r/truegaming

I'm tired of 10/10 review bombing on games.

You are telling me that every single reviewer on the planet found this game perfect? It seems like they push certain games in our throats rather than an honest expression.

It is clearly obvious that every game isn't everyone's cup of tea. For example, games like The Witcher 3 and Red Dead Redemption 2 may be too long and slow for many gamers whereas games like Elden Ring are too challenging to keep up with. JRPGs like Persona? Good luck pressing X to watch hours of dialogue (btw I love Persona). But come on, these are 10/10 games, you have to play them!

Perhaps, this rating system is outdated.

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u/Spiritual-System1451 — 3 hours ago

So who's correct: Socrates or Glaucon?

I'm referring to the ring of Gyges allegorgy that Glaucon presented to Socrates in order to challenge his philosophy of justice.

As quick as possible: The shepard Gyges finds a ring that turns himself invisible. Rather than using the ring for good, he immediatly forges and excecutes a plan to seize the throne and become king.

We've seen this argument, in its core formula, unfold at the mainstream level by the Lord of the Rings books and movies. Tolkien's answer is in favor of Socrates. Frodo is capable of delivering and destroying the ring of power because his ambitions are small. Even though Frodo gets close to corruption, a greater and/or wiser individual would not endure as long as him for their ambitions and desires are greater.

But what if you have the ring of power? That's the question that can be explored perfectly in this medium, yet I don't know where this question was really presented. Only Baldur's Gate 3 [story-structure spoilers] comes to my mind, giving you a special ability that lets you manipulate enemies without obstacles. You can increase the power of this ability, but the cost is that you'll become proned to corruption, leaning more into selfish and destructive choices. But in hindsight, does the game really test you with this ability? We know now that increasing this ability has no direct negative effect on the narrative. There are also plenty of alternative abilities that are also quite powerful without the moral drawback. I happen to find that being a good person in Baldur's Gate 3 does not make the game more difficult or makes the ability more seductive to use. It mostly feels more like a lore-flair than a test.

I suppose this is where my question turns to you. Who's correct? What games have you seen and/or played that you can base your answer on?

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u/TheXpender — 1 hour ago

Just give me dungeons (open world arpg rant)

Making a dungeon must be the most difficult thing in the world for an open world ARPG and it seems elden ring is the only one who has figured out how to do it.

After playing dragons dogma 2, Crimson desert for 180 hours, breath of the wild/tears of the kingdom, one thing is on my mind: Where are the dungeons for me to use my powers and combat skills on?

Botw/Totk have 4 each, yet they should have dungeons scattered everywhere in the world... I loved crimson desert but I don't think there is a single true dungeon in the entire game. Same with dragons dogma 2. Please? Where are the dungeons??

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u/Expensive-Opening-48 — 14 hours ago

unpopular opinion: The Journey is the beginning of FIFA's decline and I explain why

The Journey was a brilliant idea on EA's part, but they never quite nailed it. Let's be clear, it's not The Journey itself that's bringing the game down, but this mode reveals how EA has changed the way they work, and for the worse.

First, with The Journey comes Frostbite. It's automatic; if the idea is to create a story, the story will have to be driven, subject to a lot of scripting. Hence the decision to change the graphics engine. Ignite was inadequate, lacking the advanced tools for fiction, cutscenes, facial animation, and character management. Frostbite, on the other hand, has these tools for creating and curating interactive storytelling. Someone will ask me, and what's the problem? Well, if you switch from a graphics engine designed to simulate a soccer match to a graphics engine designed to provide narration, gameplay in non-narrative modes collapses. Animations become too heavy, collisions become more scripted, responsiveness becomes less, and defense becomes less positional. So you lose simulation to narration.

Then with The Journey, a new problem became evident. To cover the costs of actors, writers, directors, dedicated motion capture, and complex cutscenes, they had to cut budgets to the game's foundations, namely AI, physics, defensive features, career mode, etc... so if you change the graphics engine to a game, and in doing so you don't focus on re-establishing the gameplay and adapting it to the change, but you only focus on narrative modes and Ultimate Team new features, then gamers will have a half-baked game on their hands, almost at the level of a beta. Then, considering that, in addition to the expensive The Journey, UT is the mode that brings EA a lot of money, all that is optimization, historical modes, gameplay, etc... ends up becoming secondary. So the game becomes less enjoyable, less coherent, less cared for.

