Critical Play: Competitive Analysis

We're Not Really Strangers', the perfect game for friends night – Stagg Online

Amigo vs. We’re Not Really Strangers

Game: We’re Not Really Strangers
Creator: Koreen Odiney
Platform: Physical card game, also adapted to social media and digital extensions
Target Audience: Young adults (18-35), especially people into introspection, emotional vulnerability, and connection-based play

Before diving into the comparison, here’s a quick personal take: I’ve played We’re Not Really Strangers a few times now – once with close friends and once with a mix of friends-of-friends. And every single time, I walked away feeling… emotionally exhausted. The questions hit harder than expected, and suddenly a light-hearted hangout turns into something that feels more like a group therapy session. There’s this unspoken pressure to open up, even if you’re not ready or just not in that space. You don’t want to be the one who says, “pass,” even though sometimes you really need to. There were also often times people would just linger on thinking about answers to their questions for too long. That emotional burnout and lingering was what made me want a different kind of connection game – something that allows people to reveal parts of themselves if they want to, when they want to while keeping things exciting. That’s what inspired Amigo – a space that encourages connection, but also respects your boundaries.

While We’re Not Really Strangers (WNRS) is a beautiful game for facilitating deep emotional conversations, it can often be emotionally exhausting and not super practical for every social setting. Not everyone shows up to game night ready to get real. Amigo builds on the ‘opening up’ WNRS offers but infuses it with a playful, UNO-style chaos. It keeps things light, spicy, and natural – letting people get to know each other at their own pace, while still offering space for deeper introspection if it naturally arises. Instead of forcing people into a therapy session disguised as a game, Amigo invites them into a fun and flexible experience. I remember I got the card “What’s your biggest regret” or something, and I was just caught off by that – like I don’t want to think about my deepest regrets at a casual girlies’ night. 

WNRS is structured like a beautifully designed emotional excavation – but let’s be honest, not everyone wants to dig that deep on a Tuesday night. The questions are intentionally disarming, but there’s no built-in way to opt out. If you’re uncomfortable or just not feeling it, tough luck. That can make the game feel more like emotional labor than fun.

Amigo flips that. The biggest innovation? Power cards. Someone drops a wild question like, “Who here would you hook up with if no one ever found out?” and you’re sweating like you just got called out in class for being on your phone… then BAM!, you slap down a reverse and make the asker answer instead. Or you skip it entirely. Or draw two and suffer later. That moment? Gold.

Ethically, this matters. WNRS doesn’t give you a way out. It assumes you’ll be open, ready, and vulnerable – always. That’s not always safe or fair. Amigo bakes in soft consent. Don’t wanna answer? Use your skip. Flip the script. Out of cards? Draw more. No shame. We wanted a game that doesn’t punish discomfort but playfully adapts to it.

From the MDA framework:

  • Mechanics: WNRS is all questions. Amigo introduces game mechanics like draw, skip, reverse, and custom asks – adding agency, excitement and tension.
  • Dynamics: WNRS flows in one vulnerable direction. Amigo’s dynamic is reactive, unpredictable, even a little chaotic.
  • Aesthetics: WNRS leans into narrative and fellowship. Amigo adds challenge and expression – you don’t just connect, you perform and play.

We also thought about formal elements like:

  • Player interaction: WNRS is turn-based and serious. Amigo is unpredictable, interactive, and gives players room to shape the vibe.
  • Objective: WNRS has no endpoint. Amigo is competitive. You want to get rid of your cards, survive the tea, and still have friends by the end.

This makes Amigo more inviting. You can start light, laugh a lot, and if the moment’s right – maybe get real. But it’s on your terms. No pressure, no performative vulnerability.

While We’re Not Really Strangers opened the door for emotional games, it often asks too much too fast. Not everyone wants to dive into their emotional trauma in the middle of a casual hangout. Amigo takes inspiration from its depth but keeps the tone fun, social, and forgiving. You connect without being cornered, laugh while revealing things about each other, and if things get deep? Cool. If not? You still had a great time. Vulnerability shouldn’t be forced. In Amigo, you always have a way out – and sometimes, that’s the most respectful design choice of all.

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