Design Philosophy (Part 1: What is “Good Design”?)

Design is important. Not just in games, but in everything. Design is how we make whatever is happening in our minds into reality, and it is also how we consciously improve. It’s an important part of things being functional, of things working, and of things being fixable when broken. It helps things work and it helps us understand what’s wrong when things don’t work. Design is important, and because of this, good design is inherently worth pursuing, and bad design something to be avoided.

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But it’s not enough just to say that something needs to be designed well. If we don’t know what good design is, we can’t recognize it. Good design is not simply “does [thing] do what it was intended it to do”, because there are reasons to intentionally design something badly. It’s worth recognizing the difference between something that is designed well and something that is intentionally designed badly, because they’re ultimately very different things. So, what is good design? Here’s an attempt at a general statement:

Good design is when the thing in question accomplishes what is desired in an efficient, reliable, intuitive, thorough, positive, and inspiring way without contradicting its own goals, being dishonest or misleading, or being unnecessarily obtrusive or overwrought.

It’s a mouthful; I’ll break it down:

  • Good design accomplishes what is desired.
    • This is pretty simple. If an gorgeously artistic spoon does not hold liquid, it is not a well-designed spoon, no matter how pretty it is.
  • Good design is efficient.
    • Efficiency is a big part of what separates “design” from “good design”. A user interface that requires you to navigate fifteen layers of menus to find what you’re looking for is a design, but a UI that is more carefully arranged or predictive is a superior design, because it helps you get to what you’re looking for quickly.
  • Good design is reliable.
    • It’s not enough that a designed thing should accomplish its goal. It needs to be able to do so repeatedly, in such a way that it can be trusted. A game might be fun, but if it crashes constantly or behaves erratically, that is a problem.
  • Good design is intuitive.
    • Watch a child pick up Legos for the first time. They fit together in an obvious way, pegs up, and as you add more pieces the complexity level rises, but each new piece works off of the same principles introduced already. Similarly, certain doors that open only one way have a horizontal “push” bar across the width of the door, and a vertical “pull” handle on the far edge. These make it obvious how to interact with the door, because the horizontal bar is easy to push, and the vertical handle is situated to provide maximum leverage for pulling. Even without signage, it is clear whether one needs to push or pull the door.
  • Good design is thorough.
    • It’s important to address the various ways in which a thing can be used. A game that provides features for deaf or colorblind players is naturally better designed. An automatic door that only triggers from one side doesn’t take into account people approaching it from unexpected directions.
  • Good design is positive.
    • What I mean by this is that the experience of interacting with something should uplift and please the user. A well-designed set of controls is not only usable, but a joy to use; the new PS4 controller is comfortable and pleasing just to hold and use, compared to the original Xbox controller that was equally functional, but not satisfying or pleasing to hold for most players.
  • Good design is inspiring.
    • By this I mean that it sets a standard for future design. The iPod’s interface had a massive impact on mobile device interfaces, inspiring the iOS interface which in turn has had a huge impact on other mobile devices. Compare the experience of the system interface on a Nintendo DS with the system interface of an iPhone; one you want to see everywhere, the other feels dated and clunky.
  • Good design does not contradict its own goals.
    • A fairly obvious one that tends to only come up with more complex designs. Altering a business process with the goal of saving money is not a good design if it requires enough additional overhead to run that it obliterates the money savings. More controversially, a diet plan that rewards good behavior with “cheat days” in which the good behavior can be eliminated on the “cheat day” is poorly designed.
  • Good design is neither dishonest or misleading.
    • If a design suggests that a choice you may choose to make is just as valid as another choice, then both choices should be equally viable in practice. Similarly, a design should be clear about its own capabilities and neither suggest functionality that it lacks nor obscure functionality that it has.
  • Good design is neither obtrusive nor overwrought.
    • Rube Goldberg machines are amusing, but are intentionally inefficient, take up a lot of unnecessary space, and use a lot of moving parts (with a lot of potential failure points) to accomplish something often very simple. They’re fun, but (intentionally) not good design. Similarly, a door with a recording that shouted “PUSH” or “PULL” depending on which side of it you were on would be obtrusive.

These things, together, set a high bar for good design. Good design is hard, and it’s much rarer than you might expect, especially because so much research has been done to figure out what makes good design, both from a mathematical and from a psychological standpoint. A lot of things fall shy of the mark, and I think it’s worthwhile and sometimes even important to understand the difference between poor execution and poor design.

Tomorrow I’m going to look into that a bit more; if we know what makes for GOOD design, why do we have BAD design? What would motivate us to create bad design intentionally, and why does that happen?

Board Games

I have a weird relationship with board games. I recently played a number of them over the holidays with friends and family, and I was reminded of how much fun I can have with them, when played casually and as an accompaniment to conversation, rather than a primary focus. That having been said, however, I don’t often play board games, and it took me jumping back into Starcraft 2 to really think about and understand why.

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I jumped back into Starcraft 2 for the Legacy of the Void campaign, playing through the Zerg campaign in order to catch up with the story. I really enjoy the SC2 campaigns, because they do some interesting RPG things as you progress, and they showcase a lot of interesting mechanics that don’t come up in regular, standard matches. Having played through the campaigns, and feeling better about my Starcraft skills, I jumped into some multiplayer and vs-AI matches to try to extend the fun.

I played about ten or fifteen matches, total, before getting bored. I still know Protoss openings, and it didn’t take long for me to figure out how to adapt them to the new units in the expansion. What bored me was that every opening was the same, dominant strategies were already known and I either used them or lost, and there wasn’t really any room for creativity, because the first steps of each match were all very similar. If I were playing against players who weren’t as skilled as I was, I could feel free to experiment more, but because both the matchmaking and the AI tune themselves to keep up with my skill, I basically have to play at the top of my game all the time. I have to play competitively or I lose, generally badly enough to not have any idea if the strategy I was employing would have even worked, had I executed it more adeptly.

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This brings me back to board games. I have a number of friends who are extremely competitive board gamers, and playing games with them tends to be an extremely one-sided affair. It’s either a game I know well, like Agricola, or City of Thieves, or Galaxy trucker, or it’s a game I don’t know at all, or have played maybe once or twice. If it’s a game I know well, I basically don’t get to experiment because I have to play at the top of my game and focus hugely on competitive strategies. If it’s a game I don’t know, I lose. Often, in a game like Through The Ages or Race for the Galaxy, I can lose HOURS before I realize I’ve lost.

