TCW 218 - The 100 Games Redux - The Revival

Jeffrey: This is They Create Worlds, Episode 218, The 100 Games Redux, The Revival.

[Intro Music -- Airplane Mode]

Welcome to They Create Worlds. I'm Jeffrey and I'm joined by my co-host Alex.

Alex: Hello.

Jeffrey: We're tired. We did a long, long 24-hour round-trip drive to DragonCon. At least one of us did. And my arms are still tired.

Alex: Yeah, I mean, you did. I, uh, you know, I stayed in a hotel for a week that was like, uh, 10 minutes from my house.

Jeffrey: [Laughs]

Alex: So, slightly different experiences, but, uh, no less exhausting with all that goes on, because DragonCon is huge, DragonCon has a lot going on, and I work it as well. So, definitely, uh, big, exhausting experience, but also a very fun experience, and, uh, we did a little panel, didn't we?

Jeffrey: We did do some sort of little panel. We had some people show up, someone gave me a Diet Coke, a fan gave me a Diet Coke, I didn't catch your name, but thank you, thank you, thank you for giving me the Diet Coke. That is the first Diet Coke I have had in, like, six months, and it felt like the nectar of the gods drinking Ambrosia. Yes, I am still that that addicted to it.

Alex: Indeed. So, yeah, shout out for re-enabling.. I'm, I'm reminded of, uh, the Simpsons episode, you know, where Homer goes into space, where Barney, uh, you know, wins the competition to go into space, and then they toast, and he's like, “Ah, it's starting!” I don't understand, it was non-alcoholic champagne. So, yes, you have completely destroyed, uh, Jeffrey and this podcast with your active enablement, so, huge shout out! No, uh, just kidding, of course.

Jeffrey: [Laughs]

But, yeah, thank you, thank you very much, it was really cool. It was really cool to have that happen.

Alex: Absolutely.

Jeffrey: But we did have a good panel, it was all about Dungeons & Dragons and its influences on D&D and the history of Dungeons & Dragons. It was a very good panel. We had, I want to say, at least a hundred people in there, maybe more. And it went really well. For those of you who said it was too short for 50 minutes of hearing Alex talk, we have some good news for you. Because we're going to be live-streaming our recording of a three-parter about that entire subject in expanded form on October 12th, 2024.

Alex: That's a Saturday.

Jeffrey: That's a Saturday. At 1 o'clock p.m. Central U.S. time. That's, uh, a whole bunch of other things for wherever you are translating to. But I will have that posted to the website and in the show notes with the GMT tag so that you can translate to your respective times.

Alex: Absolutely. This is, of course, our big annual live stream that we do every year, uh, where we get in front of you. In front of the people for some ungodly amount of time. Nine, ten hours. Some listeners even stay for that entire time. More power to them. Though, of course, there's no requirement of that. Feel free to drop in at any point in the stream. Come at the start. Come at the end. Come somewhere in the creamy middle. And, uh, just say hi. Hang out for a bit. We do interact with the audience while we do this. We always do a big topic of some kind, and, of course, this is the 50th anniversary of Dungeons & Dragons this year. Uh, it's the reason that that was the topic of our panel. And it's also such a big topic that it felt like we could do a big three-parter live stream on it as well. So, in a way, it's an expansion of that talk. Though, of course, as Jeffrey said, that talk was 50 minutes and this will be three normal TCW episodes. So, it will be greatly, greatly expanded. Kind of looking at the creation of D&D, the early spread of D&D, and then how D&D quickly moved into the digital game space. And then how D&D continued to influence the digital game space; even in genres that were not necessarily, traditionally, RPGs. So, yeah, that'll be our big live stream of the year on October the 12th. About a month from now at the time of this recording. Just under a month from when this episode actually airs. And, of course, we're not going to leave people in a lurch on that DragonCon talk either. Because, just like last year, we did do our own recording. This time from multiple camera angles. Aren't we fancy?

Jeffrey: We are fancy. We have two of them. I have my old GoPro and Alex has his fancy-smancy cellular device. And together they create Voltron in all of its glory for multiple camera angles.

Alex: I thought they created worlds, not Voltron.

Jeffrey: They create worlds of Voltron?

Alex: Oh, dear. That doesn't sound good.

Jeffrey: [Chuckles]

Alex : So, Jeff's going to cobble that together along with the slides and with the presentation. And, once again, we are going to make that a Patreon exclusive. Yes? For those that don't know, because we're terribly, terribly bad at advertising it. We have a Patreon. We, of course, thank all of our contributors to that. We don't put too many extras up. Mostly it's just a show of support to the podcast, which is free now and will always remain free, but we do get the occasional bonus feature up there. And one of those is our talk from last year's DragonCon on the creation of the seventh guest. Which will now be joined in a few days, weeks, months, years by this year's DragonCon presentation. We've already been invited back for next year. So, this DragonCon... DragonCon talk thing is going to continue until morale improves, I think, Jeffrey.

Jeffrey: Uh-oh. That sounds ominous. That sounds very ominous. [Laughs]

Alex: Speaking of Patreon, I believe they've been in the news a little bit recently, haven't they, Jeffrey?

Jeffrey: Yeah. So, Patreon decided to, um, do things.

Alex: Well, no. Let's, I mean, let's put this blame where it belongs. Apple decided to do things.

Jeffrey: Fine. Apple decided to do things, and thus Patreon is having to bow down to Apple in order to appease them. Which means that certain things like pay for creation, which is what we do, is going away eventually. And also, they're going to have to charge way, way more. If you sign up for anything on Patreon using the Apple app, there is going to be an extra 30% surcharge on that.

Alex: Which we do not get.

Jeffrey: Which we do not get. We don't get it. Apple gets it. Apple just charges an extra 30% for the honor of using Apple. So, don't. You like to save money. I like to save money. If I'm not getting the money and you're not supporting me with the money, why should you give Apple an extra 30%? Go use Android. Use the website.

Alex: Just in general, probably. I mean, the Android store doesn't do this. Or the Play Store. But, uh, just in general, the best idea is probably just subscribe through the website.

Jeffrey : Yes.

Alex: Which, obviously, you can also do from your cellular device. I would just avoid apps altogether. Google, Android, they're not doing this right now, and they are generally looser than Apple. So they may not start doing it.

Jeffrey: Who knows?

