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| Screenshot from an upcoming co-op horror game, YAPYAP. I'm excited for this one. |
I have a small cadre of friends that meets on Wednesdays over Discord, ostensibly to play whatever TTRPG suits our fancy (currently Star Borg), but also to play video games if someone doesn't show or if no one is prepped. What I find interesting about the latter activity is that it typically feels like a natural extension of the first most of the time. We play games like Phasmophobia, R.E.P.O, PEAK, and Lethal Company, mostly because they are easy to pick up and encourage us to work together instead of against one another. However, I think the why actually runs a little deeper than that.
Perhaps because I drifted into the OSR rather than being steeped in it for many years, I can't help but notice that these community-styled "friendslop" games offer a deliberate experience that is similar in many ways to their analogue counterparts. The core gameplay loop is effectively the same, and how players engage with it is conceptually identical. Setting aside ever-popular shooters, MOBAs, and MMOs, I think the increased visibility of this genre points to a broader convergence of design priorities rather than a simple trend: a shared interest in player-driven problem solving, improvisation, and social play that the Old-School style has emphasized for decades.
Some of the subheadings below are lifted straight from the preface of TMM published adventures such as Nightmare Over Ragged Hollow and The Horrendous Hounds of Hendenburgh, but they stem conceptually from foundational OSR texts like the Principia Apocrypha. The intent here is not to claim direct influence, but to show how similar assumptions about play recur across media.
Decision making as the core player experience
When you join a lobby of Lethal Company, your crew selects a moon to visit in order to recover items, with the option to purchase supplies from a terminal beforehand. Once you have arrived, there is no set path to reach the target facility, and there are multiple entrances. Someone can also stay aboard the ship to monitor player positions, identify hostiles, or open doors.
At each of these stages, there are a plethora of interesting decisions to make. Do we buy everyone flashlights, or save our money for better gear later? Should we go in through the front, or try the back door first? Do we need more people inside to help carry loot, or can someone stay on the ship to guide us?
While there are clear objectives in this style of game like overcoming a discrete obstacle or recovering a certain amount of loot, how players approach the problem is intentionally vague, informed by group decision making and available resources. There is practically no difference between this method and old-school dungeon crawling. If gold is equal to XP, players must gear up and devise a plan to recover as much as possible while still getting out alive. In both cases, player skill is expressed through judgment, coordination, and "the gear they carry" (Ben Milton, Knave 2e) rather than mechanical optimization.
Open, dynamic environments / Absence The opacity of 'game balance'
Procedural or randomized generation is a favorite feature of many of these games, making them more interesting to replay and presenting a fresh challenge on each run. The unpredictability and variety of environments make them engaging in a way that scratches the itch of improvised strategy. In PEAK, for example, there are expected aspects of each biome, but it cannot be predicted which biomes will appear on a given run, nor what quantity or quality of supplies will be found along the way. Players are forced to operate with imperfect information, reinforcing decision-centric play while making the world feel genuinely dangerous.
The game may become more difficult as players progress, much in the same way that classic dungeons become more perilous as PCs descend to deeper levels, but very few interactions (if any) are scripted to occur in a fixed way. While these systems like spawn rates or behaviors are certainly tuned under the hood, danger is not calibrated to player capability at that moment; obstacles and enemies do not meaningfully "scale." They are capable of dealing out setbacks and death regardless of when they are encountered, but they also can be defeated by prudent assessment and recall. Areas are not gated by level requirements, but a lack of resources, information, or imagination can still prevent ill-prepared players from accessing them. This attitude of “sure, you can try that, it just might not go well” aligns closely with how OSR systems expect adventuring parties to engage with the group hallucination.
Quick character creation
Gather a group, establish a plan, grab the basics, and head into the adventure zone. Am I describing Shadowdark or R.E.P.O.? Both, really. There are no opening cutscenes or elaborate backstories to sit through. You might change the color of your shirt or the combination of simple starting equipment you bring, but getting into the game itself is a cinch.
As with many OSR systems, the stories that matter are not written beforehand. They emerge through play, while the party is in the dungeon, reacting to threats, making bad decisions, and occasionally surviving them. Character is revealed through action, not exposition or explicit lore.
The golden rule of play
Regardless of the title or medium, the point of "friendslop" is to spend time with people and enjoy a shared experience together. The fact that this experience is mediated through digital assets rather than a collective imagination does not cheapen the memories produced through play. These games largely reject leaderboards, KDA ratios, and other forms of external validation in favor of moments that are meaningful primarily or even entirely to the people present.
When asked why these games feel different from a AAA battle royale or a certain heavily authored RPG sold across multiple console generations, you can bet that players will give answers that mirror those of tabletop gamers, especially those operating in the OSR tradition. The appeal lies not in spectacle or progression, but in shared problem solving and the stories that emerge from it.
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Much in the same way that dialogue between literature and TTRPGs is ongoing, games across media are constantly iterating on one another’s ideas, consciously or not. Developers are strengthened by broadening their horizons and translating successful principles across formats. Whatever overlap already exists between OSR design and indie co-op darlings, that overlap is not accidental. Both come from a desire for flexible, player-driven experiences that respect time, intelligence, and social play; in my opinion, this Venn diagram becoming a circle shows that this style of play has enduring, meaningful qualities... and I want to see more. At their best, both OSR games and their digital cousins are not about power fantasies, but about shepherding funny little guys through hostile spaces and seeing what stories get shaken loose.

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