As a result, I tend to only really enjoy cooperative games, because unequal skill or experience doesn’t make the game one-sided. There are precious few board games I’ve seen where the experienced player won’t simply dominate a new player; it takes a few games before a new player can even begin to hold their own, much less try something creative. Similarly few board games offer a “catch-up” mechanic for players who fall behind– there is a reason why Mariokart is so popular a party game.

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On the other hand, I play minis games, where the experienced player tends to dominate the new player, where catch-up mechanics rarely exist, and where they’re purely competitive. It took me a bit to understand why I like competitive minis games, and why I don’t like competitive board games. It’s all in the opening moves. In a minis game, there’s a strategic layer that I take part in before the game even starts, where I pick my list and deploy it. The terrain, the starting player, etc are all akin to the randomization most board games have, but beyond that I have a level of creativity that applies before I even start playing, and that can be different, sometimes vastly so, from game to game.

It’s worth noting that I tend to check out of minis games that boil down to dominant strategies with same-y openings. I stick with Infinity because I can continually come up with different lists doing different things, and the variance in effectiveness between them is mostly determined by my skill, not the list itself. Conversely, I’d reached a point in Warmachine where I was playing lists that did virtually the same exact thing for the first turn of every game, which got boring quickly. Similarly, without the opportunity for strategy-layer customization prior to a game starting, I’m playing purely tactics in a board game, playing out the relatively similar first turns and reacting to the changing game state.

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I should pause a moment to describe the differences, as I see them, between strategy and tactics. This could be a post by itself (and might well be, later), but essentially, strategy is the planning you do before you take actions, and tactics are the actions you take in response to what’s happening in front of you. Nearly every board game is a purely tactical game– you don’t get to make decisions prior to the game starting; indeed, randomization often specifically blocks you from doing this. A game like Galaxy Trucker is actually predicated on you being unable to strategize effectively– you have to build a ship with what you can grab, rather than meticulously planning it out.

Pure tactics, as it turns out, kind of bore me. I tend to feel like purely tactical board games can devolve quickly into simply taking the optimal action at every juncture, and while this is a fairly complex web in most cases, it’s still a very solvable one. While it may take a lot of memorization and understanding of game mechanics to know what the optimal actions are, once you know them they aren’t going to change. With the strategic layer added in, it’s often possible to change your situation to the point where optimal actions (and sometimes the junctures themselves) may change, and I find that a lot more compelling.

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That having been said, I do find myself returning to board games that are played casually, or cooperatively. I particularly like games that defy being played more than casually– Codenames is a great example of a game like this, that’s technically a competitive team game but doesn’t have optimal strategies other than “be good at communication”. I don’t mind that there’s no strategic layer, because the competitive part of it is really just ornamental. Similarly, games like Shadowrun: Crossfire and Eldritch Horror aren’t heavily affected by one player being more experienced than the others (unlike, say, Battlestar Galactica, where one or two out-of-band players can dominate or destroy the experience).

On the whole, I’m somewhat reticent to jump into board games with friends I know are competitive. I have an automatic flinch reaction to the sentence “Hey, want to play [board game] with me? It’s one of my favorites!” because in a lot of cases I know that what is going to happen is I’m going to lose and, like in Starcraft, lose badly enough that I’ll have no idea if my strategy might have worked if executed well. Losing that badly– badly enough to learn next to nothing– doesn’t endear me to the game. Because I have no knobs to turn or levers to pull before the game starts, jumping back into that game just restarts the chain of optimal decision points, and maybe I’ll make the right ones this time.

Tam Tries: Kingdom

A friend of mine recommended Kingdom to me, and another sent me a copy of it, so I wound up putting some time into it over the break. It’s a 2D sidescrolling strategy game where you play as a ruler who can collect money and drive construction, and you’re trying to build your kingdom in the wilderness.

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It’s one part Terraria/Starbound, one part Majesty (did anyone besides me play that game?)– essentially, you don’t have any direct influence and act entirely through your subjects. Your subjects can be found at camps and lured into joining you with money. Money comes from archers, who hunt game, and farmers, who tend crops. It appears as coins on the ground which you can pick up, and your subjects will pick them up themselves if you’re not around and hand them over if they see you.

Money is used to equip your subjects– you can spend money to make a tool or weapon and unequipped subjects will gravitate towards it and pick it up. It can also be used to build– upgrades, walls, farms, watchtowers, and so on. These will be staffed by appropriately-equipped subjects, and they’re built by builders, which is another tool type.

Opposing your progress is the Greed, bandits and monsters who continually harry your kingdom from the edges. They look to steal your money and tools, and will attack you and your subjects to get them. As the ruler, you have a crown, and if you’re hit and have no money to drop, your crown will get knocked off– if the Greed steals it or it’s otherwise destroyed, you’re done.

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The Greed comes at night, and in the night all of your subjects will rest and, with the exception of Builders (who will toil through the night heedless of the danger), will sit inside the borders of your kingdom– whatever the outermost wall is. From there, they’ll shoot at and defend your kingdom from the Greed.

Success is about expanding your kingdom while keeping yourself safe from the ever-escalating attacks from the Greed. Overextend and you’ll find yourself spread too thin to fend off the Greed, turtle up too much and you’ll be overrun. It’s important to venture beyond the borders of your kingdom, both to expand and to find important things to help your growth.

The whole game is a really interesting concept, but I ultimately found it somewhat frustrating. It ramps up in difficulty rather quickly if you’re not on top of things, and there are a number of mistakes you can make that will cripple you while seeming like sound decisions. I’ve talked about degenerative strategies before, and Kingdom suffers hugely from them– a lot of the things you can do or build are simply bad choices that you should never make, and since there’s no way to destroy buildings or manually command your units, you can find yourself stuck without realizing it.

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As an example of this, one of the structures you can build is the archer tower. If conveniently located, archers in an archer tower can shoot down at enemies over walls easily and more accurately, helping hold the line. Sounds great, except that your line is always moving, and archer towers don’t. Furthermore, archers won’t leave archer towers. As a result, you can easily get into a situation where your entire defensive force is spread thin, and a concentrated attack will cut a swathe through your entire kingdom where a focused defense would have kept everything safe. I rarely make more than two or three archer towers total in a winning game, usually just to hold against particularly nasty waves. Otherwise, massed archers handle themselves just fine.

In a similar vein, there’s a wandering merchant who, for four gold, will fill up one of your tools (to four); tools being bows to make archers, hammers to make builders, or scythes to make farmers. Considering that putting tools in costs 2-5 gold each, this seems like a good deal, up until you realize that you want a very tight control over the number of builders and farmers you have, and since both of those are likely to get picked up before bows, and you usually want more archers than anything else, that merchant is doing you no favors unless he randomly gives you bows. Again, in games I win, I basically never use the merchant.

