cosy game
We know that cosy games have big audiences – so where's my epic Call the Midwife sim?
I am 85 hours into Death Stranding 2, an apocalyptic nightmare about Earth becoming infected with death monsters, and I've realised that I'm playing it as a cosy game. For hours at a time, I trundle along the photorealistic landscapes in my pick-up truck, delivering parcels to isolated communities and building new roads. The only reason I complete the main story missions is to open new areas of the map so that I can meet new people and build more roads. I find it blissfully enjoyable. Of course, I am far from alone in playing video games this way.
Cosy video games are on an unstoppable rise. Will they unleash a darker side?
In 2017, a game design thinktank called Project Horseshoe gathered a group of developers together to define the concept of cosiness in video games. Games, of course, have had non-violent elements since the medium was invented. Early life simulators such as 1985's Little Computer People, a low-stakes game in which the player interacts with a man living his unremarkable life in a house, could fit the bill; then there was the proliferation of social farming simulations after 1996's chibi-adorable Harvest Moon. But the resulting report, Coziness in Games: An Exploration of Safety, Softness, and Satisfied Needs, is probably the first organised effort to define a then-emerging genre. Cosy games (cozy in US spelling) don't have high-risk scenarios: "There is no impending loss of threat," they wrote.