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Stop supervising the game and pick up the second controller

Sitting in the same room while your kid plays isn't the same as playing with them. The difference is one controller and about forty minutes.

By Sam Ortiz · Dads & Family5 min read

Pick up the second controller. Tonight, not this weekend.

Most parents who say they're "into games with the kids" mean they're on the sofa with a phone while a ten-year-old plays two feet away. That's supervision. It's fine as far as it goes, and it goes about four inches. Your kid knows the difference between you being present and you being involved, and they clocked it a long time ago.

The fix isn't complicated. It's just slightly uncomfortable for about twenty minutes, because you'll be bad at it and they won't.

Being bad at it in front of them is the whole point

You've spent years being the competent one. You drive, you cook, you fix the thing under the sink. Your kid has watched you be good at things their entire life.

Then you pick up a controller and drive off a cliff.

Something useful happens in that moment. They get to be the expert. They explain a mechanic to you slowly, the way you once explained shoelaces. They watch you fail at something repeatedly and keep going, which is a lesson you can't deliver in a lecture and can deliver in about nine minutes of Mario Kart.

Don't perform incompetence. Kids smell that instantly and it insults them. Just actually try, and actually be worse, and say so out loud. "You're better at this than me" is a sentence a lot of children never hear from a parent, and it's worth more than most of the advice you're saving up for them.

Choose games that hold two skill levels at once

This is where most attempts die. Dad picks a competitive shooter, gets flattened or flattens the kid, and nobody suggests it again.

What you want is a game where a gap in skill doesn't ruin the session.

  • Co-op with separate jobs. Overcooked, Lovers in a Dangerous Spacetime, anything where one of you is doing a simple task badly under pressure while the other manages. The comedy does the heavy lifting.
  • Drop-in, drop-out builders. Minecraft and Terraria let a nine-year-old and a forty-year-old contribute at completely different levels to the same project. Nobody's blocking anybody.
  • Lego games. They're forgiving by design. You genuinely cannot lose them. That sounds like a weakness and it's the feature.
  • Kart racers and party games. Mario Kart has assist options that let a younger player stay on the track, and the item system means the leader gets punished. Which is the point.
  • Story co-op. It Takes Two and the Portal 2 co-op campaign are built so neither player can progress alone. Better for older kids, and genuinely good games in their own right.

Avoid ranked anything. Avoid games with voice chat full of strangers. Avoid anything where your kid has four hundred hours and you have none unless you're happy to be scenery.

Handicapping without lying

Losing every single time is miserable. Winning every single time is worse, and teaches nothing.

Give yourself a real, named constraint instead of throwing the match. "I'm not allowed to use items." "I'll play left-handed." "You get a ten-second head start." Say it before you start. Now it's a rule, not charity, and your kid can beat you inside a structure they understand.

When they do win properly, don't soften it and don't oversell it. "That was a good line through the last corner" beats "amazing job buddy" by a wide margin, because it proves you were watching.

And let them lose. Then let them lose again. A kid who has never lost anything in a low-stakes living room is going to meet losing somewhere with higher stakes and no father sitting next to them.

The talking happens sideways

Something a lot of dads figure out in a car and forget everywhere else: kids talk more when you're both facing the same direction.

Eye contact across a dinner table can feel like an interview. Side by side, hands busy, eyes on a screen, the conversation goes somewhere else entirely. You'll hear about the kid who's being difficult at school. You'll hear about a friendship going wrong. You'll hear it in fragments between respawns, and it'll come out because nobody had to announce that a Serious Conversation was starting.

Don't chase it. If they mention something heavy, don't pause the game and turn to face them with your concerned expression. That closes the door. Keep playing, ask one more question, let it breathe.

Land the plane properly

Most family gaming ends in an argument, and the argument is almost never about the game. It's about the ending being sprung on them.

Set the end point before you start, in game terms rather than clock terms. "Three more races." "We finish this dungeon and we're done." "One more round after this one." Kids fight arbitrary interruptions. They accept a finish line they agreed to.

Then hold it. If you say three races and give four because they begged, you've taught them that the boundary is a negotiation and every future session ends in one.

Give a warning before the last round so the ending isn't a surprise. And when you stop, be the one who puts the controller down first. Don't ask them to display discipline you're not showing.

Who they're playing with matters more than what

Once kids go online, the game is the smaller half of the question.

Know who's in the lobby. Voice chat with strangers is a different thing from voice chat with two boys from school, and the platform settings can tell the difference for you. Every major console and PC platform has parental controls covering chat, friend requests and purchases. Spend forty minutes setting them up once rather than arguing about it monthly.

Make the family computer or console live in a shared room for as long as you can get away with it. Not as a surveillance measure. Because a kid playing in the kitchen is still part of the household, and a kid playing behind a closed bedroom door for four hours isn't.

Talk about spending directly. A lot of games are built to convert a child's impulse into your card being charged. Your kid needs to understand that's the business model, said plainly, without a moral panic attached. Then set a budget and stick to it.

They'll outgrow you and that's fine

At some point your kid will be better than you at every game in the house. That's not the end of it.

Ask them to teach you. Let them run a session where they set the goals. Watch them play something you can't play and ask real questions about what they're doing. Interest survives the skill gap closing, as long as you're interested in them rather than in being good.

The controller was never the point. It was just the cheapest available excuse to spend forty minutes next to your kid doing something they actually chose.

They won't remember what you scored. They'll remember that you played.

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Sam Ortiz

Dads & Family

Father of three. Writes about presence, discipline and the long game, without pretending any of it's tidy.