Alex: But the safest bet is just to go through the website. That way, we get more money without charging more money.

Jeffrey: Right!

Alex: Because that extra 30% is on top of the fees Patreon takes out. It's just you paying more. And it doesn't go anywhere that needs it. Apple has enough money--

Jeffrey: Mhmm.

Alex: --without gouging our little They Create Worlds podcast. They do not need the support. For now, we are... We're going to keep that per product model for as long as they let us. We're going to do the extension that takes it through to November 2025. A whole nother year is a long time. A long time for a lot of things to change, and we're hoping things change. Because this is, quite frankly, not a good thing for creators. It's not a good thing for small businesses like us. We are a very, very small business, an LLC. We have day jobs. We're not making our living off of this. I feel much sorrier for the people that make their living off of this. We will survive this entire thing no matter what happens. But this is very bad for small businesses. It's very bad for creators. And hopefully within the next year, this turns into such a disaster for everyone involved that Apple and Patreon figure something out again. But in the meantime, yes, please do not subscribe to us through your iOS account, through the Patreon app. Please go through the website.

Jeffrey: Save your money. If and when things change, since it seems like it's a done deal, according to them.

Alex: Well, it's a done deal. They fought it for a long time.

Jeffrey: Right.

Alex: They fought Apple for a long time on this. And it is a done deal. But just because it's a done deal today doesn't mean that there's such a huge backlash and it's such a disaster that it's a done deal a year from now. So a lot can change in a year.

Jeffrey: Right. So we'll keep you apprised of what's going on and what's going on there. If we have to change our model a little bit, we can come up with something. But for the time being, just don't use the Patreon app on iOS.

Alex: And don't subscribe to your Apple ID at all. So yeah, Apple is being a bully in this case. I mean, they're very clearly a monopoly and they're very clearly using their monopolistic power. And the FTC has come down on Google recently. Hopefully at some point they turn their eye on Apple as well, because this is quite simply unacceptable. It's understandable for a platform holder to take a cut of stuff that's selling on their platform as part of providing that exposure. That's certainly a fair practice. Whether 30% is the right number; that's for people other than me to decide. But I think we can generally agree that it's OK that they get a little bit of privilege from that. But it's a whole other thing when they're taking from people who aren't using the platform just because there's an app that serves as a middleman there. Apple is not doing any facilitation there of any real value because Patreon exists in many different forms. We are not asking for Apple to broadcast us. We're not asking to be on that platform for the exposure. And so we shouldn't have to pay the consequences. And it's quite frankly monopolistic and not cool.

Jeffrey: All right. Enough sadness and despair. Let's get to what people are here for, which is actually the 100 revival of this list of ours with all the craziness. And we got feedback. Oh, boy, did we get feedback, emails, comments on YouTube videos and so much more.

Alex: Absolutely. Yeah. Just as a reminder, our list is five years old. So we decided that it was a decent time to maybe revisit what we thought then, both because our attitudes may have changed, our understandings may have changed, but also because that's five more years of video games being released, five more years for video games to be influenced. It also turns out, not that we planned it this way, but hooray for us, this month marks the nine year anniversary of They Create Worlds. So it was also kind of appropriate that we're doing this. It's five years since the list. It's nine years since the start of the podcast. So it seemed like a pretty cool time to revisit this.

Jeffrey: What, you've been telling me that we've been doing this for nine years--

Alex: [Chuckles]

Jeffrey: --and that we have this rapidly coming train that's called a 10 year anniversary and we have no clue what the heck we're doing for it?

Alex: Uh, yeah, that sounds about right.

Jeffrey: [Dramatized Panic] Oh, God. Oh, God.

Alex: I'm sure it will all be fine. Anywho, so just a few reminders about our little list here before we get into things. Uh, first of all, these are the games that we consider to be the most influential of all time. That doesn't mean that they were necessarily the best games. It doesn't mean that they were necessarily the most popular games. It just means that we believe that these were important steps on the roadmap to the video game industry as it exists today. Second of all, of course, 100 is a very arbitrary number, but it's a popular number for these kind of lists. So at the end of the day, this is more a fun exercise than anything else. I mean, every game on this list is one that we believe was incredibly influential, but are there 10 games we left off the list that were equally as influential as the ones on the list? Yeah, probably. But this is just kind of a fun exercise to generate discussion. Thirdly, since these are about influential games, a little bit of time needs to pass for us to be sure that they're influential. Just because something is very popular in the moment, like say Fortnite, we don't have enough data yet to know that it is strictly going to influence the next generation of games. It very well might, and if we revisit a list like this another 5-10 years, it very well may appear on the list. But things that are popular now need a little more time for us to figure out where they fit in. So there's very little on this list past the middle of the aughts of the 2000s. Finally, as a reminder, we did do our big kind of removal of games from the list last time. We've made a few modifications since then, which we'll get through as we go through the episode, but we did a lot of removal last time of games we didn't think quite fit anymore, and this time we are going to go through and replace those games with a few games that we think, or in some cases that you, the audience think, deserve to be on this list a little more. We are going to pepper the episode with some of that feedback and examine it. Some of it we took, some of it we didn't. Some of it aligned with what we were already doing. In a couple of cases, it truly did change our minds. Yeah, I think that's about enough preamble there, so let's start getting into this crazy thing.

One other thing that I do want to address, and this actually goes into the first couple of pieces of feedback we're going to look at as well. This is a somewhat arbitrary decision, but it's a decision that I made, and it's my podcast along with Jeff's, and so, you know, you'll just have to deal with it. And that is that these do have to be actual separate game releases. They don't have to come from a big company. They can be very indie as well, but we're not counting mods, even if they're total conversion mods. As part of this, because even though in a way those are separate games, they are not playable without the game they were built in, so we are not considering those separate games. However, there are games that we did put on the list with a thought to the mods that were created within that game. So a game can be influential because of the mods that it spawned, and it can represent the mods it spawned as well, but we don't give separate entries to mods, which is just a admittedly completely arbitrary decision that we made. Someone else wants to make a list like this and include mods as separate games if they’re total conversion kind of mods, that is 100% valid, and I have no problem with that. So with that said, I want to get into a couple of comments that we got that play into that last point. First of all, from Brandon Ambrose:

“I want to make the argument that Counter-Strike is an important addition to this list. With the proliferation of esports, especially in the last 10 years, to not name one of the foundational games would be to leave out a very influential mark in history. Counter-Strike, even though it was a mod of Half-Life, has endured and exists in essentially the same form 25 years after its release. Along with StarCraft, it is a staple of amateur and professional leagues.”