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I understand that Kingdom is trying to be an iterative game, where you play it over and over and make better decisions each time. I theoretically like that about it, except that as I’ve gotten better at the game, I’ve mostly realized that the best strategy is the least interesting one and uses as few of the game’s mechanics as possible. I find this frustrating, because it’s already a fairly shallow game as far as complexity– having winning strategies use even fewer of the game’s limited mechanics is somewhat irritating.

That all having been said, it’s a game I had a good bit of fun with until “solving” it, and it’s a game I’m glad I picked up. It’s honestly probably worth it just for the pixel-art style and the music, which are both rather nice.

Traveling…

Over the rest of the year I’m going to be traveling, with limited access and time for posts. As a result (and to not stress myself out over the holidays with the blog), I’m going to be on hiatus until the new year.

I hope everyone has a good close to 2015, and a happy set of holidays. I’ll be back in the new year, recharged and with more nonsense gaming blather for your feeds.

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The Best Games of All Time (Part 7: Why Didn’t I Include…)

In the last week of research and writing about various games to put together my list of “The Best Games of All Time”, there are a number of game types and genres that I didn’t include much of, if any. In the same way that I talked about specific games that didn’t quite make the cut, I also wanted to talk about sections of the gaming medium that didn’t quite make it either.

If you’ve looked at the previous list, and wondered “why didn’t Tam include…”, read on.

Racing/Sports Games

Racing and sports games have a long history in video games. They’re some of the first games we made, and we make LOTS of them. Both genres are built upon slow, steady iteration, taking the boundaries set by predecessors and gently nudging them outward, but rarely if ever pushing well past them. innovations are subtle, small things: enhancements to UI, control sensitivity upgrades, improved physics, better customization. For a lot of people, the “best” racing or sports game is the one that got them into the genre; individual years blur together.

Additionally, racing games diverged very early on between the “arcade” racer and the “simulation” racer, and the choice between the two has long since been a matter of taste. With two fairly divergent schools of design that nonetheless heavily affect one another, slow but steady iteration, and the blurriness between the various iterations, I don’t know that I could pick out games that really stand out.

Classic Adventure Games

I’m talking here mostly about the point-and-click puzzle story games– the ones made by Lucasarts, Dynamix, Sierra, or a variety of other studios. So many of these kinds of games came out and iterated on each other so rapidly that it’s hard to establish a starting point or connecting threads, particularly once you reach back into text adventures or forward into action-adventure games. I think these games are important, but I also think they’re important as a whole, not individually. I don’t think it’s possible to pick out King’s Quest, or Full Throttle, or Day of the Tentacle, or Sam and Max, or Kyrandia, or Quest for Glory, or Police Quest as a particular stand-out.

For myself, I can come up with compelling arguments for pretty much any of that previous list, but it’s questionable how relevant any of them still are. We’re starting to see a resurgence of adventure games– Telltale’s games, Broken Age, Dreamfall Chapters, and others, but many of them define themselves by how far removed they are from the old style of point-and-click.

BBS Games

The predecessor to the modern MMO, BBS games and the MUDS/MUSHes (and eventually MMOs) they evolved into are certainly notable in gaming history. Like some of the above categories, however, there were a lot of them released in a very short period of time, with very similar feature sets. While popular for a time, very few of them endured beyond dedicated hobbyists, and most of them are notable only because they were online with other people, but did very little else well in the context of games as a whole, especially for their time. Perhaps the most notable one would be DIKUMUD, just due to its lasting influence on role-based games, but frankly even that I have a hard time holding up compared to its contemporaries.

Certainly important games, but difficult to claim as Best Games Ever.

Real-Time Strategy

Command and Conquer or _____craft? The two represent very different philosophies for RTS games, and while they both sit fairly high in terms of quality, they also tend to be somewhat monofocused. Given my own criteria, the vast majority of RTS games don’t make the cut, with Starcraft being one of the only notable exceptions, though Warcraft 3 developed the now popular concept of the “hero” unit. On top of that, RTSes as a genre have been sputtering out in a lot of cases, particularly with the rise of e-sports and MOBAs.

The RTS is such a divergent design model that it’s done relatively little to affect things outside itself, and there are very few serious stand-outs.

Shmups/Bullet Hell Shooters

This is another genre like RTSes, that has kind of absorbed into itself and doesn’t really cross-pollinate that much. It’s kind of an evolutionary offshoot that has its own subset of games but rarely breaks into the overall gaming consciousness nor really affects the medium as a whole a lot. There are many great games that fall under this umbrella, but it’s hard for me to recommend any of them as a “Best Game of All Time”.

Side-Scrollers

I use this term to describe games like Metal Slug, (older) Ninja Gaiden, Streets of Rage, Contra, Battletoads, and a variety of TMNT games, many of which appeared first on arcades. Other than people playing them a whole lot, though, most of these were overshadowed by the real stand-outs of the 16-bit era, and especially the arcade ones were very, very similar to one another with only nominally different skins. Super Mario, Castlevania, Metroid, Sonic 2 and Mega Man fairly adequately cover all of the ground that these games cover (exception: co-op arcade which was notable and early, but about the only thing some of these games did), but there’s not a lot of variance or innovation. I have a lot of fond memories of these games, but I can’t exactly put any of them up on a pedestal; they were largely kind of shallow even for their time.

Still-Living PC Games

There are a small number of games that have stayed alive and kicking through PC hobbyists for a long time. I’m thinking of MMOs that have been resurrected by fans, popular classic shooters like Quake 3, and other snapshots of particular times in gaming history that have been preserved. While a lot of these have been ported multiple times and even still have tournaments every year, they’re also followed by pretty small audiences that are very insular. There’s a big difference between a game that’s relevant today because a small group of hobbyists has kept it alive and a game that is relevant today because new games are still copying its design.

Mobile Games

 

There are a ton of mobile games. It’s still a very new market, and it’s really hard to pick out stand-outs, especially considering how far they’ve come in the last five years. You’ll note that there were very few early home console games on my list– much like early home console games and early arcade games, early mobile games are exploratory forays into the medium, but not terribly refined yet. Per my own criteria, simply being the first to do something doesn’t make a game uniquely notable, and I feel like we haven’t had quite enough maturation in mobile games to start pulling out true stand-outs.

I have absolutely no doubt that we’ll get there, though.

