Goofing off
Big Walk is a great time. It obliterates The Witness from orbit. When I first started I was surprised at some of the informational decisions House House makes, which led me to a fun realization.
Avatars do not have nameplates, or in fact any superimposed 'on screen' indication whatsoever, but If your crew is diligent about keeping their coloration the same, it's easy to remember who is who. The voice chat volume dropoff in 3D space is short and steep, in a small gaggle of people walking in single file the lead person would not hear the trailing person. This sometimes still frustrates me, but I would imagine was an extremely difficult thing to fine tune as it directly impacts the puzzle solving capabilities of a group. You get walkie-talkies pretty quickly, but not all that many, and inventory space is a valuable commodity. At night the game gets dark, extremely dark, and while lanterns are plentiful they're not infinite.
All together this creates quite a frictive experience. It's easy to make mistakes and sometimes hard to undo them, if an item goes missing or someone gets lost they can be properly lost! It can and usually is funny, but the game incentivizes you to stick together through the primary penalty of wasting your time. Really though this creates stakes for goofing off, and what I've realized is that goofing off in a game needs stakes! If you can always teleport back to a base camp, throwing someone off a mountain doesn't really have any consequences. If items have a little onscreen tracking icon, throwing it off a mountain becomes a frustrating chore and not an extremely serious situation that diverts the whole group into resolving it. I don't know if I want every goofy cooperative game to be also serious with its consequences, but I'm also not really goofing off in games that aren't.