So Brandon, I mean, I agree with all of what you're saying there, and I imagine you do as well, Jeffrey. You've dabbled a little bit in Counter-Strike, haven't you?

Jeffrey: Very, very little. I don't do a lot of the big esports stuff, and certainly as I've gotten older, my twitch reflexes are not what they used to be. Not to mention having to look up and down where I don't get to play Doom, where I just left to right. Just makes me sad.

Alex: He was too busy playing Tribes when Counter-Strike came along.

Jeffrey: Yeah, I adored Tribes and Tribes 2. That was my jam.

Alex: [Chuckles]

Absolutely. But no, I mean, we agree with everything that you're saying there. It's an incredibly influential game in team shooters, in kind of more realistic approach to first-person shooter multiplayer, with more realistic weapons and kills and all of that kind of thing. The only reason it's not on the list is because it started as a mod, just as I was saying. So when we have Half-Life on the list, which we do, that is also inclusive of the incredible influence of Counter-Strike. Again, this is a bit arbitrary. Obviously, Valve did not create Counter-Strike, though they quickly hired a lot of those people. But we've made the decision that if it's piggybacking off of another game, whether that's a total conversion mod or an official expansion, which also piggybacks off a game, then we're not going to count it individually. It will be inclusive in the game that spawned it. So Half-Life is on our list, and you can consider Counter-Strike to be on the list by virtue of being a total conversion mod for that game. Now, Brandon goes on to say a little bit more:

“If you need to make room on this list, I would consider removing Arma 2.”

Fair.

“It is a very popular game in the modern military simulation genre of shooters. However, I believe this is still a fairly niche genre.”

I would agree with that.

“A lot of the teamwork aspects present in the game are covered by Battlefield 1942.”

Absolutely. Which, of course, is on our list.

“And myself do not see a very clear line between Arma 2 and the tendency towards increased realism that is seen in many modern shooters.”

Yeah. All very fair. But it's our policy combined with your last sentence that kind of gets us back to it.

“You could also take the slant that Arma is more influential for the fact that it was a very moddable base that multiple popular games were built off of. DayZ, PUBG.”

Which is on the list.

“But I'm not sure if that qualifies it for a spot.”

That's fair if we are considering each individual mod as a separate game, which, as I said before, is a totally fair way to approach a total conversion mod. But we are considering DayZ to be inclusive of Arma. But, Brandon, you are not alone out in the world here on this point, because we also got a second email about this, and I will totally butcher the, I'm presuming, Polish name, Matusz Dabrowski, so, so sorry. Who said,

“I feel you should drop Arma 2. The game is more of a battle simulator, just more realistic. A more realistic version of Battlefield.”

Exact same thing that our other friend was saying.

“It's niche and popular with people who are in love with military sims. If I remember correctly, it got on the list because of PUBG--”

Which, yeah, I mean, really, DayZ, which he does go on to say.

“Arma is known for being a very moddable game, and it was famous for spawning a couple of interesting mods around 2010, 2018. The most known was DayZ that led to PUBG, as the game at first started as a mod to a mod.”

Yes.

“DayZ also popularized the whole survival game. The genre, that is not as popular as it once was. I feel this is why Arma 2 landed on the list, because of its historical significance of spawning other genres, not because it itself was very important.”

Yeah, that's very true, and the reason we're being reminded of this is, of course, as I said in our previous episode, we deliberately did not listen to the episode on the old list so that we could come back to the list fresh and not be biased by any preconceived notions we had from the first time around. Of course, Arma 2 was on there because of DayZ. In a brain fart moment when we were recording the episode, I wasn't thinking about that, and I was talking about how it was a tactical shooter and all of this stuff. So I agree with both Matt, if I can call you Matt, and Brandon, that Arma 2 doesn't really do a lot, doesn't cover a lot of new ground that Battlefield 1942 didn't already cover, but it really is in there because of the mod DayZ. So just as Half-Life is inclusive of Counter-Strike, Arma 2 is inclusive of DayZ, which led to this whole survival fad, which led us through a roundabout way to Fortnite, which is, of course, one of the most popular games today. For those reasons, I'm comfortable leaving Arma 2 on the list, though all of those points were very excellent. Thoughts, Jeffrey?

Jeffrey: So it's really not that they are there for the game themselves, but really for what they provided inclusively for mods and total conversions. It's the whole package that makes it stay, as opposed to the game, unto itself.

Alex: Yeah, absolutely.

Jeffrey: So Arma is spared the Hedgeman's Axe.

Alex: Exactly. Now, we have not removed any more games from the last time that we talked about this two episodes ago, with one single exception. And I would like to highlight one of our YouTube comments in relation to that. ScrumblesBumbles7692 wrote in to say:

“I really don't think Symphony of the Night should be here, and that's coming from someone who adores Castlevania.”

Jeffrey: Ditto.

Alex: Yeah, absolutely.

“The only justification for its inclusion in this video is that it's one of the two games that make up the Metroidvania genre name. But Symphony came out a decade after Metroid 1.”

Absolutely. 87 versus 97.

“So it's not like it really helped co-create the genre. It was definitely influential in some ways, but it wasn't really much of an innovator in its genre.”

I would say that's fair.

“The game design movement that led to Metroidvania was broadly contained within the eight-bit era, so why not go with another eight-bit title? If you really wanted to make it another Castlevania game, you could jam Simon's Quest into that S-O-T-N-shaped hole, given that it's an eight-bit game in the same franchise and broadly in the same style. But I'd probably replace it with Zelda 2 if I had to put another Metroidvania in that slot. I'd rather keep Metroid or replace it with Super Metroids, since in the long tail of the genre's history, those two games had a much greater influence on the form modern Metroidvanias usually take. But during the first wave of Metroidvanias on the NES, I'd argue Zelda 2 was much more immediately influential, and it's not nearly as redundant as Symphony of the Night.”

Great comment there. Thank you for that. Jeffrey's never going to be upset at someone bringing up Simon's Quest, I know that.