Then there's the structural problem with The Journey, which marks another major change for EA: the loss of vision. The mode was nice, but it wasn't integrated into the FIFA ecosystem, and here too, you ask me, where's the problem? It's an end-to-end mode, with limited longevity and limited impact. It didn't allow you to reuse Alex Hunter in other modes, such as player career or pro club mode. It would have been a way to increase longevity and replayability, because after the story mode, you would have continued the journey your way. Instead, EA decided it had to be a narrative island, which once finished, It wasn't very replayable due to its closure and rigidity. The same was seen years later with Volta from FIFA 20 to FIFA 23. In that case, its online potential was even greater than that of The Journey.

The Journey is therefore the symbol of the new FIFA. It's a shift in philosophy on EA's part. The cinematic aspect dominates the gameplay, leading to increasingly arcade-like gameplay, with long animations, scripted, and poorly optimized. The game stops evolving to become a centric Ultimate Team, and everything else becomes secondary and stagnant. The company loses vision and planning, squandering the potential of ideas like Volta and The Journey. This mode showed us all how EA stopped investing in football simulation.

Thank you to everyone who read this, and I apologize in advance for the papyrus. I hope you'll appreciate my thoughts.

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u/Critical_Ideal99 — 16 hours ago

Horror games feel less scary when they show too much too early

One thing I’ve been noticing across a lot of horror games is how quickly they reveal everything.

You start a game and within minutes you’ve already seen the threat clearly, understood how it behaves and what to expect. After that, the fear shifts from tension to just dealing with mechanics.

Some of the more memorable horror experiences I’ve had didn’t rely on constant encounters, but on uncertainty.

Not knowing what’s there.
Not knowing if something is even there.
Spaces that feel off without explaining why.

It feels like once a game fully explains itself, it stops being scary and starts being predictable.

Curious how others feel about this.

Do you prefer horror that stays ambiguous for longer, or games that show you the threat early and build around it?

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u/WhyThisGameWorks — 18 hours ago

Academic interview study (18+): Looking for the final few participants — how do players think about generative AI in games?

Hi — I’m a PhD researcher at the University of Leicester (UK), conducting an ethics-approved study on how players understand and respond to different uses of AI in games.

I’m currently in the final stage of recruitment and only need a few more participants to complete the study, so I’d really appreciate any help.

My focus is mainly on generative/LLM-related or machine-learning-driven uses of AI that players actively notice or care about in current debates — for example, AI-generated dialogue or assets, AI-assisted writing/tools, adaptive player-facing systems, or other visible uses of AI in game production or play.

Interview invite: I’m currently looking for a small number of adult participants (18+) for a 45–60 minute 1-to-1 online interview. The format is flexible: Discord voice or Zoom.

Participation is voluntary. You can skip any question or withdraw at any time. Data will be anonymised and handled in line with GDPR and University ethics requirements. Any recording or note-taking will only take place with your consent and will be stored securely for academic research.

Institution: University of Leicester (UK)
Contact: ys386@leicester.ac.uk (DM is also fine)

If you’d like to take part, please message me with:

  • your time zone
  • whether you prefer voice or text

A few discussion prompts, in case you’d also like to reply here:

  • Which uses of generative AI in games feel reasonable or useful to you, if any?
  • Which uses feel inappropriate, misleading, or immersion-breaking?
  • Does your view change depending on whether AI is used during development, in the final released game, or directly in moment-to-moment play?
  • What kind of disclosure or transparency would matter to you, if at all?

Thanks very much — I’m very close to finishing recruitment, so a few final volunteers would make a real difference.

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▲ 3 r/truegaming+1 crossposts

College Survey

Hi I am a college student studying Business Management at Glasgow Clyde College, conducting a survey for a class business plan on the idea of a platform where gamers can come together to access easy to follow tutorials, detailed guides and community advice for completing game levels and gaining achievements. 

 This will take no longer than 5 minuets.

Game It Guides Survey

Any responses are a appreciated, Thanks

u/regg1717 — 20 hours ago

Pragmata genuinely changed my perspective on fatherhood Capcom cooks again spoiler free review

I’ve been playing Pragmata lately, and it’s struck me as a rare example of a AAA title that balances technical polish (the RE Engine) with a genuinely mature, human-centric narrative. I wanted to share some thoughts on how this game navigates the 'reluctant guardian' trope through both its narrative and its mechanical design, and I'm interested in hearing how others feel about this approach to storytelling in modern games. Here's my thoughts so far ...

