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?”

Week in Gaming 12/13/2015

Blogging is Hard

Week in Gaming 12/13/2015I’ve been in a bit of a relative funk this week, and found it extremely hard to get started writing most mornings.  It is like for whatever reason my will to put fingers to keyboard and make important sounding things happen… has been drained out of me.  At this point we are a few months away from going three whole years worth of blog posts, and I guess in a way it is having its toll on me.  At this point I have far more regular readers than I have ever had at any other point in the blogs history, and that is freaking awesome.  The fact that I have so many supportive people with my back…  is ultimately the thing that keeps me moving forward on days like today.  We recorded this insanely huge podcast last night where we took the normal crew of myself, Grace, Kodra, Tam and Thalen…  and included some other friends InkyBrushes, Nephsys and Pizzmaid.  Sadly we were missing Ash but he had his own version of a really rough week.  Combined we focused a single topic… and recorded for over two hours…  which compressed down to just under it.  The problem being… by the time I did even the most basic editing pass…  it was around one in the morning.

I’ve been fighting what I think is largely sleep deprivation most of the week, and it has ended up with me falling asleep as early as 8 pm on a couple of the nights.  Well granted I went to bed at 8pm… and read comics on my new kindle but still I ended up drifting off to sleep about 30 minutes to an hour later.  I have been getting a lot of use out of my Marvel Unlimited account, and largely using it to read the backlog of awesome Star Wars comics.  At first I went through what was available of the modern series, namely Star Wars and the Vader series.  I started on the Princess Leia series but struggled with it, mostly because I simply was not a huge fan of the art style.  Recently though I have been running back through and reading the Knights of the Old Republic series from the start.  I am maybe a dozen episodes in at this point and I am loving it…  this totally feels like I am consuming comics in the same way I binge Netflix shows.  I just wish the lag between print and them showing up on Marvel Unlimited was not quite so great.  The latest issues of the modern Star Wars comic to show up are from August of this year, but what I am really hoping is that they release the issues on a semi-monthly basis just with that lag.  I can totally deal with reading comics late…  I just want to be able to read them with a certain regularity.

World of Shipyards

Week in Gaming 12/13/2015

This week has largely been about reconciling my differences with the Shipyard system.  I commented last week that they were essentially a worst possible version of the Garrison system…. and in many ways I don’t have a significant change in that opinion.  What did change however is that I realized that after so many of you told me about it…  the Garrison addon I was already using had built in functionality to automate a good deal of the shipyard bullshittery as well.  The end result is that I have somehow managed to learn to live with the Shipyards and they have rewarded me well for my blind submission.  At this point between the three characters that have them…  I have earned a hippo mount, a bunch of hellfire citadel gear caches,  and more left sharks than I could ever have a use for… I seriously have three sitting in the inventory of my MooCowAdin.  The problem with all of this of course is the fact that I now need to feed the beast that is the shipyard, and the only reliable way of doing this… is schlepping out to Tanaan jungle and completing the daily mission.  Now some of my characters have been stockpiling oil from Garrison missions for along time now and won’t really have this problem… but Belghast is constantly struggling to pay his daily upkeep.

Other than this I have been slowly inching up my gear levels on Belghast and Belgrace, and attempting to run the Timewalking event on my alts… that can actually benefit from the 660-675 gear that they can drop.  The funniest part of the week however has been learning that I don’t simply remember the BC era content as being significantly rougher… that it actually really is.  PUG groups are simply not prepared for mobs that crowd control and fear the hell out of players… and are in no way ready for just how hard everything hits.  There have been more wipes from the party finder than I have had in ages… and I am really enjoying every minute of it.  The alliance side…  has been a colossal mess of chain group joins and splits until finally we push through the dungeon.  Horde side on the other hand.. people just buckle down and pick themselves up after a wipe and keep pushing forward.  I guess when you have to wait through a thirty minute dps queue… you are significantly less likely to abandon ship at the first sign of trouble.  Alliance will always be my first home because that is where my army of alts lives…  but I have to say Horde is growing on me really quickly.

Fabian Strategy Lives

Week in Gaming 12/13/2015

I know I spent a good deal of my post yesterday gushing about the new and revised Fabian Strategy… but seriously I am in love with this gun.  It had been roughly a month since I had seriously spent much time in Destiny, and yesterday I poked my head back in.  Apart from being woefully out of practice, I am still amazed at just how fun the moment to moment play is in this game.  I spent a bit of time yesterday trying to play Battlefront, and the gameplay just doesn’t hold a candle to just how good Destiny feels.  Now that I have this weapon that allows me to abuse all of my instincts, I can see myself really settling on it as my main gun.  Now I have said that numerous times… and I know I said it recently with the Xhalo Supercell…  but seriously….  this gun is amazing.  I will always be a Titan at heart, because I want to play like a tank in most games.  This gun makes me FEEL like a tank, because the chance of regeneration upon kill ends up firing a lot more frequently than I think most people realize.  There have been several strikes that I survived entirely because of this weapon constantly triggering my shield regeneration.  It is my goal this week to pop in periodically, and not go quite so long between play sessions.