Jeffrey

: [Laughs]

This has come from someone who beat the game on his own, figuring out all the little things with no guide, no things, back in the dark ages of the late 80s, early 90s. So many hours.

Alex: How did you... What possibly possessed you? I'm legitimately curious. What possibly possessed you to kneel in the appropriate spots with the crystal in your possession? Because that's the... That's... I mean, most things can be brute-forced if you spend enough hours on it, but that is not intuitive within the context of the game.

Jeffrey: It's not intuitive, but what I recall is there was a clue that said, kneel somewhere. The clue that's more cohesive for that is the one that opens up the Dead River in order to get the path down into the...

Alex: Right.

Jeffrey: --there. And then so... You establish there that that is a thing, to kneel with a crystal. Then there's something about Deborah's cliff, where, okay, you have this cliff. It's obviously a cliff. There's something weird going on here. There's something about doing something there. So I'm just like, okay, this translation's bad about what to do here. So I'm an enterprising young child.

Alex: [Laughs]

Jeffrey: Let's just cycle through all the items until something clicks.

Alex: [Laughs]

Jeffrey : Lo and behold, I figured out that, oh, the crystal. And zoom, we're across.

Alex: Well, there you go. I mean, Simon's Quest is the easiest of the games from an action perspective. Like, I can beat it from an action perspective. And when I can beat--

Jeffrey: [Laughs]

Alex: --an NES action game or a Castlevania game, that means it ain't hard at all, let me tell you. But from a puzzle-solving perspective, it was nearly impossible without a walkthrough. So hats off to you there, Jeffrey. For real.

Jeffrey: Lots and lots of hours of just messing around with it, coming back to it. I would agree here. With this. Kill Metroid, because even though it's nice with the first one.

Alex: No, no, no. Kill Metroid as well, because he was largely saying kill Symphony of the Night, but as a secondary, he was saying kill Metroid.

Jeffrey: I'm saying that I agree with getting rid of Metroid on the NES and replacing that with the Super Nintendo one, because that's what really popularized it, really perfected the genre, and that's what led on to there. Furthermore, getting rid of Symphony of the Night, while it's a more advanced version and what really sort of took the Castlevania and the Metroid thing and put it together and super popularized it, arguably you are correct, saying that Simon's Quest is pretty much the precursor to that, and or arguably Link 2, another game that I somehow magically beat.

Alex: [Laughs]

Yeah, because of course Zelda 2 has, like it has the RPG elements, right?

Jeffrey: Mhmm

Alex: So both Castlevania Symphony of the Night and Zelda 2 have the concept of getting experience and gaining levels, which is something that Metroid and Super Metroid...

Jeffrey: Simon’s Quest had it too, just really, really basic.

Alex: Right yeah, yeah. In a way... Yeah, and of course Metroid and Super Metroid didn't have, that's kind of the one aspect that they didn't have, though modern Metroidvanias don't tend to do much with leveling up either. I mean, those games are a little more of an outlier in that regard, I think. Some of them do.

Jeffrey: So I would agree with Super Metroid replaces the original Metroid. And get rid of Symphony of the Night, and we either do Simon's Quest or Zelda 2, though we already have other Zelda things on there. I really think that Simon's Quest had a lot more influence down the line. There are other creators that say, hey, Castlevania 2 really influenced that sort of free open world thing, really influenced what became Castlevania Symphony of the Night and some other genres and other games.

Alex: Yeah, absolutely. So I'm 100% on board with the cutting of Symphony of the Night. I think the argument there is very persuasive. Also, I was on the fence on Metroid versus Super Metroid, because one thing about this list, one of the things that this list has to kind of deal with is, do we go with the originator or the populizer of something? Or even if we don't go to the originator, do we do the first thing that was kind of popular that did it? Or do we do the thing that was more popular that did it? Because influence can come in a lot of ways. Most of the games that we have on the list here are not the firsts to do something, because oftentimes the first thing to do something was very obscure, not very well known, not many people played it, and it ended up not being influential. Usually the populizers are more influential in the long run. That's a tough point. Metroid was not probably as popular as Super Metroid. Certainly was not as popular as Super Metroid in the long term. I mean, today, if you're going to play a Metroid, an old school Metroid game, and you're not playing one on the Game Boy Advance, you're going to play Super Metroid instead of playing Metroid. I mean, that's totally fair. I would say that the indie scene where Metroidvanias are so popular, a lot of those people were SNES kids. They're people that were influenced by Super Metroid more than Metroid. I had not made that switch myself, but I feel like, not a democracy, but I'm still outnumbered two to one here.

Jeffrey: [Laughs]

Alex: So I'm very comfortable, because I was also on the fence, and it's not a dictatorship. I'm comfortable with making that move as well. So we'll go ahead and take Metroid off the list, and we'll put Super Metroid on the list. I don't really, at least at this time, want to put another NES game like a Simon’s Quest or Zelda 2 on the list. I think that slot's more valuable for something else. So we'll take Symphony of the Night off. We'll swap Super Metroid for Metroid, but we'll leave that space that we saved with Symphony of the Night for some other stuff down the line, which, of course, we'll get to as the episode continues.

Jeffrey: So there you go, kids. You killed two things with one stone and only revived one.

Alex: [Chuckles]

Indeed. So another thing that I want to address here, and again, there are a couple of comments that went towards this. I'm kind of grouping some of this stuff thematically, is that we were definitely a little too... Dismissive's the wrong word, because we weren't deliberately being snobbish about it, but we definitely hit a blind spot, let's put it that way, towards more casual games on platforms that we personally don't necessarily play games on as much, such as cell phones. And we probably also didn't cover the gamut of indie gaming well enough. I mean, we did cover some indie gaming stuff, because so many indie games are Metroidvanias or Roguelikes, and we have now Super Metroid, previously Metroid, on the list, and we have Rogue on the list, and so that plays a lot into that. But from a spread of indie games perspective, because influence isn't just games or game mechanics. It's also influence on the business, influence on business models, influences on how the industry changed. We really didn't provide a lot there. We got a couple of comments on this. The shorter one came from PhantomHarlock78 on YouTube, who said:

“Two suggestions. Geometry Wars, because gave a great boost in the indie scene in the beginning of Xbox Store, and Unreal Tournament--”

Not an indie game, but I'm mostly doing the comment now for Geometry Wars.