A Masterpiece of Self-Discovery and Innovation Pragmata is, without a doubt, one of the most refreshing gaming experiences I’ve had in years. It manages to balance a profoundly emotional narrative with a gameplay loop that feels genuinely new.

The Narrative: Finding Yourself The story is beautiful, focusing on the connection between Hugh and Diana and their journey to understand the world and their place in it. There is a deeply powerful, quiet moment near the end of the game where they look out over the Earth from the lunar station, and Hugh delivers a line that perfectly encapsulates the game's theme: "You learn it's not enough to hear or read about a thing; sometimes you got to live it." This game truly changed the way I view things. It’s a powerful reminder that we can’t just sit back in a state of paralysis; sometimes we have to stop overthinking, take what we know, and just get out there and do our best. It’s a rare story that pushes you to take action in your own life, and it elevates the entire experience from a standard sci-fi adventure into something truly moving.

The Gameplay and Performance: On the gameplay front, Pragmata hits a home run. The combat is incredibly addictive, blending high-action gunplay with a unique puzzle-hacking system that feels like a fresh twist on "snake-like" mechanics. The way the game forces you to balance tactical, snake-style maneuvering during intense firefights is unlike anything I’ve played before. The customization is also deep, with a massive amount of freedom to tailor your playstyle through various weapons, modding, and distinct loadouts. Perhaps best of all, the performance is phenomenal. Built on the RE Engine, it is a technical marvel—a refreshing change of pace in an era where so many titles launch in poor states. I’m playing in 4K on my 5070 Ti laptop with DLSS and Ray Tracing enabled on high settings, and it runs beautifully. It is easily one of the most well-optimized experiences on the market right now.

Verdict: Pragmata is a rare gem that marries heart and high-octane mechanics perfectly. It’s a unique experience that isn’t afraid to be different, and that’s exactly what makes it a must-play. If you appreciate games that respect your intelligence and give you the tools to play exactly how you want, do yourself a favor and pick this up. Score: 10/10 – A new benchmark for the genre. Easily goty 2026.

I'm curious to hear from the community: Do you think Pragmata’s method of using gameplay mechanics (like the puzzle-hacking) to reinforce the emotional stakes of the story is the most effective way to handle narrative? Are there other recent titles that you feel have handled the transition from 'reluctant protagonist' to a mentor figure as effectively as this one does?

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u/Wise-Poem-5977 — 11 hours ago
🔥 Hot ▲ 67 r/truegaming

Changing perspective on AI characters in video games and in stories in general.

I noticed that recent exposure to real life AI that can pretty convincingly fake human conversation and even human emotions completely changed my perspective on robots and any artificial intelligence in sci fi.

For example when I played Detroit: Become Human I was fully on robots side and there was no doubt in me that they were sentient and should be free. But now playing Pragmata and interacting with Diana made me question her every move and I cant seem to form a bond with her.

I have this constant question how different is this from people pretending to have relationship with AI. How do we know Diana is actually a sentient being with her own will, acting freely and making her own choices, rather than just an AI created by a corporation to behave like a child, simulate an inner world, and emotionally manipulate us?

Because of that, I find it much harder to bond with Diana than I would have in the past. What used to feel emotionally straightforward in sci fi now feels uncertain and suspicious. Instead of immediately accepting an artificial character as conscious, I now keep wondering whether I am just watching a very advanced performance designed exactly to manipulate me. While bot itself not having any inner world.

So what I am curios is are here other people who had similar change in perspective and because of that find it hard to bond with Diana?

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u/Capital-Wrongdoer-62 — 3 days ago

Are AA games making a comeback, or am I imagining it?

Lately it feels like more games are sitting in that space between indie and AAA—projects that are clearly ambitious, but don’t have the same pressure to be massive, polished blockbusters.

Games like Crimson Desert or Pragmata seem to have a different kind of design philosophy compared to most AAA releases. They feel more focused, a bit rougher around the edges, but also more willing to take risks.

It made me wonder if this “AA space” is actually coming back, or if it never really went away and we’re just noticing it more now.

I wrote a short piece exploring this idea in more detail if anyone’s interested: https://open.substack.com/pub/oscarhanson1/p/why-2026-feels-like-the-year-of-the?r=7udsu4&utm\_campaign=post&utm\_medium=web&showWelcomeOnShare=true

But I’m more curious what other people think—does it feel like AA games are becoming more common again?

u/Ok_Wrongdoer9624 — 1 day ago

Making Sense of The Witness

I adore The Witness. I think it is one of the most beautiful and intelligent games I've ever played. I often find myself thinking about, its one of those games that really left its mark on me.