Multiplayer Online Battle Arenas (MOBAs)

This one rode a line for me. Technically, League of Legends was released in 2009 and available on multiple platforms and is therefore eligible for the list. What I don’t know is whether or not MOBAs are a briefly entertaining offshoot of RTSes, like skateboarding games that were huge for several years and then nearly all evaporated, or if they’re a new mainstay of gaming. It’s largely too early to tell, and it’s uncertain whether League of Legends will retain its stranglehold or whether DOTA2 will pull ahead. Both represent very different philosophies, and I don’t think any of the stand-outs have been around long enough to really claim Best Game Ever status, and the genre’s progenitor, the original DOTA, is frankly overshadowed by its successors.

The Best Games of All Time (Part 6: Honorable Mentions)

Based on my initial criteria, there are a LOT of games that make it into consideration. I want some way of organizing them sensibly, so that I can explain not just what games make the list, but why. To that end, I’ve got the following categories, to help me filter games:

  1. Enduring Classics
  2. Medium Changers
  3. Genre Pinnacles
  4. Right Place, Right Time
  5. Honorable Mentions
  6. Why Didn’t I Include…

The first four cover games that I think make the cut for “best games of all time”, the latter two are for things that are close, or aren’t eligible for inclusion for one reason or another. I’ll be doing each one, day by day.

There are a number of games that didn’t quite make my list for one reason or another, but are either oft-expected inclusions or are worth mentioning for various reasons. I waffled on including these, and while I ultimately didn’t, they’re largely excellent games that deserve recognition. This is the list that I suspect people will be mad about, and know that I waffled on pretty much all of these before ultimately deciding against their inclusion.

Final Fantasy VI

Boy, did I go back and forth on this one. It introduced the ensemble cast, it showed a villain with a complete character arc. It offered highs and lows, and it’s a finely crafted game. What kept it off the list was criteria #6. The game was excellent for its time, but hasn’t aged well. Its pacing is all over the place, making it hard for its strongest suit — its narrative — to stand up to more modern games with a higher caliber of writing. While it pioneered several interesting ideas (most notably the ensemble cast and no “true” main character), it set a drumbeat that, for the most part, other games have not marched to, or seen much success if they’ve tried.

We may see a resurgence in the kinds of ideas that FF6 pushed forward, but outside of a few PS1 era games (SaGa Frontier, for example), it hasn’t really influenced much beyond itself, and doesn’t quite hit the heights or the long-term relevance of its biggest Genre Pinnacle competitor: Chrono Trigger.

Metal Gear Solid

MGS is very, very similar to FF6 in terms of what prevented its inclusion. It’s still a great game, and it continues to fuel a beloved series, but it marches to the beat of its own drum in many ways, with a lot of its innovations not really making a splash in other parts of the gaming sphere. It does a lot of things that only it can get away with, because they wouldn’t be appropriate or sensical in other games. It’s also worked very hard to become almost entirely inaccessible from the outside, with in-jokes and nonsensical storytelling elements that you either “get” or don’t, but either way it rarely bothers to explain them.

That having been said, it’s still a very good game with some very compelling moments, it just forged a path that the rest of the medium didn’t really follow, and as time has passed, it’s pulled more and more from other games than it has come up with ideas that other games then take.

Resident Evil 2

A survival horror game where limited resources and slow-paced controls help amp up the fear. This sort of third-person horror game dropped off fairly dramatically in popularity as controls got more and more refined, because they largely became third person action games against monsters with jump-scares, rather than legitimately provoking fear and dread. Like the previous two, a lot of the things in Resident Evil died as controls got more precise and more responsive; the fear factor in a lot of modern horror games comes from a limited viewpoint, not limited controls.

That having been said, Resident Evil 2 offered some genuinely terrifying moments and had some interesting, arguably well-executed ideas about control limitations as a mechanic, just none that really took off.

Shadow of the Colossus

SotC nearly redefined the boss battle. It was a game almost entirely composed of just boss battles, and it was visually astounding and occasionally very moving. It had compelling controls and exciting gameplay, offering forms of climbing and traversal gameplay years before Assassin’s Creed would bring parkour into cities. Its enormous bosses were fought not by hitting their legs until an HP bar went away, but by climbing atop them and avoiding their attempts to shake you off until you could reach their weak point and strike.

Unfortunately, God of War beat it to market, and the visceral action with quick-time-event driven boss battles became popular instead of SotC’s boss mechanics.

Beyond Good and Evil

It pains me, but I can’t *quite* give BG&E a spot on the list. It’s a brilliant game, with one of the best female protagonists ever, a lot of compelling non-violent and stealth-driven gameplay, and a rich, compelling narrative. When I played it as it first came out, I expected that I’d see a lot more games that focused on non-violent, more nuanced gameplay, where victory is achieved through something other than “hit everyone bad until they stop moving”.

Sadly, BG&E is a massively underappreciated game, and hasn’t quite gotten the cachet to influence the medium as a whole. It was, I think, ahead of its time just enough to keep it from being an instant classic. Its sequel has been in development hell for quite a while now, and while I’d like to hope we’ll see it, I’m not convinced we will.

The Best Games of All Time (Part 5: Right Place, Right Time)

Based on my initial criteria, there are a LOT of games that make it into consideration. I want some way of organizing them sensibly, so that I can explain not just what games make the list, but why. To that end, I’ve got the following categories, to help me filter games:

  1. Enduring Classics
  2. Medium Changers
  3. Genre Pinnacles
  4. Right Place, Right Time
  5. Honorable Mentions
  6. Why Didn’t I Include…

The first four cover games that I think make the cut for “best games of all time”, the latter two are for things that are close, or aren’t eligible for inclusion for one reason or another. I’ll be doing each one, day by day.

Today it’s the games that I call “Right Place, Right Time”. These games were released in such a way, at a particular point in the medium’s history, that they’ve left an unmistakable mark. Some of them, released slightly later, may not have made this list, others probably still would have, but they’re all most notable not necessarily for doing what no one else had thought of, but for doing it in the right way at the right time to make a huge splash. The biggest one of these will be no surprise:

Half-Life

First-person shooters had stories and puzzles before Half-Life. Modding games was a thing with its own community before Half-Life. These weren’t necessarily new concepts when Half-Life was launched, but Half-Life propelled them into the forefront. The wide spread of Duke Nukem 3D, Doom, and Quake mods paled in the face of the total conversions that Half-Life enabled. Counter-Strike, a hugely significant game likely worthy of inclusion in this list in its own right, started life as a mod for Half-Life. Making, acquiring, and using mods became highly accessible as the Internet spun up, and the impact of Half-Life on virtually every part of PC gaming is undeniable.

