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How an Anxious Gamer Learned to Compete in Crossplay, the NYT’s First 2-Player Game

January 26, 2026 - 20:43

How an Anxious Gamer Learned to Compete in Crossplay, the NYT’s First 2-Player Game

The introduction of Crossplay, The New York Times’s inaugural two-player game, sent a unique thrill—and a wave of anxiety—through its puzzle community. For many solo solvers, the shift to head-to-head competition was daunting. The experience of one formerly anxious gamer highlights this transition, moving from apprehension to genuine enjoyment in this new social puzzle space.

Initially, the pressure of real-time competition felt overwhelming. The worry of making a mistake in front of another person, the fear of being too slow, and the sheer novelty of the format were significant hurdles. The instinct was to avoid the feature altogether, sticking to the comfortable, solitary routine of the daily Wordle or Spelling Bee.

However, persistence revealed Crossplay’s true design: it’s less about cutthroat competition and more about shared connection. The games are quick, the rules are simple, and the focus is on playful interaction rather than intense rivalry. Learning to see each match as a brief, friendly brain-tease with a friend or family member, regardless of miles apart, was the key. The anxiety melted away, replaced by the fun of a mutual challenge. It became less about winning and more about the shared "aha!" moments and the gentle camaraderie of a game well played. This shift in perspective transformed the experience, proving that even the most hesitant solver can find joy in a little connected competition.


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