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.

Pushing Away

Lamentation

I posted the above statement, but I didn’t really have the strength to go into more detail last night.  Essentially I have been sifting through my blog in an attempt to summarize the year… which is one of those things that you feel like you SHOULD do at the end of a given year.  There are so many end of year traditions going on in the blogosphere, and I guess in some what I felt like I needed to do something.  The problem with this notion is it seems like the person that existed in the first half of the year, was one hell of a lot happier than the person for the last half of the year.  In January I had just attended my first gaming convention, and was super excited about Final Fantasy XIV and the raid…  and still pretty damned excited about the progress being made in World of Warcraft.  I was somehow juggling as many as four nights of raiding a week, streaming pretty regularly, along with a new column on MMOGames and a second podcast in the form of Bel Folks Stuff.  Now zooming back to today, both the FFXIV and WoW raids are dead in the water…  and I have backed almost completely out of MMOGames and essentially killed off the Bel Folks Stuff podcast… and it has been several months since I have even vaguely attempted to stream anything.

I know at some point I just got overwhelmed and started locking up… and I guess I never quite unlocked.  I am still in trauma mode where I am moving from day to day on mostly muscle memory.  There are a lot of things that I just don’t do anymore, not the least of which is read blogs on a regular basis.  During the “Bonanza” column I was reading roughly 450 blogs and every post on them all in preparation for my weekly column highlighting the posts contained within.  Once I handed that column off to another blogger… I quite literally stopped reading blogs all together for awhile.  I had turned this thing that I got a lot of enjoyment out of into a job, and that is the sure fire way to make me stop wanting to do something.  I now read blogs… but do so extremely infrequently…  and feel like a complete failure for allowing myself to get to that state.  I think as a result my own blog has suffered, because so often there would be a topic going around the blogosphere…  and reading the thoughts of another friend would end up sparking me to write my own take on it.  Now I sit down each morning and struggle to come up with anything to write about at all.

Cessation

There have been several points this year where I have contemplated just stopping all of it.  I’ve considered backing out of the podcast, and stopping with the daily posting.  It feels like I have been pushing away from all of the things I have cared about, one by one…  and each time I do it I just feel more of a failure for doing so.  I have been struggling greatly with just existing, let alone being happy and excited and engaging.  What makes this even harder is looking back and seeing that apparently I had whatever magical sauce there is at the beginning of the year, but it is almost completely gone now.  The frustrating part about it is…  I am not sure how to get it back.  I realize I have to start putting myself out there, a little bit at a time…  but even the thought of logging into voice chat on a nightly basis feels like the biggest possible hill to climb.  It has been at least three months since I have regularly logged into voice chat on a nightly basis, and maybe that is a good first step.  The problem being that the games that I am playing right now and not the games that the rest of the AggroChat and Stalwart crews are playing.  I really am enjoying World of Warcraft again, but even when I am logged in it feels like I am completely disconnected from everyone in it.

There were moments last night where I was asked to help out a few friends, and it felt like it took all of the effort in the world to accept.  I spent time with Giulietta doing the Pit daily quest, and I need to do this more often since I too need a bunch of them to complete the flying requirement.  I had fun while doing it, but it always requires so much effort to get over that hurdle to put myself out there… and actually do something with another human being.  Similarly I forced myself to go do stuff with Finni/Qav when I was hordeside because I knew once I got started I would enjoy myself, but it is entirely too easy to stay mired in my own oblivious world.  I realize what I am describing is depression, and I have battled it my entire life.  I am going through what I would term as a “down cycle” but this one seems to have been going on longer than most.  Generally I go through a few weeks of retreat and then that energizes me to the point of being able to engage again.  This time… it just seems to keep dragging on and no amount of “fake it until you make it” is working this time.  There just seems to always bee some external stress force bearing down on me, and I am hoping that being off for the Christmas break will help some of this.

Ashenvale

Pushing Away

As far as gaming goes…  I feel like I had a night without a lot of progress.  The focus of my evening was largely  the holiday event, where I complete all of the daily quests on the four characters that can do them…  mail all of the tokens to Belgrace… and then become crushed when I realize that yet again I have no mounts.  Lodur and I decided that we are going to create #Team360NoMount and the only requirement is that RNG and Blizzard hates you too.  I have this lengthy history of not getting holiday mounts to drop.  I have the two from Brew Fest, but other than that I have a perfect record of always participating… but never getting the mount.  The sorest point for me is always going to be the Headless Horseman mount, because it is probably the one I want the most…  but will never actually see.  I do admit though that this years Yeti mount is going to be a close second in the amount of pining I will do if I don’t get it to drop.  There are few cooler things than riding around on the back of a big damned Yeti.

As far as actual game progress I managed to push my Warlock to 21 and am now sitting in Ashenvale.  I took the start quest from the adventure guide, and happily cancelled all of the quests from the Northern Barrens.  I am wondering just how long I will actually be questing in Ashenvale before I do the same and move on to whatever zone comes after it.  The biggest positive of this of course is the fact that I can actually summon my Vendor Mammoth and sell things whenever I feel like it.  This is the toughest part of the sub 20 game in World of Warcraft, is being so insanely used to summoning a vendor whenever you want… but suddenly not having that ability.  I swear that mount is the single best item I have ever purchased in this game.  If I can ever get the cash to purchase the Yak from Pandaria, I am sure I will say the same about it….  since being able to Transmog my gear is just about of equal importance to me.  If I could summon a transmog vendor at any time I would never look fugly again!  Other than that I managed to knock out a few parts of the Hellfire LFR on the Cow, but didn’t really get anything worth writing home about other than a few more runes and some gold thanks to queuing as a partial group.

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.