And I think the discourse surrouding this game is pretty terrible. It has built up a reputation of being pretentious, postmodernist nonsense, and I don't think that reputation is fair. It saddens me to see so many people dismissing this game out of hand. Now, I also understand that a lot people are angry at the game's creator Jonathan Blow. I know nothing about this guy — I have not researched him and don't really care to. From what I've heard, he sounds like an asshole. But I'm not interested in talking about Jonathan Blow. I'm interested in talking about The Witness. Bad people can still create beautiful things.

I think the game is fundamentally quite simple in what it's trying to say — indirect, but simple — and some people end up missing the forest for the trees. The Witness is an exploration of the human search for meaning. That's it. I think that everything in the game can be contextualized under that fundamental idea, and then things start to fall into place.

Most of the audio logs have something to do with Science, Religion, or Art, all of which are ways that people try to make sense of the world. These audio logs are the butt of many a Witness joke, but their purpose is pretty simple. They are food for thought as you go about your journey, and they ask you to reflect on the various ways that people look for meaning. If they seem random and unrelated, it's because the game is trying to capture the vastness of its central idea.

The brilliance of the Witness is the way that it ties its gameplay into this. From the very moment you boot up the game, not a single word is spoken to teach to you how to play. There is nothing resembling a tutorial or hints of any kind. You are forced to discern the mechanics of the puzzles simply through observing the puzzles themselves. In other words, the game is replicating the experience that it is reflecting on, by forcing you to make sense of its mechanics yourself, forcing you to search for understanding. The puzzle mechanics are mostly about being curious and learning to think in new ways, rather than the more mathematical precision and mechanical depth that most other puzzle games ask for, which reinforces this experience.

This is also why the game is intentionally obscure and confusing at first. It wants you to be confused. It wants you to search for meaning, that's the whole point. "The Witness" refers to anyone who is witnessing the world — or the game, for that matter — and trying to find meaning. The artist, the scientist, the religious person.

Then there are the environmental puzzles. At a certain point in your playthrough, you will suddenly realize that the entire world of The Witness hides the same circles and lines that form the puzzles you have been trying to solve. You'll find them in the sun, in the clouds, on buildings, in the water — anywhere you can think to look. It's such an awe-inspiring realization, that the whole island contains these secrets — if you search for them, you'll find them everywhere. The metaphor is clear.

Anyway, if you found The Witness overly abstract and confusing, I hope this helped. A game this true to its own vision comes along very rarely, and I worry that a lot of people were primed to dislike this game from the negative discourse surrounding it.

Thanks for reading.

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u/jicklemania — 4 days ago

The erosion of trust in gaming information and why peer-to-peer discussion is replacing search engines

I have been spending a lot of time lately researching specific mechanical depth in competitive games and I have noticed a massive shift in how I find reliable data. If you try to use a standard search engine for anything related to gaming systems, you are immediately met with a wall of AI generated articles and sponsored content that lacks any actual substance.

It feels like we have entered an era where traditional search results are no longer trustworthy. I find myself adding "reddit" to every single query because I need to see a human consensus. This applies to everything from frame data in fighting games to finding a high reward entertainment service that is actually legitimate for some downtime.

The difference in transparency is staggering. When you search for a reliable platform with fast payouts here, you can actually see real people discussing their experiences with withdrawals and site integrity. On Google, that same search just gives you 50 affiliate sites that look like they were made by a bot. We have reached a point where finding a digital service that is actually functional and honest feels like a game of chance.

I want my online experiences to be like a well designed game engine. Consistent, transparent and doing exactly what is advertised. I spend way more time now digging through threads about which high reward platforms people actually trust because the rest of the web is becoming an unplayable mess of marketing fluff.

Is this the future of the internet where we only trust peer-to-peer verification, or is there a way for traditional information hubs to win back our trust? How has your research process for games and services changed in the last couple of years?

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u/jamieRowen — 6 days ago

/r/truegaming casual talk

Hey, all!

In this thread, the rules are more relaxed. The idea is that this megathread will provide a space for otherwise rule-breaking content, as well as allowing for a slightly more conversational tone rather than every post and comment needing to be an essay.

