The Best Games of All Time (Part 2: The Enduring Classics)

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.

First, the “Enduring Classics”. These are games that skew heavily towards “still fun to play today”, and in almost all cases have resulted in later games that are almost wholly unchanged. Even if one of these games gets a sequel, that sequel is going to be marginally different if at all. Most of these games have seen huge numbers of remakes and re-releases, far more than even very commonly remade games, or have spawned immense sets of very-similar sequels. Without further ado:

The Best Games of All Time (Part 2: The Enduring Classics)

Arkanoid

The grandchild of Pong, and the child of Breakout, Arkanoid took the paddle-and-ball concept and added a simple but significant twist: powerups. Now, instead of just movement, a player can get action as well, and there’s more to think about than simply hitting the ball when it gets close. It added tactical thought and variability to a refined, but static genre. Arkanoid has seen releases on virtually everything under the sun, spanning virtually every single console generation– the most recent release is in 2009 on the iPhone, 23 years after its original release. It has also given rise to a huge number of similar games, most of which focus on thematically adapting the powerups that separated Arkanoid from its predecessors. Arkanoid excels at quick, satisfying gameplay but also provides a stable, clever platform for a lot of modification and variety– despite its apparent simplicity, the breadth of variety in the modified Arkanoid spinoffs is impressive.

It’s next to impossible to find a more enduring game, and certainly not one that has lasted so long with so few changes.

The Best Games of All Time (Part 2: The Enduring Classics)

Tetris

Another game that has been released on virtually everything under the sun, pioneering a unique action-puzzle design and coupling it with simply rendered but extremely memorable music and sound design. Furthermore, the game’s remakes eventually offered head to head multiplayer, adding a spin on its mechanics that changes the dynamic of the game fairly significantly. It’s probably the only game to be released on more different platforms than Arkanoid, an impressive feat on its own. It’s also still played highly competitively to this day.

The platform may change, the times may change, but the basic Tetris game has remained relatively unchanged, and very few iterations of the game have yielded notable improvements.

The Best Games of All Time (Part 2: The Enduring Classics)

Pac-Man

It’s next to impossible to find a more enduring game than Arkanoid, but Pac-Man is one of them. Another classic arcade game released on basically everything under the sun, and yielding huge numbers of spinoffs, Pac-Man blends simple but effective controls with some of the earliest and most notable complex level design in games. Like Arkanoid, Pac-Man offers quick, satisfying gameplay but also offers a strategic layer virtually unknown in games that came before it. Pac-Man is one of the first games to provide a skill curve that is more than just reflexes– the best Pac-Man players learn each level and how best to tackle them.

The Best Games of All Time (Part 2: The Enduring Classics)

Street Fighter II

Moving forward in the arcade classics timeline, Street Fighter II is THE iconic fighting game. Blending excellent gameplay, top-notch art, excellent sound design and music, brilliant UI, and deep but accessible multiplayer, Street Fighter II is incredibly hard to top, and is generally responsible for forging the fighting game genre as a whole. Despite the movement of games into 3D, such is the enduring legacy of Street Fighter II that fighting games have, by and large, stuck to a 2D model with only relatively minor changes in user interface or gameplay. The game also introduced the “combo” mechanic, now a standard in fighting games, and pioneered the concept of head-to-head multiplayer as a competitive measure, rather than the high score measurement that had previously been more common. Finally, it introduced an early form of “patching”, where revisions to the game would make it to the arcade rather than sequels.

Street Fighter II has also seen releases as recently as 2008, a striking amount of longevity for a game that is still also releasing sequels.

The Best Games of All Time (Part 2: The Enduring Classics)

Dance Dance Revolution

The youngest of this segment’s arcade classics, DDR is the authoritative rhythm and music game, and arguably the last internationally relevant arcade game. Released on every platform and spawning a huge number of peripherals, as well as paving the way for rhythm games and rhythm puzzles to be introduced in even more mainstream games, DDR’s influence is massive, and with iterations, sequels, and remakes appearing more or less constantly (the most recent release being in 2014), it’s the most modern arcade classic to make this list.

