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Staff of Polygon name their “500 Best Games of All Time”
Polygon recently celebrated its fifth birthday with a weeklong countdown of their choices for the “500 Best Games of All Time.”
Along with a high-profile roster of special guests (including Jeremy Parish, Susan Arendt, Jon-Paul Dyson, and Benj Edwards), the site’s staff put together this massive ranking of games that includes titles from nearly every platform and stretching back to the very beginning of the medium. They even set some ground rules:
We asked everyone to vote based on innovation, polish and durability, rather than simply personal taste. We cut games released in 2017 to eliminate recency bias. And we left out sequels that we deemed too similar to the games that came before them.
Collecting all those votes together, we then combed through the data for anomalies and came up with the final order you see here.
Polygon’s final tally looks very similar to our own “Scientifically Proven Best Video Games of All Time,” and this includes their selection of Tetris as the #1 game of all time.
The Video Game Canon: Mega Man 2
Dig deeper into the Video Game Canon with a look at the the blockbuster success born out of the simple ambitions of Mega Man 2. Here’s a teaser…
The first Mega Man game is a bit of an odd duck, which has become even more pronounced as the years go by. The graphics are simplistic, the sound is tinny, there’s only six Robot Masters instead of the traditional eight, and there’s even a score counter (a feature that was jettisoned from the dozens of sequels that followed). There’s just a smoothness to subsequent games in the franchise that Capcom had yet to master with the first entry.
But like most Mega Man fans, I only learned all this after the fact. At the time, whatever memories I have of the first game were formed by guide writers who described it as an unfairly difficult game, old episodes of Captain N, and the fact that none of the local rental outlets owned a copy (unsurprisingly, Lee Trevino’s Fighting Golf was always available).
I finally got the chance to see what all the fuss was about with Mega Man 2, which was also the first game in the Mega Man franchise to be spearheaded by Capcom’s Keiji Inafune. With an expanded role in the sequel’s development, Inafune became known as the “Father” of Mega Man to plenty of fans, and codified many of the traditions and patterns the series is known for.
Visit VideoGameCanon.com to continue reading this article and to explore the complete Top 1000.
Content Crash #3: Will New Games Always Cost $60?
Welcome everyone to the Content Crash podcast. I’m your host, Dan Hartnack, and with as always, Keno Eastmond.
Today’s topic… we’d like to talk about the pricing of games. The standard has forever been that a brand new AAA release comes out and it is $60. That happened way back in the 90s with Nintendo and the Super NES. And all the way to today, that number has not changed, for the most part.
But why is that? And will it ever change?
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The Video Game Canon: The Sims
Dig deeper into the Video Game Canon as we contemplate the futility of determining the best-selling video game of all time and The Sims. Here’s a teaser…
What is the best-selling video game of all time? It’s a surprisingly hard question to answer as game publishers, unlike Hollywood film studios, refuse to release sales figures for their games on a title-by-title basis. But for years now, the conventional narrative has been that The Sims became the best-selling PC game of all time in 2002 after dethroning Myst, the graphical adventure game that sold more CD-ROM drives than every other piece of “multimedia” software combined.
Developed by Maxis, The Sims delivered a smaller, more personal, simulation that differed greatly from the macro scale of designer Will Wright’s previous games, SimCity and SimCity 2000. Instead of pulling the camera back, giving the “mayor” control of an entire city, The Sims moved the camera in close, allowing the player to interact with the day-to-day minutiae of a single family. Part Real World, part Demon Seed, and part Barbie Dream House, this approach allowed players to bypass the mayoral office and step right into the shoes of a god. However, it was a literal “Act of God” that encouraged developer Will Wright to create The Sims in the first place.
Visit VideoGameCanon.com to continue reading this article and to explore the complete Top 1000.
The Video Game Canon: Tomb Raider (1996)
Dig deeper into the Video Game Canon by checking in with Tomb Raider (1996), the debut adventure of one of gaming’s most famous female characters. Here’s a teaser…
For better or worse, Lara Croft is the most famous woman in all of gaming. But all her fame might be a fluke, because the developers behind her creation claim it was all an accident.
Formed in the late 80s, Core Design was an unlikely candidate to be creating a wide open 3D title like Tomb Raider. The developer’s biggest claim to fame at the time was Rick Dangerous, a game that could charitably be called an “homage” to Indiana Jones. Other gamers might remember Chuck Rock, a platformer created by Core that starred a dimwitted caveman. But like many British developers of the time, they didn’t think about their limitations and just went for it. This definitely applied to Toby Gard, the artist behind Lara Croft’s original look.
Like Rick Dangerous, Lara began life as a man with no name that bore a striking resemblance to Harrison Ford. Fearing a lawsuit, Gard redrew the character as a woman and began tinkering with a number of different personalities. The artist told IGN in 2008 that the proto-Tomb Raider began life as a “sociopathic blonde” before morphing into a muscle woman, a “flat topped hip hopster,” and a “Nazi-like militant in a baseball cap.” None of these looks fit the game that Core envisioned, but Gard’s final pass at it proved to be the winner. Laura Cruz, “a tough South American woman in a long braid and hot pants,” was born.