Furthermore, Half-Life introduced the concept of the active cutscene, where instead of taking you out of the game into a pre-rendered sequence, the game would simply have things happen that you could see but not necessarily reach, and allow you to keep full control of your character. The game is littered with these, big and small, including an extremely memorable opening credits sequence involving you, as Gordon Freeman, heading into Black Mesa for your first day of work. This kind of storytelling device is so common now it’s hard to imagine that it had even needed to be “invented”, yet it’s largely thanks to Half-Life that we see it in so many places.

Halo: Combat Evolved

Speaking of hugely influential shooters, it’s very difficult to talk about FPSes without referring to Halo. Prior to Halo, FPSes tended to have trickles of enemies, small numbers in small rooms slowly whittling away at your health, and obvious tells for boss fights coming right after a room full of health and other powerups. It gave the genre a somewhat predictable cadence, and you often knew what to expect. Halo changed the face of encounter design hugely, pulling regenerative shields from earlier games and putting them to use as a “breather” mechanic. Now, rather than a trickle, every encounter could be a challenging and satisfying fight for your life, and bosses could be true surprises. By limiting the weapons you could carry, Halo diversified its encounters even more, simply by continually altering the tools you had to approach them.

On top of this, Halo was one of the first big console multiplayer games, and the first to leave an indelible mark on console gaming culture. With Halo, multiplayer console gaming could go beyond the living room, offering a spectrum of opponents far more varied than one could necessarily get locally.

Call of Duty: Modern Warfare

Continuing in the line of significant first-person shooters, the next major shooter to leave a huge mark was Modern Warfare. Shortly after Halo, shooters became dominated by a slew of WW2-era games, playing out the same battles in the same locations with the same groups repeatedly, remaining popular enough to keep generating sequels but never quite standing out. Modern Warfare changed a lot of that, moving into the near-future and making the conflict more real and present, and much less abstract than the WW2 games had become for the majority of their players, nearly all of whom were too young to see WW2 as much more than an abstract concept.

Modern Warfare offered a surprising amount of variety in its campaign, which had a strong story and a lot of high-quality moments liberaly spread throughout. It provided a narrative in a military shooter beyond “win this war”, and added depth and nuance that hadn’t been seen previously. It has one of the most powerful single moments in game storytelling, and does it with virtually no words.

Chrono Trigger

From shooters to RPGs. Chrono Trigger is a classic, and a superb game in its own right, but it’s immensely notable for the huge variety of things it introduced to the genre, and games in general. It provided narrative and mechanical firsts like its selection of unique, interesting characters and the ability for your party composition to enable combos and other powerful moves, as well as previously-unknown concepts like non-random encounters that took place in the actual parts of the game you were in, no screen transition, nothing.

However, what really sets Chrono Trigger apart are its big ideas. Other games had multiple endings before Chrono Trigger, but they were relatively unimportant, and rarely represented a different path to beating the game. Chrono Trigger allowed you to beat the game in a huge variety of ways, at a surprising variety of times, and all of these would cause the game to play out differently, and not all of them were nice. You could “beat” Chrono Trigger and not feel like you’d won. Furthermore, Chrono Trigger allowed you to go back and try again, with New Game Plus, where you could take what you’d learned and some of the spoils of your adventures into a new game, hoping to do better this time. NG+ is now a staple in RPGs and many other games, and it all started with Chrono Trigger.

Final Fantasy VII

Time for me to start a fight. Final Fantasy VII is the only Final Fantasy game to make this list. Many other FF games are excellent, but none are as hugely influential as Final Fantasy VII. As the series’ foray into 3D, and absolutely gorgeous at the time, one of the best villains in video games, and a cast of memorable, complex characters, not to mention a game world that suggests it’s much bigger than what you see in the game itself (reinforced by the game’s variety of spinoffs, all telling stories of different parts of that world), Final Fantasy 7 is an incredibly significant game.

Furthermore, it pushed JRPGs into 3D in a big way, one of the first significant moves forward for a very static genre, and quite possibly the only notable one of that generation. It brought a lot of players into the genre who hadn’t seen it before and weren’t wowed by 16-bit sprites, and made a lot of games relevant that otherwise might well have vanished into the ether during the early days of 3D. While other RPGs may have appeared instead of FF7, given time, its release was timely and extremely important, bringing a gorgeous, complex RPG into the public eye right as games started to go more mainstream and draw more people’s attention.

Everquest

World of Warcraft is the game that locked down and defined the MMO genre. Everquest is the MMO that taught us how awesome MMO worlds could really be. Everquest was a social game, one of the first of its kind, where you couldn’t succeed without help and you could get just as far by knowing people in the game as knowing things about the game. Everquest was a huge, expansive world that was extremely dangerous and, by today’s standards, incredibly punitive. These things together made it a place where, by and large, players hated the world, and pushed back against it, rather than hating each other and pushing each other around over an easy world.

It was possible to meet new people every time you logged into Everquest, because the really big guilds and the clique-mentality of smaller guilds hadn’t fully formed yet. Everquest was a fiercely social game in an era when games (and gamers) were criticized for being antisocial, and it gave rise to friendships and meetings that could previously never have happened.

Mass Effect (series)

For a long time, the Action-RPG was an awkward cousin to the more standard RPGs. Real-time combat with the endless numbers of possible options simply wasn’t possible or feasible, and games tended towards “more spells and more attacks” rather than individually more interesting ones. Action-RPGs tended to be simpler, and less involved than their more established counterparts, and outside of Zelda games and Elder Scrolls, often not very good.

Mass Effect carved a niche out by blending RPG mechanics and shooter mechanics, launching a more “hard” sci-fi space RPG at a time when swords-and-sorcery made up the overwhelming majority of RPGs. It brought dialogue forward from a single “right” answer and several incorrect/informational choices, and saved a ton of what you’d done from game to game. Most of these things had appeared individually before Mass Effect, but the ME series was the first to bring them all together in a coherent, fully functional and complete way. It offered polish and high production values, and while none of the games in the series are individually quite ‘there’ for this list, the series as a whole deserves a mention.