Top-level comments on this post should aim to follow the rules for submitting threads. However, the following rules are relaxed:

    1. Specificity, Clarity, and Detail
    1. No Advice
    1. No List Posts
    1. No topics that belong in other subreddits
    1. No Retired Topics
    1. Reviews must follow these guidelines

So feel free to talk about what you've been playing lately or ask for suggestions. Feel free to discuss gaming fatigue, FOMO, backlogs, etc, from the retired topics list. Feel free to take your half-baked idea for a post to the subreddit and discuss it here (you can still post it as its own thread later on if you want). Just keep things civil!

Also, as a reminder, we have a Discord server where you can have much more casual, free-form conversations! https://discord.gg/truegaming

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u/AutoModerator — 4 days ago

Does a centralized hub for gaming help actually exist? Looking for honest feedback on an idea.

I've been playing Crimson Desert on PS5 lately and kept running into the same frustration — when I get stuck or want to know where something is on the map, I end up bouncing between Reddit, YouTube, random blogs, and wikis just to get one answer. It works, but it's messy.

That got me thinking: why doesn't a single, dedicated platform exist that brings all of this together? Something where gamers can:

- Ask questions and get answers fast (ideally with video or map references baked in)

- Share guides, tips, and walkthroughs in one place

- Discuss strategies and help each other out

- Stay up to date on new releases without the info being scattered everywhere

I know things like Fextralife wikis, IGN, GameFAQs, and game-specific subreddits exist — but none of them feel like *the* destination. Fextralife is notoriously unreliable, IGN feels corporate, and subreddits are great but fragmented by game.

Before I explore this idea further, I genuinely want to know:

  1. Does something like this already exist that I'm missing? If so, what is it and how does it work?

  2. Would you actually use something like this, or is the current scattered approach fine by you?

  3. What would it need to have to become your go-to?

  4. Are Reddit & YouTube sufficient?

  5. It feels like ChatGPT and other AI platforms also aren’t trained on the latest games. So, this platforms value prop would be to be up to date with the latest games asap.

Not trying to sell anything — just exploring whether this is a real problem other gamers feel or just me. Honest feedback appreciated, even if that's "this already exists, you're late."

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u/Own-Rip6796 — 6 days ago

I designed a roguelike around a question: does it actually matter whether a memory is true?

The central mechanic is memory collection. After each battle you pick a fragment (true or false, you have to piece that together) and those build into core memories that carry buffs, costs, or both. This came to me while (somewhat depresingly) reflecting on my life and the memories I had changed to deal with events, sometimes they were painted rosey, other times darkened for more weight, but it was a realisation that neither was right or wrong, just my story.

The design question I kept coming back to while making it was should the true/false split have a clean mechanical payoff? Should truth always reward and lies always punish? That would be legible (possibly more satisfying), but also probably what players would expect. So I landed on ambiguity instead, there's no reliable moral arithmetic, and that was a very deliberate choice.

The counter argument I guess is that clear consequences would teach players to actually engage with the choice rather than just optimise it, and I did take that seriously but ultimately rejected. My reasoning was that the ambiguity says something more honest about how memory actually works: the false version of something isn't always worse for you than the true one.

Curious whether this reads as meaningful design or a missed opportunity to make the choice matter more clearly. I'd genuinely rather hear the pushback first before I explain the thinking further.

Intentionally omitting the name of the game and links as per the self-promotion rules here - genuinely curious about your thoughts.

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u/Darknessborn — 7 days ago

UI redesigns via the modding community

To start, i am by no means a professional, but i was looking for professional opinions to this topic. This subreddit, i thought, might be the best way to get those.

My friend and i just had a discussion about mods in online RPGs that improve UIs. I understand the need for them, i am using them myself for certain games, because sometimes you just need to see more detail on the screen than the vanilla game can provide.

Now my question to those who understand UI design on a professional level: Is it even possible and plausible to expect, well, not perfection necessarily, but to expect a UI that does not need to be modded by the majority of players? I understand that there will always be that small number of players who want to see even more, or want to move around details on their screens, but i am not talking about those. I am talking about the broad mass that will still opt for a mod to have even basic needs met when it comes to a game UI.

My friend thinks that it is illogical to expect this, because everyone has different needs, especially in games where you have a complex skill system. Personally, i would think that if so many players use the same UI mods, apparently it could be possible to create something that works for everything and is customizable via settings.

Is it really impossible to create a UI for a complex game that 90% of the players do not feel the need to mod? If it is, what are the reasons behind that? Would it be too complex in terms of programming, making it much harder to find and eliminate bugs? What other reasons would there be?

