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Nothing Together

PC (Microsoft Windows) • 2024

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Quick resume

A game about doing Nothing Together

Global score

94/100

Genres

Action, Adventure, Casual, Racing, Simulator, Free To Play, Fighting

Pros

  • Unique concept of doing nothing together
  • Strong relaxation and mindfulness appeal
  • Free to play
  • Social bonding through shared inactivity
  • Long session potential and achievements

Cons

  • Minimal gameplay and challenge
  • Can encourage unhealthy sedentary behavior
  • Limited creativity or exploration
  • Some reports of inactive or abandoned servers
  • Lack of voice chat or deeper interaction

Motivations

  • Autonomy
    4

    "Players freely choose to do nothing or engage minimally; no forced routines or preset actions."

  • Competence
    -3

    "Gameplay involves minimal skill or challenge; mostly passive and repetitive doing nothing."

  • Competition
    3

    "Includes competitive modes like battle royale and leaderboards focused on longest doing nothing."

  • Continuation
    4

    "Many players report long sessions and habitual play, some reaching days or years of doing nothing."

  • Cooperation
    2

    "Multiplayer mode allows shared experience of doing nothing together, fostering subtle social connection."

  • Creativity
    -2

    "Game offers minimal creation or modification; mostly predefined minimalistic environment."

  • Domination
    2

    "Competitive elements allow players to assert dominance by outlasting others in doing nothing."

  • Escapism
    5

    "Strong theme of mindfulness, relaxation, and escaping real-life stress through doing nothing."

  • Expectation
    -4

    "Players engage voluntarily for intrinsic interest and relaxation, not out of obligation."

  • Experimenting
    -3

    "Gameplay is highly repetitive with little novelty or exploration of new mechanics."

  • Exploration
    -4

    "Environment is minimalistic and familiar; no significant discovery or new areas."

  • Expression
    -3

    "Limited customization or self-expression; mostly uniform minimalistic presentation."

  • Fantasy
    -4

    "Game simulates realistic inactivity and mindfulness rather than imaginative or fictional scenarios."

  • Fellowship
    4

    "Strong community aspect with shared experience of doing nothing together and social bonding."

  • Growth
    -3

    "Little skill acquisition or learning; focus is on passive experience rather than development."

  • Health
    -4

    "Encourages sedentary behavior and long periods of inactivity, which may be unhealthy physically."

  • Idle
    5

    "Core gameplay is about idling and doing nothing, often for extended periods."

  • Intimacy
    2

    "Some reviews mention bonding and emotional connection through shared inactivity."

  • Leadership
    -4

    "No leadership or management roles; players participate equally in passive activity."

  • Progression
    2

    "Achievements and leaderboards provide some sense of progression through time spent doing nothing."

  • Relaxation
    5

    "Game strongly promotes relaxation, mindfulness, and flow through stillness and calm."

  • Sensation
    -2

    "Sensory input is minimal and calm; no intense stimulation or excitement."

  • Status
    3

    "Leaderboards and achievements offer social recognition for endurance and patience."

  • Story
    3

    "Some players mention a surprisingly emotional or immersive narrative experience."

  • Strategy
    -4

    "Gameplay requires minimal planning or problem solving; mostly passive waiting."

  • Thrill
    -4

    "No suspense or risk; experience is controlled and predictable."

  • Value
    5

    "Free to play with high perceived value for relaxation and social connection."

  • Violence
    -5

    "No violence; gameplay centers on peaceful inactivity and mindfulness."

  • Survival
    -5

    "No threats or survival challenges; environment is stable and safe."

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