We’ll never know if Laura Cruz would have received the same reception, but Gard continued to tinker, and eventually, the character became a descendant of British royalty when the developers plucked the name Lara Croft out of a City of Derby phone book. The final piece of the puzzle fell into place when Gard was playing with a slider that controlled the size of Lara’s breasts and accidentally inflated them to 150% their original size. The Core Design team gathered around Gard’s computer and hooted their approval, even if the artist himself was skeptical of the character’s inflated curves.
Visit VideoGameCanon.com to continue reading this article and to explore the complete Top 1000.
The Video Game Canon: Ms. Pac-Man
Dig deeper into the Video Game Canon with a look at the accidental creation of Ms. Pac-Man. Here’s a teaser…
It’s easy to forget nowadays, but Ms. Pac-Man was actually created by accident. Like Doc Brown’s invention of time travel after a tumble from the toilet, Ms. Pac-Man was created when a group of game developers from MIT attempted to release an unauthorized sequel to Pac-Man known as “Crazy Otto.”
Before turning their sights on the biggest arcade game of the day, the development team, General Computer, first used their programming skills to create an “enhancement kit” for Atari’s Missile Command. Instead of creating their own game from scratch, the enhancement kit hooked into Atari’s code and altered it to provide a new gameplay experience. Essentially, General Computer created the first expansion pack.
Even though the enhancement kit required an original Missile Command cabinet, Atari later attempted to sue General Computer for copyright infringement. But rather than become mired in a protracted court case, the arcade giant and the enterprising college students reached a settlement. Atari would hire General Computer to design original arcade games so long as they agreed not to create any additional enhancement kits without the permission of the original game publisher. The developers quickly signed on, but first they took a nearly complete version of “Crazy Otto” to Midway, the North American distributor of Pac-Man.
Visit VideoGameCanon.com to continue reading this article and to explore the complete Top 1000.
Video Game History Foundation wants to create a digital record of the industry’s past
Frank Cifaldi is a developer who has worked on Mega Man Legacy Collection and IDARB, but he is also the founder of the Video Game History Foundation, a new non-profit that seeks to preserve and digitize the history of video games.
The Video Game History Foundation launched their first “Digital Collection” yesterday, focusing on The NES Launch in 1985. Cifaldi is also seeking donations to expand the scope of the Foundation, as detailed on their “What We’re Doing” page:
The heart of the Foundation is its digital library, an online repository of artifacts related to the history of video games and video game culture. The ultimate goal is to create a searchable, organized, always-online archive of verified, high-quality material that is accessible to researchers and historians as a public education resource.
All donations to the Video Game History Foundation are tax deductible, and I can’t wait to see what collections they come up with next.
The Video Game Canon: Madden NFL Football (Series)
Dig deeper into the Video Game Canon with an examination into the validity (or lack thereof) of the Madden Cover Curse. Here’s a teaser…
A gambler will tell you that they believe Lady Luck will reward them for respecting a streak, and a professional football player will tell you that he doesn’t believe in the Madden Curse. The former is a wishful thinker, and the latter is a liar.
The sports world is filled with superstitions. As a Little Leaguer growing up, I could show you what a “rally cap” was and explain the importance of never touching the baselines. I understood completely why retired Detroit Tigers manager Jim Leyland refused to change his underwear during a 12-game winning streak in 2011. I’ve even got strong opinions on what you say to a pitcher in the middle of a perfect game. The answer is you don’t say anything, because talking to him at all is bad luck.
For decades, the Sports Illustrated Cover Jinx served as a well-known precursor to the Madden Curse. Those who believe in the Jinx are convinced that any player who appears on the cover of Sports Illustrated will experience some form of terrible luck, even though a handful of high-profile hits have obscured the long list of players who avoided the Jinx over the years. If the sheer number of cover subjects doesn’t dissuade you (more than 3,000 issues have been produced since the magazine’s launch in 1954), the illustrious career of Michael Jordan should. The basketball great has appeared on the cover of Sports Illustrated a record 50 times, and he’s had the kind of career that other athletes dream about… not counting his detour through Minor League Baseball and Space Jam.
But what of the Madden Curse? Although you’ll find a few executives at Electronic Arts who enjoy hyping up the current year’s game with talk of the Curse, most of them like to downplay it. In 2008, the then-President of EA Sports, Peter Moore, said, “I guess when you look back there’s a grain of truth to the Madden Curse.” At the time, he wasn’t wrong. Five of the last six offensive players on the cover succumbed to some horrible calamity. The publishing giant even considered producing a movie based on the Madden Curse in 2010, though that project seems to have fallen off the radar in the years since.
And that’s probably because the Madden Curse is as mythical as a wild turducken.
Visit VideoGameCanon.com to continue reading this article and to explore the complete Top 1000.