NYT Launches Crossplay: A Refined Take on Word Games

The New York Times has officially entered the competitive multiplayer word game market with the release of Crossplay. Available now on both iOS and Android, the app serves as a direct, streamlined alternative to existing titles that have become saturated with aggressive advertising and complex interfaces.

While the mechanics resemble traditional tile-based word games, Crossplay features subtle adjustments to tile distribution and post-bag-depletion rules. For the average user, these differences are barely perceptible, offering a familiar gameplay loop that allows players to challenge friends or match with opponents of similar skill levels.

Behold: one game that looks normal, and one that looks like Cocomelon for adultsImage Credits:Crossplay (left), Words With Friends (right)

A Focus on User Experience

The monetization model for Crossplay reflects the publisher’s broader strategy for its digital gaming suite. Subscribers to The New York Times Games experience the app without advertisements, while free users encounter standard banner ads—a stark contrast to competitors that often require monthly fees to remove intrusive pop-ups.

The app also introduces “CrossBot,” an analytical tool similar to the existing WordleBot and ConnectionsBot. This feature provides feedback on every move, evaluating gameplay based on:

  • Strategic quality
  • Luck factors
  • Opportunities for improvement

The Growth of NYT Games

The expansion into multiplayer gaming follows a period of significant growth for the company’s digital puzzle division. Since the 2022 acquisition of Wordle, interest in the Games app has surged, with data from ValueAct Capital indicating that by the end of 2023, users were spending more time in the Games app than in the main news application.

Jonathan Knight, head of Games at The New York Times, attributes this success to a philosophy of “respecting the user’s time.” According to Knight, the goal is to provide a “snackable” experience that fits easily into daily routines. “We wanted people to be able to just get in and play the game with friends and family, and then get on with your day,” Knight explained.

The scale of this engagement is substantial. In 2025 alone, Wordle recorded 4.2 billion plays, while Connections reached 1.6 billion. Despite the viral nature of these games, the publisher maintains that the core appeal remains the simple, shared experience of solving puzzles, a sentiment that the team hopes to replicate with the launch of Crossplay.

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