Assassin’s Creed II

Most game series make this list as a whole group. Assassin’s Creed II stands on its own. Its predecessor was promising, but somewhat repetitive and tech-demo-feeling; AC2 was an amazing jump forward, and set up plots, metaplots, game mechanics, and characters that the series would struggle to make as compelling in later games as they were in AC2. The game delivered on the promises of its predecessor and set up the edges of a fascinating world. Stealth was interesting, and different from the light/dark systems used previously. Whereas the first only asked you to stealth occasionally, AC2 introduced more and more enemies who could simply overwhelm you, a staple for stealth games. AC2 is still a largely “stealth-lite” game, but it has enough varied systems and interesting mechanics from the first to really earn a spot, and while it didn’t invent the concept of parkour gameplay, it perfected it in a way that its predecessor and its contemporaries never quite managed.

The Best Games of All Time (Part 4: Genre Pinnacles)

Based on my initial criteria, there are a LOT of games that make it into consideration. I want some way of organizing them sensibly, so that I can explain not just what games make the list, but why. To that end, I’ve got the following categories, to help me filter games:

  1. Enduring Classics
  2. Medium Changers
  3. Genre Pinnacles
  4. Right Place, Right Time
  5. Honorable Mentions
  6. Why Didn’t I Include…

The first four cover games that I think make the cut for “best games of all time”, the latter two are for things that are close, or aren’t eligible for inclusion for one reason or another. I’ll be doing each one, day by day.

Today, “Genre Pinnacles”. These are games that are, straight up, represent the very best of bygone eras of gaming, that are still relevant and still important even though games like them largely aren’t being made anymore. Most (all) of these are 2D-era games, mainly because I feel like claiming that a game is the pinnacle of a genre that’s still being developed is somewhat premature. They each represent a start of a thread that has moved forward and influenced the games that follow in subtle ways, not the massive shifts of the Medium Changers.

Additionally, this was an interesting list to put together, because the results weren’t what I expected. I expected to see a fairly broad spectrum of games in this category, but as I did research and double-checked my initial criteria, things started gravitating to a particular place. Here we go:

Super Mario World

Like Super Mario 64 after it, Super Mario World launched a console, and left a lasting mark on 2D platformers. It had exploration, it had secrets, it had varied environments and exciting enemies. It had a world map that felt gigantic, and entire hidden worlds to find. It demanded that other platformers keep up with its tight controls and sharp features, and only a small number could. It combined wide open levels and tight, cramped spaces, difficult platforming and fiendish enemies, and through it all still introduced new concepts to Mario games that have endured.

It also introduced Yoshi, a character so beloved he’s gotten his own spinoff series multiple times over, and who also took center stage in the one generalist platformer that managed to dethrone Super Mario World:

Super Mario World 2: Yoshi’s Island

Yes, it’s a sequel. No, it’s not even remotely the same game. Five years after the launch of Super Mario World, Yoshi’s Island hype started circling, and it was weird. It was a Mario game where you didn’t play as Mario, where Mario was a macguffin for you to keep ahold of. Then we got to play it. The game is brilliant, with delightful music, levels that are more than just “run right until the end”, which described a majority of levels even in Super Mario World, clever bosses, and memorable mechanics. In the same way that Doom became a primer for 3D level design, Yoshi’s Island was a primer for the highest tier of 2D level design ever devised, and it largely hasn’t been topped since.

In addition, Yoshi’s Island introduced the very start of an idea that has continued to develop ever since: the minimalist UI. Yoshi’s Island’s UI appeared contextually, showing you what you had as you needed to see it, rather than all the time. Rather than a counter for ammunition, you could see your actual ammo trailing around behind you in the form of eggs, and you could see how many you had without referring to a text overlay. It proved that in-game messaging could be highly effective, and was a game that wanted you to look at IT, and not the overlay on the screen. The better our technology has gotten, the better we’ve gotten at this, and Yoshi’s Island kicked it all off.

Mega Man X

Mega Man X is a brilliant game. It’s challenging, highly complex, with lots of twitchy mechanics and a selection of usable weapons broader and more varied than even the most insane FPS, and yet it is a game that seamlessly and effectively teaches you how to play it every step of the way. It holds your hand without letting you realize it’s doing so, and as a result you learn to play it without realizing that you’re being taught. It invented the tutorial level, and while it’s been implemented inexpertly ever since, it’s also allowed deeply complex games to arise without forcing players to pore through a manual just to figure out how to play. Mega Man X taught through gameplay, and it’s no coincidence that manuals started getting slimmer and less necessary starting then.

On top of that, the game has excellent visuals, memorable music and sounds (I can still hear the blaster charge-up sound in my sleep, and the sound of getting health back), and extremely clever level design and bosses, breaking free from the boxes of previous Mega Man games and, indeed, most platformer boss battles and showcasing wide open boss stages that were playable while still being more than just a single screen. It also showed off how movement could make a huge difference, and wall-jumping is now standard in platformers, as is the dash.

Sonic the Hedgehog 2

While Mario was showcasing the beauty of wide-open generalist platforming, Sonic the Hedgehog was delivering a different thing: intensity. The name of the game for Sonic was speed, and it offered a visceral satisfaction that’s hard to top. Sonic was about speedrunning before speedruns were a thing, and the game leaned heavily on its tight, responsive controls, arguably even tighter and cleaner than Mario. Really pushing the envelope for visuals and effects, Sonic attempted to make the battle about cool graphics and high skill, an angle that Mario couldn’t compete in, and thus Sonic found its niche.

Sonic 2, however, had a little detail that made it different. In the game, you ran around not as just Sonic, but as Sonic and his friend Tails, who by default ran along behind Sonic and kept pace, mimicking his moves but contributing relatively little except for the occasional ring pickup or followup hit on an enemy you missed. That is, until you plugged a second controller in. Do that, and suddenly Sonic 2 wasn’t a game you were playing by yourself, it was a co-op game. Better yet, unlike Mario with its shared lives and “I go you go” co-op, you were both playing at the same time and the second player couldn’t really interfere. You could play with a friend as good as you were and crush levels, or (if you’re me) you could play with your four year old sister. Not only could a (much) younger sibling or other unskilled player join you, it didn’t matter how bad they were at the game. They got to contribute, and you were happy to have them, no matter how awful they were.

It would be almost 20 years before we’d see this implemented so well again.

The Legend of Zelda: A Link to the Past

The Legend of Zelda is a really important series. It’s a style of gameplay that blends puzzles, exploration, and action-RPG mechanics in an extremely iconic way. In a lot of ways, it has struggled to differentiate itself as it’s moved to 3D, skewing towards new mechanics and more outlandish settings with classic Nintendo polish, rather than simply being an expression of the very best action-RPG out there. A Link to the Past is the last Zelda of that time, when Zelda games were the highest quality action-RPGs available, and everything tried to be like them.

