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The paper argues that coziness lets players engage with power, control, and exploitation in a comfortable setting.
This research introduces "cursed" as an analytical concept to explore the tension between "soft" aesthetics and dark narrative elements in "dark cozy games," using Cult of the Lamb (Massive Monster 2022) as a primary case study. The study focuses on cult-related mechanics within the base game and its Sinful Pack extension (Massive Monster 2024), employing a close-playing methodology.
The concept of "cursed" is defined as carrying social transgression, a disorienting reaction to perceptual discrepancies between an object's original context and a new, unfitting one, and aspects of problematized morality. This aligns with existing academic concepts of transgression in game content. The analysis demonstrates how Cult of the Lamb's cozy presentation normalizes and amplifies "cursed" mechanics, such as brainwashing followers, forced labor, and ritualistic fasting, which mirror real-life cult behaviors.
The game's mechanics operationalize socially transgressive acts, like a follower requesting to eat poop, where fulfilling the request increases loyalty despite negative consequences, while refusal incurs penalties. This forces players into morally ambiguous choices, framing followers as resources rather than individuals. The "prank" quest line further illustrates this, escalating from minor transgressions to murder and sacrifice, all within a cutesy aesthetic. This juxtaposition creates a morally ambiguous space, allowing players to explore themes of power, control, and exploitation in a seemingly safe environment.
The research aims to expand the analytical toolkit for studying dark cozy games, offering a deeper understanding of how mechanics convey the liminality between darkness and coziness. It also highlights the importance of further scholarship on the role of coziness in games to better understand this growing genre.