parable’s conversation about choice is not necessarily unique/specific to the medium of videogames (choice in videogames) but applies to more general conversations about choice outside of hte medium.