From the moment you step out of your house, unarmed, into the pouring rain to look for your uncle, the entire game feels weighty, and huge. When you’ve gotten your bearings and have mastered the world map, the game shifts, revealing that no, in fact there is an entire other world map hiding in the background, with more than twice as many dungeons, and that you’ve only just started.

A Link to the Past has been the style that Zelda games have continued to return to as well, with many of the most successful releases drawing on its style, particularly for handhelds. It says a lot about the quality of Link to the Past that some of the most glowing praise for a recent entry is that it’s “just like it”. To be so good that players crave the experience more than two decades later says a lot.

Super Metroid / Castlevania: Symphony of the Night

I don’t know a lot of games that people religiously play more than once a year, but Super Metroid is on the list. It combines the open-world exploration of Super Mario World and the exciting, varied combat of Mega Man X into one big package. It advanced on its predecessor with improved graphics, more varied gameplay, more powerups, and more of, well, everything.

Castlevania is a similar design, but a totally different approach. It was one of the few successful platformers of the time where your primary attack was a melee strike, and it paved the way for a variety of similar games. Special weapons were temporary, and cycled through frequently, but the overall experience wound up being varied and almost a precursor to the limited-ammo survival horror games to succeed it.

Together, these two games make up “Metroidvania”, its own subgenre that has seen a huge resurgence recently in a variety of ways, and drove a huge amount of that style of game both while they were new and fresh and since.

The Best Games of All Time (Part 3: Medium-Changers)

Based on my initial criteria, there are a LOT of games that make it into consideration. I want some way of organizing them sensibly, so that I can explain not just what games make the list, but why. To that end, I’ve got the following categories, to help me filter games:

  1. Enduring Classics
  2. Medium Changers
  3. Genre Pinnacles
  4. Right Place, Right Time
  5. Honorable Mentions
  6. Why Didn’t I Include…

The first four cover games that I think make the cut for “best games of all time”, the latter two are for things that are close, or aren’t eligible for inclusion for one reason or another. I’ll be doing each one, day by day.

Next up, the “Medium-Changers”. These games have left a long and lasting impact on video games as a medium, often in surprisingly varied ways, and across genres. Many of them have enabled entirely new genres, or are still the seminal work in their genre. Some proved that innovation is worthwhile, and drove others to follow their lead, broadening and expanding the industry. Many of these games have since been iterated and improved on, but they all have had a lasting impact on the medium.

I’m going to start with the biggest one.

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Super Mario 64

If I were to drop the plural entirely from the title of this series, Super Mario 64 would be one of the top contenders for me to write about. It is a game so good, so polished, and so varied and finely crafted that virtually that entire console generation was spent trying to catch up, and largely failing. Super Mario 64 is enormous, inventing a console control scheme that has stood the test of time (at a time when EVERYONE was trying to come up with how to control games in 3D), and was still more varied and more technically innovative than almost anything that’s come since. To surpass Mario 64, an entire genre of third-person action platformers have had to attack it in the two places it’s weakest: its art (amazing for the time) and its narrative (look, it’s a mario game). Games like Assassin’s Creed, Uncharted, The Last of Us, Splinter Cell, Hitman, and even Dark Souls have their roots in Super Mario 64; there are design threads that begin there and stretch on.

Mario 64 taught us to play games in 3D. It wasn’t the first 3D platformer, but it was the first with controls that made intuitive sense, and worked. It introduced the idea of a camera you can control, while still giving you a good look at your surroundings. It taught us to move and look around with both hands, a design that has had a massive, lasting impact on controller design ever since and started to bridge the gap between console and PC, once viewed as an uncrossable chasm. Through all of that, it was also a polished, nonlinear game with tons of replayability, an amount of content considered huge even 20 years later, and a variety of gameplay types that all worked shockingly well without feeling like minigames. I could go on, but the game speaks for itself. Someone, somewhere, sold their soul so that Mario 64 could exist, and it was actually a pretty good deal.

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Super Mario Kart

Continuing with the Mario theme. This is the SNES Mariokart, although I looked long and hard at Mariokart 64. Here’s why I picked Super Mario Kart: it’s the game that suggested that racing could be silly, and that it could still be a strong, deep game underneath. It’s the game that taught us to look beyond our initial expectations of a fairly well-understood genre (racing games) to see the potential. It wasn’t the first kart-racer, nor the first car combat game, but it’s the first to combine the two into a game that contained elements of both but was unlike either. It opened the door for a ton of variation and blending of genres, in a way that hadn’t been previously considered outside of the smallest of niches.

Super Mario Kart started the weakening of the boundary between “serious” and “casual” games, a process that continues decades later, but was previously very codified– the game looked simple and cartoony, but could become brutally difficult. It was one of the first home party games, despite only supporting 2 players at a time, and its tracks are still copied nearly perfectly into the latest releases. Super Mario Kart caused a generation of designers to stop and think “hm, what if…” and then go out and make their own insane genre mash-ups. We have long since left the era of codified genres in video games, but one of the first strikes to chip at that barrier was Super Mario Kart.

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Doom

This is another game that speaks for itself. Largely credited with being the first FPS, Doom is actually second to Wolfenstein 3D, but is in many ways the far more relevant game. Doom is a game about level design, and encounter design, things that had been somewhat haphazard previously. The big thing Doom added was multiplayer, following up Street Fighter II’s foray into simultaneous head-to-head multiplayer with a group of people, all battling it out in an arena. If Wolfenstein 3D was a prototype, Doom is the full release.

Doom is also seeing relevance again for mobile developers, as its “pseudo-3D” nature works surprisingly well with mobile devices. Mobile games are starting to look back at Doom for both input and design concepts, as it’s almost uniquely suited for the platform.

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Final Fantasy Tactics

This is another game that kicked off a genre. Riding the coattails of Super Mario Kart, Final Fantasy Tactics asks what might happen if two very detailed, very different genres were blended into one. Offering deep, varied gameplay, clever encounter design, and an excellent story and visuals to boot, Final Fantasy Tactics was one of the first major console turn-based strategy games, and the most accessible. It offered a largely nonlinear approach and a wide variety of options, with each mission’s results making often significant differences in the later ones. Strategy games on consoles had struggled prior to Final Fantasy Tactics, which provided a solid footing for that control scheme, while the big RTSes battled it out on the PC.

Furthermore, unlike its predecessors and contemporaries, Final Fantasy Tactics has become the model for narratively-driven strategy games, adding a personal touch to what had previously been dominated by tanks, mecha, and faceless groups of soldiers. Perhaps most telling, it’s one of the games on this list that is still entirely legitimately fun and fresh-feeling even now.