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u/Unlucky-Basil-3704 — 6 days ago
🔥 Hot ▲ 1.1k r/truegaming

The gap in the market: Girly-coded interests are being separated from core gameplay instead of integrated into it

Please give this post a chance before you downvote, I’m not trying to antagonize anyone with that title. I’m trying to say that there’s a gap in how “girl gamer” research gets framed, and it’s skewing both the market and the conversation around it.

A lot of research focuses on women who already play male-dominated genres like FPS or competitive multiplayer, then studies why they feel dissatisfied. The conclusions are predictable at this point, toxicity, lack of representation, and yadda, yadda. We are all tired of it. Not because they are wrong, but because the solutions they propose (typically: to make existing games with male-dominated demographics more women-friendly) end up being unappealing to everyone lead to unnecessary culture wars and rage bait content.

But why is the question never flipped? Where are the AAA games that already align with female-coded interests but actually take action and mechanics seriously? There’s a whole segment that barely gets talked about, that of women who avoid those male-dominated game spaces, not because they dislike the gameplay itself, but because they don’t like the framing around it. So they are not against combat, competition, or complex systems, they just don’t connect with how those things are packaged.

I think that distinction matters more than it looks.

A lot of preference data gets taken as a zero-sum game. For example “women prefer romance” turns into “they want romance instead of gameplay” or “women prefer fashion” turns into “they want fashion instead of action.” I have been raised on magical girl media, so to me this is so obviously the wrong read, magical girls are very action packed series with lots of cute transformations and romance, I personally love the genre because it includes all these features, not just one of them. That’s why I think that in gaming, romance can be part of the system, not just flavoring for the story, or fashion can be part of the mechanics, not just cosmetics. There’s no real conflict here, they just rarely get built together.

There are a lot of obvious combinations that almost never get explored. Imagine an FPS where relationships actually affect combat, not just as minor buffs but as core design. Paired abilities, shared risk, outcomes that change based on who you fight with. Actual battle couples, not just background lore.

Or action games where fashion is not a cosmetic layer but tied directly to stats, identity, and abilities. I took the example of magical girl genre, which already does this without issue, and has been doing this since 1992 with Sailor Moon. Yet, I can think of a handful of games today where they integrate this. The first is Final Fantasy X-2 in 2003, which was actually praised for its battle mechanics when it was first released, while at the same time criticized for everything else (including the designs of the outfits). Then it was *Infinity Nikki* in 2024, 21 years later, which become quite popular, which the ln led to *Love and Deepspace* in 2025, being a combat-focused romance game, which is even more popular. But why was there such a gap for developers to understand that there is a serious market for this? These genres have been kept apart for no reason. Yeah, they are not going to appeal to everyone, but what actually appeals to everyone?

If that kind of game design was more widespread, it would also take pressure off trying to retrofit existing male-dominated spaces, which is where a lot of the friction comes from. Women and men, for various reasons, develop different cultures, we like different things and that doesn’t have to be a negative thing all the time. Sure, it can be a negative, but it doesn’t have to in. every. single. context.

There’s clearly a market for girly action/combat/competitive gaming. It’s just not being taken seriously.

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u/andwhatnowthough — 11 days ago
🔥 Hot ▲ 59 r/truegaming

What is your opinion on the current trend of cozy games - as a broad spectrum of all sorts of genres united by (some) shared aesthetic principles?

A big piece to chew on, but I think it’s an interesting discussion to have with how popular this once niche genre has gotten.

At this point it feels more like a broad approach to game design that can show up in almost anything. Not just farming sims and village life games, but puzzlers, management games, deckbuilders, exploration games, a whole bunch of multiplayer sandboxes (where gacha is fast encroaching here) and even games that I heard people describe as dark-cozy such as Cult of the Lamb.

That’s the part I find most interesting. For quite a while, cozy felt easy to define as a casual observer. Cutesy art with warm colors and no real pressure of failure, in 99% of cases decorating or some sort of farming or life sim management mechanics. But it’s obvious it becomes that the real common thread is not the mechanic set but the emotional contours. Were you ever told as a kid that looking at green stuff - even green walls - calms your mind? I think that’s the psychology behind the marketing impulse driving the popularity of the genre.

The craze itself, did it start with Stardew Valley I wonder? It does seem like it was the one hit wonder that opened wide the doors to indie devs who saw how popular such a game became and wanted to emulate it, or get a sliver of the same success.