Music and dance games have become a big part of the casual games market, and DDR more or less started it all.

The Best Games of All Time (Part 2: The Enduring Classics)

Pokemon Red

I’m going to be a little pedantic here, partly because I picked Red over Blue, and also if we’re being highly technical, Pokemon Blue was never remade, whereas Red was. Either way, the first generation of Pokemon games was a twist on the classic top-down JRPGs that added the concept of collecting. The tagline “gotta catch ’em all” has permeated much more of the medium than just exploration and collection games; it is the mindset behind achievement systems and many, many “find all the hidden objects” game systems. In addition to being highly accessible and offering surprisingly deep, complex gameplay under its veneer of simplicity, Pokemon has also to some extent revitalized the idea of social components in games– something that started to falter with the rise of home consoles.

In addition to being remade, the stunning popularity of Twitch Plays Pokemon and the relative lack of significant changes to the franchise until the most recent game releases suggest that despite its age and relative simplicity, the game is still eminently playable even now.

The Best Games of All Time (Part 2: The Enduring Classics)

The Legend of Zelda: Ocarina of Time

The first Zelda game to make it onto this list, Ocarina of Time isn’t here because it left huge ripples in the medium, or is the pinnacle of its genre, or was perfectly timed. It doesn’t need to be any of those things. It moved action-RPGs into the 3D world and built on the ground that Super Mario 64 broke, but what it really did was “everything right”. Coming from a time when 3D console graphics were still in their infancy, Ocarina of Time manages to still look iconic and visually distinctive. Its music, a departure from the series, is still a constant source of remixes and nostalgia and has redefined what “Zelda music” is. It presents puzzles, environments, and bosses that are still clever and interesting, and has a breadth of gameplay tools that even modern games of its type struggle to match, much less exceed.

Ocarina of Time raised the bar for 3D action-adventure games, setting a standard that defined the genre from then on, and giving rise to some of the other greats to come on this list.

The Best Games of All Time (Part 2: The Enduring Classics)

Super Smash Bros (series)

Very few fighting games that break from the Street Fighter II paradigm manage to stick. Of those, many are beloved but deviate only slightly from the model. Super Smash Bros deviates heavily– becoming a fighting game about movement and positioning more than precision combo execution– a theme that is carried through the game’s entire suite of mechanics. Leaning on Nintendo’s iconic roster of characters and establishing an art and audio style that manages to unify characters from a huge variety of different types and eras of games while still keeping them recognizable, SSB has seen iterations and revisions across multiple platforms, with very minor changes and upgrades other than a continually expanding character roster. Despite its apparent simplicity, SSB has surprisingly deep and very technically precise mechanics, lack of which is an often fatal flaw in other fighting games. Super Smash Bros Melee has appeared in major tournaments from 2007 to 2015. It has also kept the “couch multiplayer” environment alive even through the era of internet play, something very few games have managed.

Super Smash Bros is included as a series because the entries deviate relatively little from one another, and as a whole, it’s a series that is significant enough for inclusion, even if none of the individual entries are. This is an exception I’ll occasionally make, and I’ll call it out when I do.

The Best Games of All Time (Part 1: Criteria)

I’ve been following the internet explosion over at GameFAQs with some amusement. Essentially, Undertale is beating out some highly beloved classics in a “for funsies” series of polls for “best game ever”. I think Undertale is a great game, and does a lot of things that require you to be conversant in some fairly diverse and long-held gaming tropes, but I doubt it’s up there for “best game ever”, for a few reasons. It’s nice to see it get recognition, though.

The Best Games of All Time (Part 1: Criteria)

It’s gotten me thinking about what I would pick for the Best Games Ever, though. I use the plural because picking a single one is a laughably meaningless prospect, but there are some that are absolutely brilliant and deserve continued recognition. I’ve worked on coming up with some criteria to narrow the list down, see what you think:

1.) The game must be at least five years old.

