Gaming Across Generations
Sun Jan 25 2026
This week, we dive into video games—what we play, what we love, what we bounce off of, and what being a “gamer” even means anymore. We talk through our very different gaming habits, from hundreds of hours in Stardew Valley and Minecraft to deep, story-driven single-player epics like Mass Effect and Assassin’s Creed. Along the way, we explore why some games feel comforting, why others feel like work, how difficulty and time shape our choices, and how gaming has changed with age, technology, and expectations. It’s a laid-back, honest conversation about play, frustration, storytelling, and why it’s okay to like what you like.
Show Notes
We open with a quick check-in about extreme winter weather, frozen windows, and how different winters feel depending on where you liveWe introduce the episode’s theme: video games we love, games we don’t, and what we’re currently playingWe question what it even means to be a “gamer” in 2026, especially in a world where mobile games dominate total playtimeWe talk about how gaming habits change with age, time constraints, and life responsibilitiesAubrey walks through her most-played games:Stardew Valley as her all-time favorite, including multiple worlds, co-op play, and reaching “perfection”Minecraft as both a comfort game and a way to stay connected during long-distance relationshipsHow co-op gaming became a form of long-distance date nightWe discuss different types of games and why they appeal differently:Sandbox and simulation gamesRoguelikes and progression-based loopsLoot-driven games like Diablo and BorderlandsStory-first, single-player gamesPeter explains why story and characters are the biggest draw for him, especially in:The Mass Effect trilogy as his all-time favorite gaming experienceAssassin’s Creed Origins and Odyssey, and why Valhalla eventually felt too grindyWe talk about difficulty settings, “story mode,” and why difficulty shouldn’t be a barrier to enjoying gamesWe discuss games we want to like but don’t:Zelda: Breath of the Wild and Tears of the KingdomSuper Mario platformersWhy exploration-heavy games don’t always clickAubrey shares her experience with Cult of the Lamb, including finishing it on normal difficulty and attempting the harder survival modeWe explore It Takes Two as a co-op experience that’s fun but emotionally and mechanically demandingAubrey talks about discovering a newer, more systems-focused space game and why optimization and calm progression really work for herPeter brings up Cyberpunk 2077 as one of the best—but emotionally heavy—games he’s ever playedWe touch on party and group games:Mario KartBoomerang FuSuper Smash Bros (and character loyalty)We talk about competitive vs. solo gaming and why online multiplayer just doesn’t appeal to usPeter reflects on strategy games like Civilization—always buying them, rarely playing themWe close by agreeing that gaming doesn’t need justification: comfort games count, single-player counts, and enjoying one game deeply is enough
More
This week, we dive into video games—what we play, what we love, what we bounce off of, and what being a “gamer” even means anymore. We talk through our very different gaming habits, from hundreds of hours in Stardew Valley and Minecraft to deep, story-driven single-player epics like Mass Effect and Assassin’s Creed. Along the way, we explore why some games feel comforting, why others feel like work, how difficulty and time shape our choices, and how gaming has changed with age, technology, and expectations. It’s a laid-back, honest conversation about play, frustration, storytelling, and why it’s okay to like what you like. Show Notes We open with a quick check-in about extreme winter weather, frozen windows, and how different winters feel depending on where you liveWe introduce the episode’s theme: video games we love, games we don’t, and what we’re currently playingWe question what it even means to be a “gamer” in 2026, especially in a world where mobile games dominate total playtimeWe talk about how gaming habits change with age, time constraints, and life responsibilitiesAubrey walks through her most-played games:Stardew Valley as her all-time favorite, including multiple worlds, co-op play, and reaching “perfection”Minecraft as both a comfort game and a way to stay connected during long-distance relationshipsHow co-op gaming became a form of long-distance date nightWe discuss different types of games and why they appeal differently:Sandbox and simulation gamesRoguelikes and progression-based loopsLoot-driven games like Diablo and BorderlandsStory-first, single-player gamesPeter explains why story and characters are the biggest draw for him, especially in:The Mass Effect trilogy as his all-time favorite gaming experienceAssassin’s Creed Origins and Odyssey, and why Valhalla eventually felt too grindyWe talk about difficulty settings, “story mode,” and why difficulty shouldn’t be a barrier to enjoying gamesWe discuss games we want to like but don’t:Zelda: Breath of the Wild and Tears of the KingdomSuper Mario platformersWhy exploration-heavy games don’t always clickAubrey shares her experience with Cult of the Lamb, including finishing it on normal difficulty and attempting the harder survival modeWe explore It Takes Two as a co-op experience that’s fun but emotionally and mechanically demandingAubrey talks about discovering a newer, more systems-focused space game and why optimization and calm progression really work for herPeter brings up Cyberpunk 2077 as one of the best—but emotionally heavy—games he’s ever playedWe touch on party and group games:Mario KartBoomerang FuSuper Smash Bros (and character loyalty)We talk about competitive vs. solo gaming and why online multiplayer just doesn’t appeal to usPeter reflects on strategy games like Civilization—always buying them, rarely playing themWe close by agreeing that gaming doesn’t need justification: comfort games count, single-player counts, and enjoying one game deeply is enough