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World of Warcraft

Shocker, I know. The MMORPG would not be anything like it is today without World of Warcraft. With an enduring art style, tight gameplay mechanics, cleverly designed and iterated-upon systems, and its influence in the massive shift in how MMOs were viewed before and since, there’s no denying that WoW is one of the best games ever made. Like it or hate it, its influence is undeniable. There are a lot of things that WoW has done, and its current relevance can’t be disputed, but there’s a big thing that puts it on this list: polish.

Prior to WoW, MMORPGs were a hyper-niche market, with 100,000 players being a resounding success and buggy, laggy games often being the norm. Performance and stability was not what you came to the genre for– I remember spending hours trying desperately to get more than a handful of frames per second from any number of early MMOs. WoW changed all that. The game worked. It felt fluid, it felt responsive, it felt good. A lot of this was smoke and mirrors, but it was clever smoke and mirrors, and it raised the bar of quality for MMOs much higher than it had been previously, while increasing the market by orders of magnitude. If it has a fatal flaw, it’s that it’s been too successful, and has so thoroughly drowned out competition in the market that the overall market is starting to shrink. Not many media can claim that level of success.

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Grand Theft Auto III

Grand Theft Auto III is a game about wandering around playing it. It took the big, open-world concepts seen mostly in slow-paced RPGs and amped up the action and the pacing, providing a visceral, exciting sandbox to play in. Five years after Super Mario 64, the third-person action genre came up with its first spinoff that matched the scale of its progenitor. The game had a bit of everything: subversive black humor, lots of things to do, multiple interlocking systems, and many, many little personal touches and tiny details that made it a blast to play.

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Morrowind

Like Grand Theft Auto III, Morrowind took a look at the expansive, do-anything world concept and took it in a different direction. Rather than making the world bigger and broader, Morrowind crammed it full of detail. The amount of meticulous detail in the game is absurd– individual coins can be picked up from a spilled purse, shopkeepers often have the items they’re selling you hanging on a rack behind them, and you have the freedom to run around doing anything you like. Unlike GTA, however, everything you do in Morrowind is potentially meaningful. Kill a random shopkeeper? They’re dead. Not coming back. No more buying and selling for you in that shop. Steal something? The guards might come and find you.

In addition to all of that, Morrowind took the swords-and-sorcery fantasy world and turned it on its head, providing a delightfully weird, atypical setting to romp around in, far different from the classic fare and all the more refreshing for it.

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Goldeneye 007

For years, first-person shooters lived on the PC. They were immensely popular, and by 1996 they were already being modded into fantastic, bizarre playgrounds. The complexity and variety of the 3D shooter on the PC was impressive, and prior to 1997 offerings on home consoles were anemic at best. Enter Goldeneye. Goldeneye offered a shooter on a console that made sense. It provided a model for a console FPS that would be copied for years, and opened the doors of the popular but inaccessible genre to a much wider market.

On top of all of that, it was a movie tie-in game that didn’t suck, and offered quite a lot of replayability and interesting level constraints, pulling from the (at the time) very modern approach of adding additional objectives as the difficulty level rose, which was just starting to show up in mission-based games at that time.

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Tony Hawk’s Pro Skater (series)

I include the entire series here, because while no single game makes the cut, the series as a whole is worth mentioning. Two things put Tony Hawk on this list: alternative (non-team, non-racing) sports games and spectator gaming. Tony Hawk was a game that sparked a whole lot of interesting, varied sports games beyond the common-at-the-time team ball sports and racing titles. Previously, sports games that didn’t involve balls or cars still involved racing, and the idea of doing “tricks” was a bonus, mostly a way of taunting other players or showing off. THPS took the concept of showing off and turned it all the way up– the game is entirely about showing off as impressively as possible, and it’s fun and addicting as a result.

The other thing that Tony Hawk really pushed was the idea of having other people watch you as you did cool things. While many other games were showing off their head-to-head multiplayer prowess, Tony Hawk returned to the high score method, specifically because it WAS a game about showing off, and having an audience was the entire point. In a lot of ways, Tony Hawk is the nascent, living-room precursor to e-sports, where highly skilled players show off for an audience.

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Portal

Pure puzzle games were rare by 2007. They were often mixed with other genres, and there wasn’t a lot of innovation. Towers of Hanoi, Lights Out, and block-pushing puzzles were about all you’d see in AAA games, and pure puzzle games were relegated to internet flash games or mobile devices. While many of them were good (Lumines, Meteos, Peggle, Bejeweled), they were light, simple, and disposable. Portal was different. Portal offered a fiendish set of puzzles in a high-fidelity game, and blended that with a brilliant narrative and a compelling cast of characters (all four of them). It’s a puzzle game sold on the quality of its voice acting, which should make for a moment’s pause.

In addition, it sparked the indie development scene in a way very few other things had– small, well-produced games became a lot more viable, and initial criticisms that Portal was “too short” were followed up by “shut up, play it, seriously”. For me, Portal was the first game I bought at release that I felt like I paid too little for, and that’s before considering the two other games I got in the same box.

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Thief

This game is almost an honorable mention. I’m maybe trading a little bit of my own integrity to put it on the list. However. Thief is a product of the experimental era of late 90’s / early 2000’s FPSes, alongside greats like System Shock, Deus Ex, and Morrowind. It just barely meets my criteria– it’s launched sequels, it was remade once, but it’s (at this point) pretty dated and kind of hard to play. Its legacy makes up for that. Prior to Thief, “stealth” in games was pretty much exclusively “don’t let the bad guys see you”.

Thief took that a step further, providing degrees of shadows for you to hide in, and making your sounds and movements important. It wasn’t just about not being seen, it was the whole package– not being seen, not being heard, and not being caught. Thief rarely ended the game on you if you were seen, but you really didn’t want to be seen. It was perhaps the first FPS that made you weaker than virtually every enemy in the game. While you could fight, you really, REALLY didn’t want to. This changed the dynamic immensely, and Thief is a game about perception and planning, not twitch reflexes. It basically defined the stealth action game, and it’s only relatively recently (with Assassin’s Creed) that the paradigm it developed has branched out in any major sort of way.

It is probably my personal favorite game of all time (and not just because it’s one of the first non-final-fantasy steampunk games), which gives it that last little nudge up onto the list proper rather than as an honorable mention. It’s me pandering to my own tastes a bit (I didn’t love and in some cases didn’t even play some of the other games on this list), but whatever, this is my blog, mleeeh! 😛