This isn’t a slight on newer games, simply a nod to the fact that a game needs to be able to stand the test of time. I use five years because that’s on the long end of the development cycle for games, so games released more than five years ago aren’t going to be able to get by on the quality of their graphics or technology alone. It also ensures that the game has had time to fade into obscurity; if it hasn’t, that’s a good sign.

The Best Games of All Time (Part 1: Criteria)

2.) The game must contain original concepts for its time.

This is a nod to the need for games to continue to evolve. The very best games aren’t just masterpieces in their own right, they push the medium forward into new spaces. The “for its time” clause is there because some games may use those same concepts later, and may build on them, but aren’t necessarily moving the medium forward.

3.) The game must display a near-perfect refinement of its mechanics.

Some games are brilliant but buggy. Some games are very good at a number of things, but excel at none of them. Something worthy of being called ones of the “best games ever” can’t be either– they need to showcase the best of a given genre, be polished and complete, and would benefit little to not at all from any changes made.

The Best Games of All Time (Part 1: Criteria)

4.) The game must have had at least two of the following: at least one re-release on a new platform, have given rise to a remake, have created its own media web of spinoffs/sequels/etc.

This is a nod to games that are enduring, financially successful, and significant or beloved enough that new development offers enough further sales to justify the cost. Re-releasing on the same platform doesn’t count– no “Greatest Hits” reprint releases here (though many of the games probably would have that, too). Whether there’s a remake, a series of sequels, or other media, this addresses both the enduring appeal of the game as well as its footprint on the medium as a whole.

5.) The game must be good at more than one thing.

Maybe it’s got great combat and platforming. Maybe it’s got great voice acting and multiplayer. Maybe it’s got fantastic art and music. Maybe it’s excellent at teaching you how to play it and endlessly replayable. Maybe it’s a lot of these things. Some games are really, really good at a single one of these; these games don’t make the cut. A game need not be multiple games in one and good at all of them, but it needs to be more than a one-note experience.

The Best Games of All Time (Part 1: Criteria)

6.) The game has to be fun or otherwise significant, even now.

Super hard one, and very difficult to determine. It’s a question of whether or not a game has truly stood the test of time, or if it’s a nostalgic hit but doesn’t *really* stand up. It’s the least objective of the list, but I think it’s important. It’s hard for me to claim a game is one of the best of all time if I couldn’t see myself sitting down and playing it or having a drawn out conversation about it in context of more recent games. I don’t necessarily think every one of the “best games of all time” need be a game I could sit down and play again, but they also shouldn’t be games that I can’t compare favorably with games I’ve played recently.


This is the list I’m going to work with, and mull over a ton of games this week. Let me know if there’s some important criteria I missed; I’ll consider adding it to the list.

What is “Fair”?

I recently had a writing prompt that sparked some thought, as any good writing prompt does. It asked “under what circumstances is it fair for a company to institute layoffs?”

I’ve been hit by layoffs. I’ve had friends hit by layoffs. They’re the relentless specter of the games industry, and everyone has heard innumerable nightmare layoff stories and has probably experienced a few of their own. I know I have some, and I’ve only seen a few. It doesn’t take a lot to make a layoff feel like a nightmare.

The prompt asked about “fairness”. I don’t even know what “fairness” is in that sort of case. What is “fair”, when someone is losing their job? What is “fair” when an executive has to choose between decisions that they know will cause people to hate them? What is “fair” when that selection of poor choices isn’t even the fault of the person making them? What is “fair” for people who suddenly have to worry about their next paycheck?

