Critical Play: Bluffing, Judging and Getting Vulnerable

I played We’re Not Really Strangers. The creator of the game is ​Koreen Odiney, who is a model based in LA. The target audience is friends who want to develop a deeper understanding of each other. The format of the game is cards, where you read of a question that either you or other players answer about you.

Playing this game made me realize that I tend to be a leader in group settings. We’re Not Really Strangers is a game that can require deep emotional vulnerability. I found myself guiding the flow of conversation, not just by going first or keeping the energy up but by being open and vulnerable in a way that encouraged others to do the same. 

In terms of decision-making, I leaned into choosing cards that I thought would create a safe space while still pushing for honest reflection. Since everyone in the group were strangers, I felt it was important to ask questions that everyone felt safe sharing but were not too superficial. This game aims to push the emotional boundaries with those around you, and it is important that we achieve that.

As learned in class, this game is of the fun type: Fellowship. As shown in the image, its aim is to use the game as a social framework. Playing together brings laughter, joy, and bonding, which is evident in the shared smiles and cheers.The structure of the game helps encourage the participants to share and get to know each other. It starts with Tier 1, which is more surface level, and builds up to Tier 3, which requires deep emotional reflection. This mechanic of the game enables participants to have more autonomy over what they want to share. Additionally, it allows game players to slowly work their way up to more vulnerable questions, so it does not feel too scary at first.

A critique of the game is that it could be more inclusive if it accounted for how different people connect. As discussed in class, Robin Dunbar notes that relationship quality is often maintained in gendered ways: women tend to preserve friendships through conversation, while men often bond through shared activities. We’re Not Really Strangers heavily prioritizes emotional dialogue, which can resonate deeply for some but may feel unnatural for others who are more action-oriented in how they relate. A potential improvement could be introducing more activity-based cards, which balance verbal sharing with collaborative moments.

The three levels of the game start with surface-level “perception” questions and gradually move into deeper emotional territory. This design reflects a common norm in many cultures: emotional intimacy should be earned gradually, not forced upfront. By easing players into vulnerability, We’re Not Really Strangers respects the boundaries of both new acquaintances and long-time friends. This norm also depends on the age of the players. lder generations may find the questions intrusive while younger players, who often overshare online, might embrace them more easily.

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.