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I Broke the Gaming World, Starting With Getting Over It

Chapter 22 / 94

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Chapter 22 of 94

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Chapter 22: Two of a Kind

I Broke the Gaming World, Starting With Getting Over It

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They talked for four solid hours.

It began with practical logistics: salary, health insurance, and a concrete start date.

Leo offered ten thousand dollars a month, comprehensive health coverage, and a firm promise that compensation would scale aggressively once the studio began generating revenue from its first internal project.Full novel: I Broke the Gaming World, Starting With Getting Over It — read the rest free on N​o⁠v​e⁠l​C⁠o​d⁠e​x⁠.​o⁠r​g⁠

Marcus didn’t try to haggle.

The offer was clean, fair, and backed by actual capital.

There were no vague promises of future equity options pinned to an imaginary public offering, and no patronizing talk about reviewing his package in six months.

It was a straightforward contract from a founder who actually had cash sitting in the bank.

What took Marcus by surprise was that Leo didn’t stop once the logistics were settled.

Most startup founders spent interviews pitching overhyped visions and dodging hard technical questions.

Leo wanted to talk about game design.

“What was the last game that actually made you feel something real?” Leo asked.

It wasn’t a trick interview question, just pure, genuine curiosity.

Marcus paused, thinking back.

“A small indie title from about two years ago.

Side-scroller, pretty rough graphics.

But the level design had this brilliant approach where every single obstacle taught you a mechanic without ever using a text box.

You just figured it out naturally by failing.

By the time you reached the final boss, you realized the entire game had been a tutorial disguised as a challenge.” “Invisible onboarding,” Leo said instantly.

“Teach through interaction instead of reading.” “Exactly,” Marcus agreed, a hint of excitement in his voice.

“Most mainstream studios don’t even bother trying.

They just pop a giant instruction banner onto the screen and call it a day.” It was the first of easily thirty moments during the call where one of them finished the other’s thought.

They debated difficulty curves, with Leo advocating for sharp tier jumps every five levels while Marcus argued for steady, subtle ramps that kept players perpetually on edge.

They pushed back on art styles, with Leo preferring clean, stylized simplicity that read well on any screen, while Marcus advocated for detailed, painterly environments that rewarded players who explored.

Yet both of them thoroughly despised patronizing tutorials that halted gameplay to explain mechanics players could easily figure out on their own.

They also uncovered an unexpected shared ground on monetization.

Marcus held sharp, uncompromising views on the topic.

“If you charge money for a game, the game needs to be worth the money.

Full stop,” Marcus said.

“I’ve seen too many studios ship half-finished products and patch them later.

That’s not development.

That is a scam with a release schedule.” Leo noted that conviction carefully.

It was an attitude that would prove far more important than Marcus realized once they eventually tackled free-to-play models down the line.

By the second hour, the call had shifted from a formal interview into something resembling two old colleagues catching up after years apart.

Marcus spoke about his failed company without a trace of self-pity, laying out the betrayal in clear, factual terms.

Leo listened quietly without offering empty platitudes.

He understood failure better than almost anyone.

He was living inside a second chance built entirely on top of one.

“Is your new office still getting renovated?” Marcus asked as they began winding down the call.

“It should be ready in a few days,” Leo replied.

“I still need to order hardware and dev kit setups.” Marcus fell silent for a moment.

Then he said, “I have a full studio setup sitting in storage.

High-end workstations, color-accurate monitors, drawing tablets, everything.

I bought it all a year ago for my team.

Right now, it is just gathering dust in a locked room.” “What do you want for it?” Marcus quoted a figure that was roughly forty percent of retail value.

Leo accepted without a single counteroffer.

The gear was practically brand new, professional-grade, and identical to the specifications Leo had been pricing out online at triple the cost.

Buying it directly from Marcus resolved two problems at once: Leo secured his hardware at a massive discount, and Marcus cleared out the last physical remnants of a dream that no longer existed.

There was a quiet, poetic irony to it all.

Marcus’s collapsed ambition was becoming the literal physical foundation for Leo’s next step.

Recycled hope built from the wreckage of a first attempt.

“There is one more thing,” Marcus added, his tone taking on a more deliberate weight right before they ended the call.

“I want to be completely upfront about something before I sign any paperwork.” “Go ahead,” Leo said.

“I am not looking for a job where I simply execute someone else’s blueprints,” Marcus said plainly.

“I did that for seven years at my old studio.

I was good at it, but that isn’t why I left.

I want to create.

I want to build original titles from scratch with a real team.

No quick ports, no trend-chasing clones, and no remasters of old ideas.

I want to design experiences that have never existed before.” Leo let the silence stretch over the line for a beat.

It was a fair demand, perhaps more than fair.

It was the exact drive that had pushed Marcus to launch his own company in the first place, a risk that had cost him everything.

Bringing that demand to a new employer took real nerve.

It was also the exact thing Leo couldn’t fully deliver, because the System’s games weren’t “original” in any meaningful sense.

