Culture
Can You Pet That Dog?
The expectation economy of modern games.

My most recent session with Star Wars Zero Company, I loaded in and found Hawks asleep on the couch, having apparently read a recent mission report. I gain control of Hawks, stumble out of the office, and think: damn, wouldn’t it be cool if there was something right here waiting for me to pet? In that moment, I realized I was part of the problem.
The game never promised me a petting mechanic. No store page bullet point, no tutorial prompt, no button hint floating over some imaginary good boy. Yet my thumb hovered over the controller anyway, searching for an interaction nobody designed. Somewhere over the last decade, the invisible contract between player and virtual world quietly changed, and I signed it without reading.
Call it the expectation economy: the moment a delight-driven novelty crosses the threshold into standard utility. One studio adds a charming extra. A few more follow. Suddenly players stop feeling grateful and start feeling entitled, and appreciation curdles into assumption. That’s the economy we’re living in now, and its currency is the smallest interactions in games.
It wasn’t always like this. For much of early game design, animals were set dressing. In the 8-bit era, a dog was either a sprite pacing back and forth, like the snickering hound in Duck Hunt, or something programmed to hurt you, like the guard dogs in Wolfenstein 3D. Nobody expected to touch them, because nobody expected to touch much of anything.
Even after games went 3D, the economics didn’t favor it. Animations were expensive, memory budgets were razor-thin, and every engineering hour spent on a non-essential interaction was an hour not spent on the core loop. So when a developer did let you touch an animal, it landed like a gift. Lionhead built Fable II (2008) around a canine companion who worked as emotional anchor, treasure locator, and moral compass all at once. Metal Gear Solid V (2015) let you raise DD from a puppy into an eyepatched companion. These were deliberate novelties, little notes from the developer saying we thought of this too, and players reacted with genuine delight. Delight was the whole point.
As late as 2011, the deal still held. Skyrim shipped with dogs all over its tundra. You could recruit a stray like Meeko to fight beside you against bandit camps. But walk up to a hound and press the interact key, and nothing happened. Your hero, savior of Tamriel, master of the Thu’um, stood paralyzed before a wagging tail. Nobody rioted. The prompt simply wasn’t part of the contract.
Then the internet found it. In March 2019, Tristan Cooper started a Twitter account called @CanYouPetTheDog after getting frustrated that the stray dogs in The Division 2 couldn’t be petted. The premise was a single binary question: does this game let you interact affectionately with a canine? Within three months it had a quarter of a million followers. The joke hardened into something else, or at least it started to feel that way: an informal QA checklist for the entire industry. A delightful extra had become a benchmark, and benchmarks don’t inspire gratitude. They inspire audits.
Developers noticed. When Sucker Punch shipped Ghost of Tsushima in 2020, letting Jin pet the foxes that guided him to shrines was a celebrated feature. By the Iki Island expansion, they’d built whole sanctuaries around playing flute for monkeys, deer, and cats. When Supergiant made Hades, petting Cerberus wasn’t just a gag, it was tied to an achievement literally called “Three-Headed Boy,” and fans shared it everywhere. Whether marketing teams request these moments outright or not, a five-second clip of a protagonist scratching a fox is tailor-made for the feed, and that alone is incentive enough for them to keep appearing.
Some games inverted the dynamic entirely. Stray (2022) put you in control of the cat, making sunbeam naps and knocked-over glasses the core loop instead of the garnish. And Red Dead Redemption 2 wove it into the simulation: Arthur Morgan can praise, scold, or pat many of the dogs he encounters, right alongside everything else the world tracks.
But here’s the turn. The moment a delightful extra becomes a standard expectation, the magic starts to curdle. When Breath of the Wild launched in 2017, fans discovered they could feed meat to Hylian retrievers until the dogs bonded and led Link to hidden treasure. Link still couldn’t pat their heads. Six years later, Tears of the Kingdom launched to near-universal acclaim with the same gap intact, and a recurring, lighthearted complaint was that Nintendo still hadn’t added a dedicated petting animation. A feature that can require real engineering (inverse kinematics to align hands with animals of different heights, animation state transitions, custom audio) was now judged as a missing necessity rather than an optional luxury.
And it was never just about dogs. Once the expectation economy sets a baseline for one micro-interaction, players start auditing all of them. Can I sit in the tavern chairs? Flush the toilets? Flip the light switches? Eat the food on the table? Feed the ducks? When Cyberpunk 2077 launched, critics noted that for all of Night City’s neon splendor, you could barely interact with it: vendors reduced to transaction menus, chairs you couldn’t sit in, a city you could look at but hardly touch. The world was breathtaking and unresponsive in the same breath. The more realistic a world looks, the stronger its implicit promise that it will react, and every missing micro-interaction is a small broken promise.
This is the central paradox of modern game design: we keep converting moments of spontaneous delight into mandatory features. We see a couch, we expect to sit on it. We see a light switch, we expect it to toggle. We see an animal, and the thumb goes looking for a prompt that was never promised.
My moment in Zero Company wasn’t a critique of the game. It was a self-critique, of how easily player habits get conditioned, of how quickly I’d started testing every virtual space by its smallest details instead of its grandest achievements.
But maybe there’s something hopeful underneath the entitlement. For decades, games were built almost entirely around verbs of destruction: shoot, slash, explode, consume. Maybe the universal demand to pet digital animals is a quiet rebellion against that legacy, a collective insistence on verbs of affection, care, and attention. Maybe underneath the audits and the checklists, we seek connection over conquest, even in worlds designed for war.
So the next time your thumb hovers over the controller, searching for a prompt that isn’t there, notice it. That’s the expectation economy at work. And underneath it, something simpler: you walked up to a living thing in a made-up world, and your first instinct was kindness. The world didn’t touch back. You reached out anyway.
