Spoiler: Qualitative meta comments
As an additional note, hyperposting doesn't pose any issues in chat/blitz games, where it's understood that your full attention will be devoted to the game for an hour, but for games over several real-life days balancing becomes very problematic.
While some players will (and already have!) utilize the advantage of slower styles of play, and I don't disagree with qualitative suggestions to both improve individual play and quality of life, I am no longer optimistic that playstyle trends alone will shift the meta to a slower pace.
Increasingly, I think of hyperposting in terms of cooperative games, and more specifically hyperposting as something incentivized for every individual poster but bad for the collective. I've thought about what kind of game lines up best-at times framing it as a unilateralist's curse and at others a stag hunt. I think there are framings for both that makes sense. In the end, though, I think the closest is the good old fashioned prisoner's dilemma. Regardless of what every other player is doing, choosing to hyperpost is rarely, if
ever
, an option that will leave you worse off, and the only wiggle room is really that the iterations of games played can be considered unknown but capped.Right now, I think the best answer to this is moderators capping posts.
I suspect both forms-capping the collective and capping the individual-work, but I have a preference. The collective cap, like that used by penguin alien & Cabd in recent games, keeps the tragedy of the commons cooperation problem that capping is intended to mitigate to begin with, but presents it in a more explicit and limited form that gives the game a lot of agency. Attention space, accessibility, and management of them are crucial parts of the game that would suck to lose almost entirely. That said, capping the individual and treating each as an island is my favored approach right now. Leave it up to them to make judicious use of their designated allotment of posts, with a timer resetting either on dayphases or a set number of hours, eg. 24. The voice is intended to be the primary tool, but players will almost always choose to quiet or silence others if given agency to do so (eg. doubling the post count of another player in a collective cap)