I myself am not immune to it, because compared to some other niches - there does seem to be a whole bunch of good games to play here, and a bunch more upcoming ones that have considerable promise. My personally hype bandwagon is for Loftia, and I’m not even into these sorts of games usually, but I sometimes do (I also realized) just want a noncommittal place to chill with some friends, maybe make some if none of my irl buds are up for it, explore and feel part of a community that’s progressing together. Basically a modern Club Penguin, if you will, so I understand the impulse that drives even outsiders to games with this kind of aesthetic philosophy.

That said, I do think the term is getting stretched to the point where it’s just an easy tag to add to your game and hope the aesthetic (instead of the mechanics and gameplay) does the heavy lifting, and in worst cases excuse the jank and legitimately boring design. Not every game with soft lighting, a pastel palette, and a lowfi soundtrack is actually cozy. Sometimes the aesthetics are cozy but the systems are still grindy or weirdly anxious - or in the worst of cases, can turn into microtransactional gacha. And sometimes a game looks slightly strange, melancholic, or even creepy, yet still feels more cozy than the obvious stuff because it understands gaming for comfort on a much more basic level.

When a game gets those things right, cozy can exist in way more genres than people used to allow for. So… yes, I think I’d say I DO like the trend overall. I think it’s healthy for games. If anything, then because it’s good that more genres are learning that tension and punishment are not the only ways to make something engaging. Sometimes people just want a game to chill in, and that’s what these games provide.

My only real concern is that cozy becomes a marketing skin people paste over games that do not actually play that way. And this has already been underway for a while now, make no mistake. But I’ll stop my tirade here, said about all I wanted to say. How do you feel about cozy as a concept in gaming?

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u/SanctumOfTheDamned — 12 days ago
🔥 Hot ▲ 121 r/truegaming

I've analysed 333 gaming patents published in Q1 2026 - here's what Sony, Nintendo, Tencent and others are working on, and what it could mean for the Future of Gaming

Hi everyone,

Some of you might remember my Q4 2025 post where I shared my first quarterly gaming patent analysis. Quick recap - I've been building a system to track and classify gaming patents from the USPTO, which publishes 3,000+ granted patents on Tuesdays and 5,000+ filed patents on Thursdays.

A few people gave solid feedback last time, so before I get into the data, let me address some of that.

On AI and methodology transparency

People called out that the writing sounded like ChatGPT, and someone pointed out I was being cagey about using AI in the process. So let me be more upfront about how this actually works.

Every week, the USPTO publishes thousands of patents. My system processes all of them - it uses a combination of keywords, studio names, game-related technology terms, and other signals to filter down to gaming-relevant patents. That classifier has gone through multiple iterations, particularly to filter out gambling, fantasy sports, and arcade machine patents that kept polluting the results. It's still being optimised weekly and I still get false positives, but it's getting a lot better.

Each identified patent gets an AI-generated analysis - that's the only way to handle this volume as a one-person project. I then go through every single analysis, decide which patents deserve a deeper dive, and that's what ends up in the reports. I also review a number of the actual patent filings themselves to cross-check. The technology breakdowns have been extremely accurate in most cases - where things get more speculative is in the interpretation of what could happen with a given technology, the timelines, the scale, the competitive impact. That's where assumptions creep in, and I try to be clear about that.

This is a hobby project that I run alongside my day job, and I'm not positioning any of this as definitive. There are unknowns - not just in the analysis itself, which I think is actually getting really good, but in what actually happens with these patents. Many get shelved, priorities shift, and a filed patent is still just a signal, not a roadmap. What I do think this provides is patent intelligence that wasn't previously accessible in this way - structured, categorised, and easy to explore. Since my last post, a few gaming publications actually picked up the research and did their own deep dives into some of the patents I'd uncovered, with their analysis largely aligning with what I'd initially proposed. That was a nice validation. But ultimately this is still exploratory work - I'm just trying to make it a lot easier for anyone who's curious to actually explore it.

I don't actually have a horse in this race. If there's bias it's genuinely unintentional, it comes from how I'm interpreting things rather than any agenda. I'm not trying to say which company is good or bad, or whether AI in gaming is good or bad. This is driven by curiosity, nothing more.

On sources - every report now includes a Patent Sources section with official USPTO numbers and direct links to Google Patents and USPTO Patent Public Search. You can verify anything I'm referencing.

Keep in mind Google Patents is about 5 weeks delayed in indexing, so anything from March onwards will need to be searched for on USPTO.

