When I look at how other people play video games, I sometimes feel like Seneca the Younger seeing the great city of Rome go up in flames. Like geez, chill out guys.
There is a passion on display that I could never replicate even if I tried to. And I am not talking about Gamers™ getting irrationally mad over pronouns or vagina bones. Completely regular folk have an ability to summon emotional attachment to the act of playing video games that is completely foreign to me.
There are many reasons to play games, but I will take a wild shot and guess that most people play for fun. When you do something to be entertained, you do not want to be irritated. I get that. But I simply do not understand getting annoyed at arbitrary things outside of one’s control.
I recently saw a benign post on Bluesky where the poster asked what small, inoffensive pet peeve people had in video games. The premise of the post was jovial, not something meant for greater scrutiny. But I cannot help myself.

Even in this context — even when we have removed all stakes from the conversation — can I get annoyed at something so inconsequential. As much as they might appear so, games are not simulations. They are games. And games have rules and restrictions. Yeah, in real life you might have been able to climb that waist high fence, but this is not real life. The fence might as well have been a sign that says »Not part of the level«.
»Why can I not do X?« Because it would break the game. If you could actually climb over the fence what then? Congratulations, you bypassed the carefully designed level layout. Would it be cool if the level had included the section behind the fence? Sure, you can always extend the limits of the play area, but at some point there needs to be a limit and some fence, locked door or wall to signal it. Where this limit is placed will always — in some fashion — be arbitrary. There are no natural limits to a digital space. A designer has to decide »this is it«.
This apparent annoyance at limitations stabs at something greater for me. A mystifying curiosity about why people get mad at the arbitrary nature of games. I have dubbed this phenomenon blaming the cat based on the most prominent example in my experience.
If you are familiar with the Persona series, you know it is a JRPG — wrapped inside of a life sim. When you are not delving into supernatural dungeons, you are navigating a regular teen life. These sections require a lot of context, since it is not always readily apparent what interactions are available to you or what their consequences will be. This led to a lot of dry text to the tone of »I should go home for today« or »Should I commit time to do X?«.
It is necessary as a game function, but hardly exhilarating as prose. One of the many ways Persona 5 improved on the format was to personify this game system voice. The game added Morgana — a companion character that follows you around and comments on what you are doing. So instead of some omniscient narrator telling you it is bedtime, it is an actual character in the game.

So for me, this added a lot of warmth and charm to the more rote parts of Persona 5. It is such an obvious way to deal with the shortcomings of a silent protagonist, that Zelda has already made it a stable since Ocarina of Time in 1998. It has just not been as common for JRPGs, for reasons I cannot entirely grasp.
But here is the thing. A lot of people hate Morgana. Some of this is because of his role in the story specifically, but for a lot of people it is because he makes you go to bed. A shocking amount of people do not see Morgana as a charming way to spice up stock text, but as a foreign entity that limits your actions. I do not know how to adequately describe their thoughts as anything other than they believe that if it was not for this cartoon cat, they did not have to go to bed.
And I can honestly only laugh. The game is meticulously designed around the player having access to a certain amount of time to spend on activities. This amount is arbitrary. It could be X or it could be Y. It does not matter, beyond the limits the designers have built the experience around. When you finish a major encounter in Persona 5, you are not allowed to take any actions afterwards. Does this make sense? Probably not, but those are the rules.
So I laugh when people think this in-game cat is taking away precious time they could spend on completing objectives. There is nothing outside the bedroom if the designer did not intend it to be. Getting mad because the game limits you is like getting mad at Monopoly for not allowing you to skip spaces. Those are the rules, man.
People rejoiced when the updated rerelease of Persona 5 allowed you to bypass this former restriction. Like it salvaged the game from being crap for some. But nothing has actually changed. A value that used to be X is now Y instead. Completely arbitrary.
To be clear, I find it completely valid to criticize game design. It is a hassle to navigate the inventory, the jump feels floaty, the value on this card is unbalanced etc. Plenty of stuff can be annoying because it leads to a worse experience as a player.
But invisible walls or waist high barriers? Those are just necessary limits that have been arbitrarily placed somewhere.
You gain nothing from blaming the cat. Those are just the rules of the game.




