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Joined 1 year ago
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Cake day: July 3rd, 2023

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  • One game I played a few years ago had a really neat rule that I’ve used in a lot of other games and contexts.

    The game came with a 1 minute sand timer that didn’t have to be used to play the game. But the rules said “If any player feels like the turn is taking too long, they can turn over this timer. This is a signal to the current player that they should wrap things up”. I can’t recall which game it was. Codename, I think? I’m sure someone here will let us know.

    I’ve used that rule in a lot of different places. If you have a healthy relationship with your co-workers, it makes for a really useful tool for keeping meetings rolling. We occasionally mime turning over the same timer to each other to say “I respect what you’re saying, please continue, but also let’s get this back on track”.

    I’ve also ported it to many boardgames. In my circle of players, turning over an imaginary sand timer is a way of politely saying “we like playing with you, but we’re feeling bored so please make a turn”.

    Maybe something like that can work for your group? It requires some communication up front to ensure that people know the spirit of what’s being communicated.

    Edit: re-reading this, I’m not sure I conveyed what I was suggesting well. Cosmic Encounters has a 1 minute timer you’re supposed to use. I’m suggesting making that timer optional. Let people barter until someone at the table feels like enough time has passed, then flip the timer as a polite way of saying “please wrap it up”.


  • Thanks for that! I actually had to put the game down for several months because my child had just been born and I couldn’t handle one of the scenes in the game. It was heavily telegraphed, so I had time to stop the game before anything upsetting happened. And when I went back to it months later it wasn’t nearly as bad as I thought it might be. But yeah, it’s a game about the death of many family members, told through metaphor and fanatical imagery.


  • Oh man, I just want to give a shout out to the Splatoon ink mechanic.

    The game is a competitive arena shooter. That would be pretty uninteresting, but instead of competing for kills or holding objectives, the teams are competing to cover the largest surface area with ink or paint. That’s pretty neat. But there’s more.

    Every player has a special “squid mode” they can use when standing on ink of their colour. When in squid mode players travel much faster, can travel up walls, and are extremely hard to spot, but can not attack or lay new ink.

    This makes the laying ink in specific areas valuable, as it makes it faster to get from the spawn point to the front faster and easier. It also rewards holding contiguous trails of ink, or conversely, cutting off your opponent’s ink trails.





  • Wow. I’m super impressed with all the suggestions here. I’ll add a few of my own that haven’t been mentioned yet.

    Her Story - you query a police archive database for video clips, eventually revealing the plot. Kind of a mash between a murder mystery book with the pages out of order and Google. If you like it, check out Immortality

    What Remains of Edith Finch - all you can do is walk around a very unusual house. The narrative reveals itself as you do so. That narrative is fantastical and heartbreaking and also very sweet.

    Crawl - multiplayer game - you are all trying to escape a monster and trap filled dungeon. One of you is alive and the rest are spirits who can possess the monsters and traps. Any time a spirit kills the living player, they become the living player. Unique boss fight at the end where multiple spirits control parts of a huge boss monster.


  • Please consider WanderSong. It’s a small game and was made with so much love. Games can have a huge variety of plots and environments. But the vast majority of games, regardless of what they are about, are actually about victory. You’re a space dwarf mining for minerals, but the game is all about mastery and winning. You’re a dragon-kin with magic shouts, but every quest is about achieving a victory over a challenge. And so on.

    I would say that WanderSong is not a game about victory. It’s a game about happiness. The character, the mechanics, the plot, the environments; they all serve first to explore the meaning of happiness. There’s nothing else quite like it. You can find it here.