this silly line of secret dialogue you get in the demo when you try to go back through the entry you came from is kinda sending me places. is this why he hid the memory zone in the files away from the developers
i remember watching dish's playthrough of the beginner's guide and finding her commentary about how the narrator is meant to talk over you and interrupt as you're trying to read something in-game etc (cause he was making coda's games/messages about himself and so on) brilliant but it's also really inconvenient to show to the audience as a streamer/youtuber right? you get no space to speak
...because these games weren't meant to be shown to anybody
The first thing I like to tell people when they ask about the skip button ending in my au is that Narrator died, but he could have left.
I imagined that, since The Narrator was not locked up, he began to walk around the parable for one last time. And then, he got to Stanley's office and saw that door open, the same way Stanley saw it when leaving Narrator in the Boss' office.
But he didn't leave. He knew it would be worthless. And besides, he didn't wanted to leave his masterpeice alone to rot. And so it costed him his life.
Also I like to think it wasn't Timekeeper who deleted the door, I like to think it was The Curator, wanting to prove that the two of them cared about one another, that they need each other.
Office AU - it's not a TSP game anymore. The Narrator (Kevan) and Stanley are ordinary office workers. They work together and even go home on the same bus, until one day fate forces them to become partners and even live together.
It's very soft and dramatic in au, which has a lot of psychological things. From the complexity and coldness of Kevan's character, to Stanley's internal problems.
For me, this au is special, because it is through this au that I reveal not only their experiences and problems with personalities, but also my own.