They were recreations from another world, dressed up with optimization and good marketing.

Marcus wanted to build from the ground up.

Leo’s entire pipeline was built on importing from somewhere else.

“I hear you,” Leo answered carefully.

“And I want that as well.

For right now, our studio needs to launch proven titles to build up capital and establish our brand reputation.

But once our foundation is rock solid, original IP will be at the very top of our roadmap.

That is where a real legacy is built.” It was an honest answer, but it was still a postponement, and Marcus was far too experienced not to recognize it.

“Fair enough,” Marcus said with a short nod.

“I am going to hold you to that.” They exchanged goodbyes, and Leo sat alone in his quiet room listening to the faint dial tone for several seconds after Marcus disconnected.

He liked Marcus.

Genuinely.

The chemistry was natural, their design values aligned, and his skill set was precisely what Legend Interactive required to grow.

Yet there was a gap between them that Marcus couldn’t see and Leo couldn’t explain.

Marcus believed he was joining a company run by an indie developer who shared his vision and was a lot more honest than the people you normally saw in this industry.

And Leo was honest, mostly.

Just not about everything.

There were parts of how Legend Interactive worked that Marcus would never fully understand, because the explanations would require truths that Leo couldn’t share with anyone.

For now, the alignment was enough.

They agreed on where games should go.

They disagreed productively on how to get there, and that friction would sharpen both of them.

Marcus brought something Leo hadn’t experienced since waking up in this body: a colleague who pushed back, who had his own ideas, and who wouldn’t just nod along because the boss was talking.

That was worth more than any amount of System optimization.

Leo opened his laptop and started drafting the employment contract.

In the “Position” field, he typed: Director of Game Development.

He stared at it for a moment.

Then deleted it and typed: Co-Director of Game Development.

It was a small change.

One word.

It meant everything.

He saved the document and closed the window.

Just as he reached for the laptop’s power key, his hand hesitated.

The game icon was still sitting right there on his desktop wallpaper: If I Could Go Home a Little Earlier.

It had sat untouched exactly where it had been for days, lingering like a closed door he kept walking past without ever having the courage to open.

Leo stared at the screen for a long, silent moment.

The apartment around him was completely still.

The dark street outside was dead quiet.

There was no one watching him, no audience to perform for, and no one he needed to explain himself to.

He double-clicked the icon.

The crude pixel art loaded up on his monitor.

The cheerful, upbeat intro music began to play.

The silly wife appeared on screen, faking her own demise in increasingly absurd scenarios and leaping back to her feet with a laugh every single time.

Leo played through the initial chapters mechanically, his expression completely blank.

He already understood what was waiting at the end, but knowing the trap was coming did nothing to soften the impact when it hit.

When the central twist finally landed, he didn’t flinch.

He had constructed enough games to analyze the narrative mechanics.

He understood precisely how the emotional trap was set, in the exact same way a magician understands the trick behind an illusion that still takes their breath away.

Then the memory-drift sequences began playing across the screen.

Leo stopped clicking his mouse.

He simply sat there and watched.

The university hallway.

The wedding day.

The final, cold night.

The screen went black.

The final line of text appeared.

Cherish what’s in front of you.

Don’t wait until it’s gone to realize what you had.

Leo sat alone in the dark room long after the credits finished rolling.

He blinked, only then realizing his phone was resting in his palm, though he had no memory of reaching for it.

The screen was completely black, but his thumb was pressed against the cold glass, the way a person rests a hand against a heavy door they know is locked forever.

His mind drifted back to his memories, straight to his wife.

Her name was Claire.

He hadn’t allowed himself to say her name out loud in weeks.

She was thirty-one years old.

She used to laugh entirely too loudly at terrible comedies, burned her scrambled eggs every single morning without fail, and always fell asleep against his shoulder during movies.

Right now, she was likely sitting alone in the apartment they used to share, surrounded by his old things, trying to figure out how to navigate a world built around someone who was never coming back.

He couldn’t call her.

He couldn’t reach out to anyone from that life.

The distance separating his current reality from his old one was not measured in geographic miles or years.

It was unimaginable, incomprehensible, and completely absolute.

It was the kind of void that no System, no mountain of wealth, and no string of hit games could ever hope to bridge.

Leo set the dark phone back down on the desk and closed his laptop screen.

He walked to bed in the pitch black without turning on a single light, his mind racing through a mountain of unanswered questions.

How had he really ended up in this body?

Why him?

Is there actually a way to go back home, or is he just a ghost possessing a dead man’s shell?

Underneath it all was the crushing, helpless realization that no matter what answers he found, some distances were simply meant to be carried in silence.

Full novel: I Broke the Gaming World, Starting With Getting Over It — read the rest free on N​o⁠v​e⁠l​C⁠o​d⁠e​x⁠.​o⁠r​g⁠
📱NovelCodex for AndroidYour library, progress and tokens, in an app made for reading on your phone.Get the app
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