Kind Words 2 Playtest

Introduction:

The game is a gem (I’m pretty biased). It sets you in a digital world where you can send and receive letters anonymously to other people. It is not really as much of a game as social media, but I argue here that social media is a subset of the broader category of games. Except it isn’t gamified at all and attempts to contribute to a positive and safe environment. The point of the game is to provide a medium of messages that allows people to express themselves and communicate with other people genuinely.

Player Mechanics:

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Game Mechanics:

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Mountain Pool Mountain Fire

Themes and Player Experience:

Conclusion:

This is the first game that I reviewed, which can’t be fully analyzed by Suitsian distinction and concepts of lusory, rules, and play. Games without clear goals, like The Stanley Parable and Kind Words 2, are still sold on Steam alongside roguelikes. So, what makes them games? I won’t go too in-depth, but I believe that they are games in as much as they modulate agency and provide a virtual reality/experience. Essentially, the game provides a framework within which players can act, even if those actions don’t lead to a defined “win” state.

That seems like an adequate analysis to me because it fits what makes Kind Words 2 a good game: the back-drop feeling of absurd care and kindness that we have all learned to stray from (or at least most people). To me the game that is being played here is a game that everyone has played, that of social communication and interaction. In Kind Words 2,  communication is played with a form of radical care and understanding.

I want to finish by addressing the critique of: “it is not real.” And to that, I say it’s a fair point. The anonymity and the limitations of not “fully interacting” with another person can be seen as the player is limited to only forms of messaging as communication. But I think that is a feature and not a bug because sometimes it is hard to show up in reality and the world. However, as with all games that offer a virtual experience, it takes a bit of mindfulness to remind yourself that it is not the “real world” and to know when your stay is up. In either case, Kind Words 2 is there as a beacon of human kindness and a great game to pick up if you need a reminder of the good humans can provide each other.

One interesting insight I’ve come to is that games don’t necessarily have a predefined aesthetic. Their aesthetic is more about what we interpret and play them for. For instance, League of Legends can be played for self-expression, fellowship, or fantasy, but it primarily incentivizes domination. This is why I prefer Teamfight Tactics, a game that aligns more with my preferences.



If you want to play the game: https://store.steampowered.com/app/2118120/Kind_Words_2_lofi_city_pop/


  1. I had a hard time thinking about player mechanics, because it’s not really played via the avatar