Over the decades, I've watched storytelling in games become secondary to monetization loops and studio mandates. As a response, I’ve been building The Labyrinth of Time’s Edge a text adventure written entirely in QBasic. No deadlines. No design committees. Just a slow, deliberate attempt to preserve what made early games meaningful. In my latest video, I reflect on The Silent Bell a chapter that explores how silence, memory, and absence can tell a story more powerfully than any cutscene. It’s part game design, part personal journaling, part meditation on what we’ve lost in modern development.
Not trying to sell anything just offering a look at one possible way forward.