Hi! I thought I'd share some concepts I gleaned from the linked Wikipedia article on slow culture. Maybe some of these will resonate with fellow slow jammers?
The first time I speed-read through the article and didn't really get it, but after reading an abstract on slow tech (in the article's references) I got a better understanding. How fitting!
Some concepts and questions to ponder:
Less is More: What's so attractive about catching 'em all? Can we fulfill this desire in a different, more minimalist way?
Quality > Quantity: Can we make the bare minimum features/content satisfying in its own right?
Critical Design: How should we challenge the current meanings behind prevailing gameplay features?
Free Choice: How do we get a player to explore the game world at their own pace? Can we offer quests without guilting the player into a grocery list of chores? Could we design quests around context clues, without dialogue?
Adaptive Learning: How should we let the player lead the flow of the game? How should the game adapt to player decisions?
Journey > Destination: How do we lure the player away from rushing to complete the game? Can a game exist without an explicitly defined end, and still be considered a game?
Reflection > Efficiency: How can we make the game slow, but not tiresome? What kinds of interactions or experiences is the player willing to devote extra time to doing? Which interactions do players usually take for granted, without considering the meaning behind their actions?
Mental Rest: How can we design in-game moments of inactivity while keeping the player engaged with the game world? What can we change about gameplay to give players a chance to reflect on their actions?
Pacing: How can we build up to the punchline / climax / "Aha!" moment for maximum effect?