“--because the multiplayer, but especially the engine.”

So that's the first comment that we kind of got on this, and the other comment was from Matt Lewandowski, who went into both indie games and mobile games in some detail. He had this to say about indie games.

“Indie games have exploded in the past 10 to 15 years and now have an undeniable influence on console, mobile, and PC gaming. The indie renaissance has changed how games are made, has expanded and amplified diverse voices in games, has brought about new aesthetics, mechanics, storytelling techniques. Has launched entire publishing arms from Adult Swim games to Devolver Digital, and has led to some of the most popular games available across all platforms. I don't think you can tell the history of modern gaming without talking about Stardew Valley or FTL or Braid. As I heard one person put it, 20 years ago every teenager wanted to be in a band, now every teenager wants to make an indie game.”

I think that's a fantastic point right there. Not one that we were deliberately avoiding. I thought we were covering indie gaming by having some of the precursors of indie games, like the Metroidvanias and the Roguelikes and all of that. But I think Matt has pointed out a blind spot in that we were kind of not looking at the business side or the spread of indie gaming as a cultural force so much, because Rogue explains why we have Roguelikes and Metroids explain why we have Metroidvanias, but neither of those games explain where indie gaming came from, how indie gaming itself got kind of big, if that makes sense.

Jeffrey: It does. So we know what the influences were, what the technology was that was involved, but we don't know what the business and cultural impact and what really popularized it and really got a hold of the zeitgeist in order to say, hey, we want to have indie games have these general themes, and that's what makes it so that all of us want to keep coming back and back and back to these things.

Alex: Yes. There's a lot of ways you can go on this. Matt did have a specific thought. He said:

“My vote would be to add 2010's Super Meat Boy to your list. A game that showcased what could be done by a tiny, two-person team, a game that helped pave the way for indies on modern consoles, a game that has, according to estimates, sold millions of copies, a game that has lasting popularity today, a game that was featured in THE, all caps, indie game movie, indie game the movie, and a game that truly embraces the outsider perspective on style and storytelling that in many ways represents what it really means to make an independent game. My vote is to add Super Meat Boy to the list.”

Well, Matt, I love your vote. I'm happy to be a part of it, and I am glad to say...

Jeffrey: I'd love to be a part of it.

Alex: Yes, I'd love to be a part of it. I am happy to say that Super Meat Boy is being added to our list of the 100 most influential games. I would add a couple of other points to what Matt said there, one of which is that, you know, obviously it wasn't the first successful indie game or the first indie game made by a small team. You had Cave Story, you had Braid, you had a few others before that, but one thing that I've always said about indie gameing is that we call this thing that started in the mid-2000s, give or take, indie gaming as if there had never been indie games before. One of the things I like to say is there has always been indie gaming. We just haven't called it that. Like at every stage of video game history, you can see something outside the mainstream that was slowly brought into the mainstream. Shareware, the demo scene in Europe, other stuff like that. Like there's always been this underground, small team, guerrilla element to gaming. It's just we didn't broadly have this genre-defining, it's not even a genre really, but this business model-defining name for it, indie games, until this wave of games that started here.

Jeffrey: I also would argue that it's the proliferation of the internet which really started in.. to taking real shape in the 2000, 2010’s, that era.

Alex: Yeah, broadband.

Jeffrey: Broad adaptation, broadband.

Alex: Yeah.

Jeffrey: Internet stuff there. That allowed for things having widespread proliferation and I don't have to spend all this money in order to distribute my game. Me and my buddy want to make a game, I can put it out there and anyone in the world can buy it or share it or whatever it and maybe send me $5, $6, $7, $10 and yeah, maybe I only get a couple hundred sales, but for a two-person team just doing something fun together, that's the whole world for them.

Alex: Yeah, absolutely. But the thing that makes Super Meat Boy a particularly good exemplar of this is that it was a sequel to the 2008 game Meat Boy, a reimagining of it, which was on Newgrounds. I think we gotta get some Newgrounds love in here on this list because that entire Flash gaming scene that developed on Newgrounds...

Jeffrey: Yeah, we don't even represent that at all.

Alex: Yeah, that developed on Newgrounds is so important on the birth of the indie scene because a lot of the early creators like the makers of Super Meat Boy were getting their start on Newgrounds, which was kind of the place for the distribution of small indie games at the end of the 90s, beginning of the 2000s when Flash was big and when, as we said, the spread of broadband internet, particularly at that time, you know, a lot of college students had broadband internet for the first time as they were going off to university, that became like the hub for small independent games. And Super Meat Boy bridges that divide because it's a recreation of something that was originally done as a Flash game on Newgrounds.

Jeffrey: There's so many Flash games. Binding of Isaac came from there.

Alex: Yeah, yeah.

Jeffrey: And that's another popular one. I just can't remember how many Flash games I used to play on Newgrounds.

Alex: Absolutely. Then the other thing that I wanted to bring up about Super Meat Boy is it was kind of the-- I'm sure it wasn't the progenitor, but it was the popularizer of a particular type of platform game that is still prevalent today. Which is the super hard platform game where you must keep jumping and bouncing off walls and not dying over the course of an entire screen. And you can replay the screens as many times as you need to, but they're very hard. They're very easy to die, and you basically have to keep moving at all times. That's a very particular type of platform game that Super Meat Boy popularized and is still popular today. I think of games like Celeste, which is such an incredibly popular indie game, which owes a huge debt to Super Meat Boy and that kind of gameplay mechanic.

Jeffrey: I Want To Be The Guy.

Alex: Yeah. [Chuckles]

Jeffrey: All the Kaizo Mario games.

Alex: Yeah, all the bossy stuff.

Jeffrey: So on and so forth.

Alex: Yeah, exactly. And again, you know, Meat Boy didn't create all of that, but it's one of the main popularizers of all of that. Yeah, we definitely want to include that. And that also got me thinking, though, about what else kind of represents this. And so I've actually included a separate game with kind of similar justification. And that's the 2004 indie game Alien Hominid. This was kind of the-- one of the very first games that bridged this divide. So it's not for the gameplay, it's a run and gun, but it's because this game was created by Tom Fulp, the founder of Newgrounds and a couple of other people back in 2002, and then went on to get releases, real actual releases. It was remade as a non-flash game and was released on various consoles and, and other platforms. And was really one of these first games to make the jump from this kind of flash scene into a full commercial release. And then the people who made Alien Hominid also went on to make Castle Crashers, which is not on the list because we can't overstuff it with these kinds of games, but was another key game in this kind of early spread of indie gaming.