On to Q1 2026

This quarter: 209 filed and 124 granted patents, 22 companies, 14 technology categories. Same disclaimer as always: filing a patent doesn't mean you're building a product, getting one granted doesn't mean you'll use it. A lot of these are defensive moves. I'm interested in possibilities, not guarantees. And this isn't meant to be doom and gloom - it's just a look at what companies are investing R&D budgets into. What anyone makes of it is up to them.

To keep this post from becoming a novel, I'm focusing on the filed patents below - they're more forward-looking and show where companies are placing bets right now. (I'll also link the the full granted report at the bottom)

What stood out

Sony filed 50 patents across eight categories - the most of any company by far. AI/ML was again their biggest area (19 patents) - systems that notice when you're struggling and nudge you with controller feedback, AI that generates 3D game assets instead of artists building them by hand, and even a system that creates personalized gaming podcasts using LLMs. They also filed for hair rendering tech that creates detailed hair in real-time rather than loading pre-made models from memory, and cloud gaming tech that can slip content into your game while you're paused. Across the board, Sony seems to be betting big on generating things on the fly rather than storing everything in advance.

Cross-platform was the single largest category this quarter with 81 filed patents - bigger than AI/ML (43), hardware (36), or game engine (28) individually. Save syncing, unified accounts, making sure switching between your phone, PC, and console doesn't mean losing progress or reconfiguring everything. A lot of companies are clearly throwing R&D at this.

Nintendo filed 21 patents. On the game side, they filed patents for racing games where you can switch between characters while driving across open fields, and seamless transitions between exploring and racing modes.

Tencent filed 14 patents. On the game engine side, they patented AI that can generate clothing for characters and a social deduction game where you combine "Among Us"-style reasoning with actual real-time combat. Their AI work tackled a problem that's been around forever - how do you make hundreds of NPCs behave intelligently without melting your hardware? Their approach: instead of telling each NPC what to do individually, you give instructions to groups and the system figures out how each NPC should respond.

NPC behavior was actually a theme across multiple companies this quarter - 8 patents from Tencent, Sony, Microsoft, and AMD all trying to crack it differently. AMD's approach is almost like a mentorship system - smarter NPCs demonstrate behaviors and simpler ones learn from watching. Last time someone commented that none of the AI patents ever translate into better NPC behavior - this quarter there's a noticeable cluster of companies independently working on exactly that.

Asynchronous competitive gaming got interesting - AviaGames filed patents that let you compete against a recording of how someone else played, powered by AI so it feels like a real opponent. The game uses skill-based matchmaking to find a past performance close to your level, and both players get identical randomised conditions so it's fair. Nintendo filed something similar - systems that make recorded player data react to what you're doing instead of just replaying blindly. The problem they're all solving: you want to compete but there's nobody online right now in your skill range or timezone.

Activision Blizzard filed 4 patents around motion capture - instead of animators manually building transition animations between every possible character pose, the system analyses mocap data, figures out the key poses, and automatically builds smooth transitions between them. As games get bigger and characters need more animations, doing this manually doesn't scale.

What's new on the site based on feedback

A few things people asked about last time that I've now built out:

Every company and technology category now gets its own monthly and quarterly report. March 2026 monthly is live covering 47 companies and 13 categories, Q1 2026 quarterly covers 109 companies across all 14 categories. Last time someone asked specifically about VR patent activity - now you can just go to the VR/AR category page and see everything in one place instead of me trying to summarise it in a comment. Same goes for any company or technology area you're curious about.

There's a weekly digest that summarises all gaming patents processed that week, broken down by company and category. And a coverage dashboard showing the full database - total patents tracked, split by granted and filed, broken down by month, category, and company. You can see which categories are growing fastest and how the landscape shifts month over month.

Every report now includes a Patent Sources section listing each patent with its official USPTO number and a link to Google Patents for full text - so you can verify and dig into anything yourself.

The database has grown from tracking a couple hundred patents to 680+ across 210+ companies.

All thoughts and feedback welcome. I'm still iterating on this and finding the patterns genuinely interesting - seeing where multiple companies independently converge on the same problems tells you something about where the industry thinks it needs to go, even when most of these ideas never make it to market.

Last time I got a lot of heat for not initially including the actual reports - all can be found on FutureOfGaming.com - direct links to Q1 Granted Report, Q1 Filed Report.

u/kirilale — 11 days ago