I don’t think it’s possible to be “fair” to all of those groups of people. I’ve spoken before about the gap I see between workers in a company’s trenches and executive management– as more than one friend of mine calls them: the “suits”. For many people I know, “suits” are heartless, care only about money, don’t care about people, and are only looking so save their own skins or squeeze as much out as possible heedless of the toll it takes. They aren’t people who go home and live with the knowledge that they hold people’s very livelihoods in their hands, that their entire lives are a selection of decisions that they will be hated for, regardless of their reasoning. It’s easy, one imagines, to “live with” all of that when there’s a big paycheck coming.

I talk to a lot of people in executive management lately. They all have nightmare layoff stories too, but they’re different kinds of stories. They aren’t jump-scares, the sudden reveal of a terrible outcome– they’re creeping horrors, the slow realization that something awful is going to happen and there’s no good way to stop it. Every executive manager I speak to wants the same superpower: to see the future.

It makes me think of MMO class balance debates– the raging of players against “uncaring, incompetent” devs who don’t understand how the changes they are or aren’t making are terrible and “unfair”. Devs work crunch hours– should they get rewarded for the toll this takes on them or punished for allowing a situation to arise that necessitates crunch? Whose fault is crunch? Is there fault? Is exacting justice on the person or people at fault “fair”?

This is the kind of thing dominating my thoughts lately. How can I build a bridge between “suits” and the people on the front lines? There are decades of mistrust built up and those walls aren’t easy to break down. More than anything, finding ways to bridge that gap has been my motivation for leaving games to go into management.

As for what is “fair”, after I figure out how to answer the question of what that word even means, I find myself staring at a second question: “fair to whom?”

Short Fiction Friday: A Treatise on Chronomancy

[More short fiction. Dabbling in a bit of worldbuilding here. Enjoy!]

 

Excerpted from The Four Forbidden Magicks, Vol 2. Restricted to licensed Adept-grade mages of the Third Circle or higher.

The manipulation of anything has rules that need to be followed. What appears to the layperson as magic is simply an application of rules that aren’t universally known and understood. This is true of any form of magic, from the simplest apprentice’s bonfire to the manipulation of the very fabric of reality itself.

One of the earliest tests of an apprentice mage is to have them force their favored element to work in ways counter to its nature. Extinguishing fire without water, causing water to flow uphill, rendering air motionless… all of these force the element to work against what it naturally does, and will cause the apprentice to experience what’s known variously as “feedback”, “mana-burn”, or “metafriction”. The sensation is unpleasant, a mildly painful reminder that elements have rules that need to be respected, if not necessarily followed. Extinguishing a candle by manipulating fire may sting, or cause a young mage to tense in pain. Attempting to extinguish a burning building in the same way may very well leave a mage catatonic from shock, or kill them outright. Scale is important. However, guiding a fire to burn particular things, or ensuring that it stays controlled runs far less counter to the nature of fire, and while it may cost energy or otherwise drain a mage, the amount of feedback is much lower; the fire “resists” this manipulation less.

Chronomancy follows much the same rules, but on a larger scale. Time seeks to flow in a particular direction, at a particular speed, and more importantly it creates a tapestry of chronology that it maintains. To manipulate this natural tendency is the purview of the time mage, but the flow of time is no apprentice’s candle. As one of the Firmament Elements that shapes and defines reality, Time is much more resistant to manipulation, and it can quickly destroy an thoughtless wielder. Manipulations of time need not necessarily be subtle, but they do need to be well-considered and carefully in keeping with the nature of the element.

Those unfamiliar with chronomancy often ask first about “time travel”. The ability to move between the past, present, and future is the beginning and end of what most people consider when they think of a time mage’s inclination. This is further muddied by the occasional knowledge that time travel has, indeed, been attempted with success. The reality is somewhat more complicated. One must consider the natural inclinations of time. Traveling to the future is easy, and is the “successful” time travel often heard about on the lips of laymen and apprentices. Traveling to the future is largely a form of stasis; the traveling mage is merely removed from the flow of time, and assuming they are left unbothered for the duration of the spell (fairly unlikely), will find themselves in the future once the requisite time has passed, the intervening hours or years seemingly instantaneous. While possible and effective, this use of chronomancy has been highly regulated against, partly because of the desire to avoid maintaining a collection of mages in stasis and reintegrating them after their time skip; early experiences with mages traveling to the future via chronomancy have resulted in a high cost incurred with helping them “catch up” to the modern day. As a result, this use of chronomancy is highly restricted, and unapproved uses are subject to counterspelling and other such methods to prematurely cancel the effect.