Jeffrey: [While laughing]

I never played that one, so I have no idea. I can't really say much about it.

Alex: No, that's fine. It's a run and gun. I mean, with a very Similar kind of art style to Castle Crashers, which I know you have played.

Jeffrey: Yes.

Alex: Because it's the same team, except it's a very Alien Hominid theme. You know, a lot of crustaceans and whatnot is the theme of it. Bridging of the divide between earlier underground game efforts and what coalesced into what we consider today indie gaming, we're going to take Matt's advice and add Super Meat Boy. And then also as an added bonus, we're going to add Alien Hominid in there as well. Now, Matt... He wrote a very thoughtful email. Also has a little bit to say about mobile gaming.

“Let's face it. Mobile games need more love.”

I would agree. That's definitely a blind spot. I do not really play mobile games. I don't know about you, Jeffrey.

Jeffrey: A very small subset of them, but I don't really have much time.

[Chuckles]

Alex: Yeah. Now, I'm aware of many of the popular genres, many of the popular ways of doing things. I mean, I'm a historian of this, so I have some exposure to it, but they're not often the first things I think of just because it's not my kind of game. But of course, it is the biggest kind of gaming. So I'm actually the person, and Jeffrey, we're in the minority here, because this is one of the biggest forms of gaming, especially when you get out of the traditional developed world markets of Western Europe, Japan, and the United States. For much of the developing world, mobile gaming is gaming, period.

Jeffrey: That makes sense. They don't have the money, time, space for consoles, computers, all that other stuff.

Alex: Yeah.

Jeffrey: I need to communicate on-- with people. I have a phone for that. Primarily, the most popular style of phone is smartphones. Oh, I can make calls, search the internet, and everything there. Oh, and I can also install a few games while I'm killing time waiting for X? Great!

Alex: Yes, and there's a low barrier to entry. Now, microtransactions can ream you in the end, but you're not paying the full price that you would pay for a traditional video game release, and not even the smaller price that you might pay for an indie game on Steam or something. You're oftentimes paying nothing at all up front. So that low barrier to entry also plays a role. So I agree absolutely with Matt that mobile games need more love. The one thing we kind of addressed on the original list is it's not a mobile game itself, but we put Shariki on there to represent the spread of Match 3 gaming. And of course, Match 3 gaming is one of the hugely popular forms of mobile gaming.

Jeffrey: Bejeweled.

Alex: Yeah. We didn't put Candy Crush on here because, again, it's the modern game. We don't know how that's going to look in the future, but we put Shariki on there to represent that games like Bejeweled and Candy Crush are hugely important. But again, just like, you know, we kind of obliquely addressed indie games by putting games that influence some indie games, but kind of forgot to put any actual indie games on the list, we have a similar problem with cell phone games, where we acknowledged some games that had gameplay that would play into cell phone game popularity. You know, we acknowledged Shariki for Match 3, we acknowledged MapleStory for building this kind of free-to-play with microtransactions model that is so important to mobile gaming, but we didn't actually put any mobile games on the list. And the smartphone dates to 2007. It's, you know, over 15 years old at this point. And so, yeah, it's old enough that we should actually have some mobile games on here as well and not just obliquely reference them. Of course, he makes some of the same arguments that I just made.

“On an international level, mobile games are played more than any other platform. They change the way that we think about games and play games. Would, quote, casual games, unquote, even be a term without mobile games?”

Depends on whether... Well, maybe yes, maybe no, but certainly not as widespread.

“Mobile gaming has brought more older gamers, more international gamers, and more female gamers to video games than any other platform.”

I would definitely agree with that.

“I'm on the fence here if the list should include Snake or maybe Flappy Bird, but ultimately, I think 2009's Angry Birds needs to be on the list. It is the mobile game that really defined what a successful mobile game should be. Simple, concise, gameplay, low difficulty, easy replayability, cute graphics, and brought mobile games out of the Nokia dungeon and into the mainstream. On top of that, the Angry Birds series literally has BILLIONS, in all caps, of downloads and has launched movies, toys, animated shows, and theme parks. It is insanely successful in a way. It is the only way that few console or PC games could ever dream of being, and really skyrocketed mobile games to the front of mainstream gaming. So even if it isn't my favorite game, I do think Angry Birds merits inclusion on your list.”

Yeah. So, I'm basically taking, uh, we're basically taking Matt's recommendation here wholesale. Because I agree, I mean, you know, Flappy Bird, it's a meme game. You know, meme games are probably a little important to kind of represent the crazy ways in which mobile games can spread, but at the end of the day, it was a meme game. And I don't want to put a meme game on the list, and nor does Matt, uh, you know, by his email. And Snake was the first mobile game that really got a lot of international attention. Of course, pre-smartphone, but on Nokia devices. But, yeah, as Matt agrees with, I think, mobile gaming on dumb phones was never going to be much of a thing. Because dumb phones with their dumb keypads and their dumb screens. And their lack of ability to do very sophisticated apps on them. That was never going to be a mainstream thing. So you could say, hey, Snake drew attention to mobile gaming. But at the same time, without the smartphone, does mobile gaming even matter, right?

Jeffrey: Right. It doesn't really matter. And it's once you have better fidelity graphics, at least to the Super Nintendo level, 16-bit level on smartphones, and then it advanced more from there. That's the only time that you can really start drawing people in. That's when you have enough colors and graphic fidelity to really draw people in and go, oh, that's cute. Oh, that's pretty. Oh, that's wonderful to see.

Alex: Yeah.

Jeffrey: And you continue to play on. Another popular genre on there is tower defense games.

Alex: Yep.

Jeffrey: That's a casual thing that you can just pick up and go. There's all sorts of other stuff. I don't know why my brain keeps going back here, but it's actually had to do with the game gear. And I love playing Columns on there, which is a match-three game.

Alex: Uh-huh.

Jeffrey: And I played that thing ad nauseum.

Alex: Absolutely.

Jeffrey: Things like that just translated over just so well.

Alex: Well, and the other thing you needed is you needed the interface the smartphone provided. The super big touchscreen. You know, the early dumb phones that just had their keys, you were never going to have very much success with having very many types of gameplay. I mean, the ability to touch, to swipe, that was really needed to make a lot of this viable. It was just too clunky without that.

Jeffrey: It's equivalent of going from DOS to Windows.

Alex: Yeah. So I feel very comfortable, as Matt suggested putting Angry Birds on the list. When we were looking at games, it was kind of like, well, yeah, I mean, Angry Birds was hugely popular, but does its gameplay still ring out in the same way today, or did they kind of oversaturate the market? And I think they kind of oversaturated the market, but it's not just about the gameplay. It is also about all of those other things. It really did define what success on a cell phone platform looked like, a smartphone platform specifically. It did define this idea of simple gameplay, good graphics, and an interface that takes advantage of the nature of the smartphone touchscreen. So I think as a blueprint in that way for how you make a smartphone game, it does feel like Angry Birds was really the breakout smartphone game and kind of ushered in this new era of gaming. And so I think that's a very good representative.

There's one other game that I want to put on this list as well in this vein. It's not an indie game, and it's not a smartphone game, or at least it was not originally a smartphone game. But there's another element that goes into these games that I think is perfectly encapsulated by the game Happy Farm. Now, if you have not heard of Happy Farm, that's because you're not Chinese or Russian, because those are the markets where the game started really spreading like crazy after its 2008 release. But that's because a little company called Zynga basically copied it wholesale to create a little Facebook game called Farmville that took over the West. You know, you have the argument over, you know, originator or popularizer. But in this case, Happy Farm really is both, because even though Farmville stole its steam in the West, it was huge in China, and China is a huge market. You know, we can't just define popularity by what was popular in the United States or Europe. So in this case, it makes sense to put Happy Farm, and the thing that Happy Farm and games like it kind of added to this mix is unfortunately part of the business model that I'm not as big a fan of. Same with why we put MapleStory in. Which is we are going to limit the amount of time you can play the game by having built-in timers that are very long. Then we're going to wear down your resistance to giving us money through the impatience of waiting for these timers to cool down, and we are going to give you ways of bypassing those timers that ultimately cost you money.

Jeffrey: And it ties right into the gambling mindset right there.

Alex: Yeah.

Jeffrey: That dopamine hit thing. I want that thing now, now, now, now, now. Anyone who is a parent who has a kid and the kid wants the thing, now, having that self-control is a really hard thing for many kids, let alone adults, to do. There's all sorts of studies that show, hey, child, you can have candy now or you can have two candies if you can wait 10 minutes.

Alex: Yeah.

Jeffrey: The amount of times that kids just take the candy now is shocking.

Alex: Instant gratification. Happy Farm and Farmville also created... You know, they called these games social games when they first came out. We didn't really have the casual game or the indie game moniker yet. Not that they were really indie, but they called them social games, both because Farmville was on Facebook, a social network, but also because there were also ways that you could help other people and spend your downtime doing stuff in other people's farms to get various rewards as well. So this idea of spreading a game like this through notifications that, hey, other people are playing the same game and like, this person needs your help. You should go help them on their farm, was kind of a way of marketing and spreading this kind of game as well that was pioneered here. I remember, I remember the dark old days on Facebook, you know, not to be confused with the dark current days on Facebook, before they turned off the ability for games to be notified of you, and I never played any of these quote unquote social games, but I would get so many notifications about Farmville and Mafia Wars and all of the things my Facebook friends needed help building and doing, and it was kind of annoying.

[Chuckles]

Jeffrey: Yeah, that's why I don't use that thing.

Alex: That doesn't happen anymore. It has other ways to annoy you now, but that doesn't happen anymore.

Jeffrey: I know that doesn't happen anymore. There's a lot of reasons why I don't. I don't use that thing, but unfortunately have to keep an account for various reasons--

Alex: Indeed.

Jeffrey: --that I practically never touch, but that's okay.

Alex: So just as we saw your Super Meat Boy and raised you an Alien Hominid, Matt, we also saw your Angry Birds and raised you a Happy Farm as well, because I agree, those are parts of the business that we had underrepresented, and I think those are some of the big movers and shakers there.

Jeffrey: Are you sure you're not doing that because you need to keep all the emotions in balance Angry Birds, Happy Farm? You have anger and happiness together, and it cancels itself out.

Alex: Ooh, there's a thought.

Jeffrey: [Laughs]

Hrmm... Otherwise, anxiety takes over the whole person?

Jeffrey: I guess so, or something. I don't know. I've only seen Inside Out 1 and 2.

Alex: [Laughs]

So there you go. Yes, keeping our emotions balanced. Very important. We learned... We learned that from Pixar.

Jeffrey: [Chuckles]

Alex: Now, to briefly address Phantom Harlock's other point here about Unreal Tournament, yeah, I feel kind of okay putting that in.

Jeffrey: I can too, because that engine became so prolific. The Unreal Engine--

Alex: Yeah.

Jeffrey: --is like half the games out there are on the Unreal Engine.

Alex: Yeah.

Jeffrey : You have Unreal Engine, Unity, maybe something else.

Alex: Obviously, the engine started with Unreal before Unreal Tournament, but in the same vein of we want the most impactful games, not necessarily the first games, I have to agree with Phantom Harlock about the multiplayer aspect of Unreal Tournament being incredibly revolutionary. The bots in that game, while if you went back and played it today, would look very primitive, were absolutely ahead of their time and mind-blowing. You needed to have humans to deathmatch before Unreal Tournament. After Unreal Tournament, it was like, you know, if only two or three of your friends can get together, that's okay. You can still have this massively multiplayer capture-the-flag experience or horde experience or whatever, because we've got some bots here for you that are actually pretty darn good. So I do feel Unreal Tournament was a watershed for its varied multiplayer modes and the ability to actually do 16-player multiplayer with only two or three or four people, because even though the bots weren't obviously as good as a human, they were good enough to at least provide a little more fodder.

Jeffrey: And don't forget, you can always have...

[Unreal Tournament Anouncer]

UTA: Double Kill!

UTA: Tripple Kill!

UTA: Multi-Kill!

UTA: Flack-Monkey!

