The Rise of ‘Cozy Games’ Is Not a Trend. It’s a Correction.
Stardew Valley. Animal Crossing. Unpacking. A Short Hike. Venba. Dave the Diver. The cozy game genre — if it is a genre, which is disputed — has been growing for a decade and shows no sign of slowing.
The games industry tends to describe this as a trend, a market segment discovered by clever developers who identified an underserved audience. The framing is wrong. What cozy games represent is not a trend but a correction: a large proportion of the people who play games were never well-served by the games the industry defaulted to making.
For roughly the first forty years of consumer gaming, the default game was some variant of a challenge-and-mastery loop: obstacle, failure, adaptation, success, harder obstacle. The difficulty curve was the product. The assumption was that players wanted to be tested.
Many players don’t want to be tested. They want to spend time in a world they find pleasant, at their own pace, doing things that feel productive without consequence. This is not a lesser desire than the desire to overcome challenges. It is a different desire that was systematically underserved because the people making most games happened to share the challenge-mastery preference.
Cozy games did not create this audience. They found it.
Cassandra writes about technology as a cultural force — what it does to how we live, work, and understand ourselves. She has a background in cognitive science and too many browser tabs open. Based in Vancouver.
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