Once travel to the future is explained, the question of traveling to the past comes up. For as technically easy as it is to travel to the future, travel to the past is starkly different. Time seeks to maintain the integrity of its tapestry, and inserting oneself into the existing weave is a significant disruption. The further back in time one attempts to travel, the larger the disruption is. This form of chronomancy runs perhaps the most counter to the natural behavior of the element as possible. The longest any mage has managed to successfully travel back in time and survive the process has been nine minutes and fifteen seconds, and the price was extremely high. As a pyromancer inexpertly wielding flame may find themselves with burns, the inexpert chronomancer may find themselves aging prematurely. In the case of the nine-minute time traveler, she had apparently aged decades almost instantaneously, and the resulting shock and trauma to her system left her in terminal condition; while she survives the process, it was not for long. Some evidence exists to support the theory that the occasional appearance of dust or ashes in unexpected quantities is the result of attempted chronomancy, and that the dust is the hyper-aged remains of the hapless mage.

With time travel being alternately easy-but-forbidden or functionally impossible, the question remains regarding the usefulness of chronomancy. As far as Forbidden Magic goes, it lacks the raw destructive power of a bolt of Void, or the flexibility of bending the rules of magic itself through Mana, yet it is as difficult and taxing to manipulate as Balance, with as many dangers. Time is a more subtle magic, though no less powerful than its contemporaries. Much of this power relies upon understanding what can and cannot be manipulated, and there are two major approaches to this.

The first approach is to manipulate the flow of time itself. Slowing down the flow of time is nearly impossible, but speeding up one’s perception of it and ability to act within it is much easier. With plenty of opportunity to consider an incoming projectile, or develop a counterspell, or prepare a response of any kind, a chronomancer can react with seemingly impossible speed, with precision and accuracy. While it is illegal to transport oneself into the future, the use of chronomancy in food services has ensured naturally fresh food to anywhere in the world, and valuable documents and artifacts can be protected from decay, while injured or sick people can be transported in near-perfect safety to treatment without deteriorating further.

The second approach is to leverage the inherent uncertainty of the future, explore its possibilities, and choose an optimal outcome. While attempting to do so on a large scale is difficult and potentially dangerous (looking into the future is confusing at best, insanity-causing at worst), it’s much easier to do this on a smaller, more immediate level. If I take a swing with a sword at an enemy, there are myriad ways in which I could strike, and the precise path of the blade is not known until it actually occurs. With chronomancy, I can lean on this uncertainty, swinging in a variety of ways all at once until one swing resolves into a “real” swing. This is often casually referred to as “bending the probability curve”, and while it is a significant use of energy, the results are undeniable. A chronomancer can be an expert swordsman or peerless marksman simply by bending the probability curve to make every swing or shot an ideal hit. It is, of course, limited by one’s own physical ability and knowledge, but the potential is very high.

Of the four Forbidden Magics, chronomancy is the most widely used, and the easiest to be licensed for. The potential of the discipline is much higher than the simple manipulations most commonly used, but very few practitioners explore the element, either through fear instilled by their instructors or a lack of creativity. As a result, it is a largely underrated form of magic, and a savvy time mage can perform feats that can stymie even expert practitioners favoring other elements.

This document is protected by Academic Defenses, LLC. Any attempt to unlawfully copy or record the contents will trigger defensive arcana and this warning serves as a severance of liability under Clause 171.4a of the London Magical Regulation Agreement.