Alex: [Laughs]

Indeed. I'm happy to add Unreal Tournament to the list. I would agree that that is a little bit of an oversight not having it on there. And uh yeah, let it be so. Let it be so. Let it be known. Let it be so. Now, most of the games that we're adding to this list are more modern games. Which kind of makes sense, because as we're trying to figure out what's popular today and what led there, the thing that's going to shift the most is going to be the more modern stuff, because first of all, as new games become popular, the games that influence those suddenly become more important. But also because we learn more about those games, because there haven't been as many interviews done about them. There haven't been as many tell-alls. There haven't been as many books. Since they're newer games, we don't necessarily always realize their importance until studies start to be done. And they haven't been studied to death as the games of the 70s and 80s and early 90s have been.

Jeffrey: Those are very much the bedrock, and they're not going to really change. We know what influenced them. We know how they influenced things down the line. So they're not going to change much. What is that intermediate layer that comes in that's still trying to be figuring out to what's actually holding up the modern era? Yeah, it's 2024, kids. We're old.

Alex: [Laughs]

Indeed.

Jeffrey: There were games back in the 2000s that we haven't really covered much, but those have great influences of 14, 15, 20 years to now as to what's going on. That's the same thing as games that came out in the 2000s going, oh, these are the influences from the 80s, the 70s, the 60s.

Alex: However...

Jeffrey: Eh, maybe not the 60s.

Alex: Yeah, yeah. Though we do have a couple. We have Space War in there. However, we did get a little bit of feedback on one of the oldest of the oldies out there.

Jeffrey: Oh, did we?

Alex: Yes. Justin Daniel uh wrote in to say:

“I'd love to see Zork added to the most influential list. It wasn't the first, but surely the most influential, and the genre was massive in the 80s.”

Presumably he meant surely not the first text adventure, but most influential, and the genre was massive in the 80s. Then we had our good friend Dale, Quarterpast himself, as he says himself, self-proclaimed secretary treasurer of the They Create Worlds fan club, who also had to write in with, as he said:

“Only one editorial suggestion. Out of all 100 games selected as most influential, if my count is correct.”

Dale's dry sense of humor there.

“There is exactly one text adventure.”

Yes.

“Sure, it's a biggie, granddaddy of them all, Colossal Cave Adventure, but that's it!?”

Dale's even older than us, so, you know, he's going to bring the old school of the old school here.

Jeffrey: [Laughs]

Definitely.

Alex: “Adventure games suffered a knock overall when Mystery House and King's Quest both got the axe in the previous episode.”

We'll revisit that in a bit.

“Leaving poor Maniac Mansion to carry the bulk of the text graphic adventure game mantle. Now, I can already hear the counter-argument here.”

It's almost like he listens to the show, Jeffrey.

Jeffrey: I know.

Alex: “Something about a dead-end genre and how text adventures crawled into a ditch to die quietly around the time Infocom started producing business software, et cetera, et cetera. Sure, maybe the current AIF community can be counted in the dozens.”

There are dozens of us! Dozens! Bonus points if you get that reference.

“And it's been nearly 40 years since a text adventure charted on a list of top-selling game software. But considering all of the tendrils of influence--”

Love that.

“--that stretch into video games from Dungeons & Dragons, the countless times it's been said it all goes back to D&D--”

Indeed, we’re about to do a livestream October 12th on how it all goes back to D&D.

“Can we get some of that love for Zork? Born on a mainframe, and very likely the first game to implement a virtual machine, and Zill, which in turn spawned Infocom, who were insane enough to self-publish, how can Zork not be on the list? Without Zork, is there even an Infocom that manages to Trojan horse its way into Activision, allowing Bobby Kotick to wrest it out of Bruce Davis' hands? I'd be willing to wager, even though it would be impossible to disprove, that every single game developer of the 1980s at some point was eaten by a Grue. Zork, and by extension Infocom, kicked the bar up to the ceiling when it came to narrative structure in games to a level that wouldn't be seen again, maybe, until Half-Life. I leave that to your consideration.”

Well, thank you, Dale. You have made a compelling case. The case also got a little bit of a boost. As I was actually researching our D&D panel thing that we did at DragonCon. When I realized, I mean, I had to know this in the deep, dark recesses of my mind somewhere, but when I realized that MUD is called Multi-User Dungeon, specifically--

Jeffrey: Mhmm.

Alex: --you know, I kind of just assumed that they were influenced by adventure, but it's called Multi-User Dungeon because Trubshul and Bartle created that game after being exposed to the text adventure Dungeon, which was the name for Zork before they got very scared of TSR's lawyers. In addition to everything that Dale said here, you can also say that it was actually way more important to the creation of MUD, and then by extension to the whole MMO genre. I also got to thinking on his very big point that, you know, Infocom self-published in a time when most of the games being released were being released by these kind of catch-all software houses that would take games and utilities and productivity software and everything that was submitted and kind of mass-release these things and throw spaghetti at the wall and see what's stuck. The Infocom people, after initially doing the same thing, after all their first publisher was Personal Software, one of these companies that was doing exactly what I described, but after that situation became a mess, they were one of the first real computer game companies where it's like, let's make a real business out of publishing. They weren't the first publisher of strictly games established, but there was a certain level of professionalism to them that early Broderbund, early Sierra, Synergistic Software, some of these early companies didn't necessarily have. Their professionalism would pale in comparison to the professionalism introduced by Electronic Arts and Activision just a few years later. Activision was founded before it, but it wasn't in computer games until after Infocom. But they were still something different from all of these other, like, little mom-and-pop things shooting up. They had a real board with MIT professors on it. And Zork was the product that allowed that company to flourish. And Dale makes the excellent point that Activision still exists today because in the doldrums of the thing, when Bobby Kotick got it for nothing and it was bankrupt, they started re-releasing the Infocom games, as we discussed in our Activision and Bobby Kotick episodes, to make enough money to start being able to invest in new concepts again. So you could very easily argue that without Zork, there is no Activision today. Well, I mean, technically, there is no Activision today because they were purchased by Microsoft. But still--

Jeffrey: [Laughs]

Alex: --the point remains that one of the biggest third-party software developers of the 90s, 2000s, 2010s, and early 2020s probably only exists because of Zork. I agree with Dale's analysis there, and I'm fine with that. So, y'all, you convinced me. I think we got to put Zork on that list.

Jeffrey: All right. We'll put one of the foundational stones in as Zork. