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One common question players will ask about games is this: “Can I pet the dog?” While the question doesn’t seem relevant to most games, as games like Call of Duty, Silksong, or Path of Exile don’t tend to include our furry friends, it’s more applicable than one might first think. However, the issue with this question is simple—some developers take it far too literally, missing the point entirely.
Why Do Players Care So Much About Video Game Dogs?

The “Can I pet the dog?” question is deceptive in that it’s more nuanced than just a single-button interaction that lets you comfort a furry companion. It’s been asked about games for years, but really began to gain traction in 2019 with the Twitter (now X) account created by a man named Tristan Cooper in response to the fact that the dogs in Tom Clancy’s The Division 2 were un-pettable. Cooper and many other players expressed sadness that there was no way to comfort the pitiable creatures, and the account was born.
Over the following year, the @CanYouPetTheDog account has accrued over 500k followers and even more acclaim, being featured in publications across the internet. Inevitably, game devs noticed the attention the account was getting, pushing them to include pettable animals in their own projects. While it’s fun that so many games feature animal friends you can pet and love on, so many devs and players alike miss the point of the question to their game’s detriment.
When A Touchstone Becomes A Metric, Quality is Lost

The issue with the “Can I pet the dog?” question is that it’s used as a standard rather than one metric of many when judging the quality of games. In terms of relevance, whether or not a player can pet the dog in any given game has little to no bearing on whether the game is good. In many cases, particularly after Cooper’s account went mildly viral, devs were adding a petting interaction into their games out of arbitrary obligation. They thought petting the dog was enough to make their game good, added it, and moved on.
However, the true meaning of the question makes its relegation as a simple requirement—a box to tick—even more annoying for players. The question really asks a deeper one: “Is there a way to meaningfully interact with this world, or is it just a backdrop?” For example, one of the biggest complaints about Pokemon Scarlet and Violet, aside from its performance on the original Switch, was that its world, despite being huge and open, was largely empty. The towns were relatively devoid of people, featuring a few NPCs with only surface-level interactions, which made the game feel lifeless and unexciting.









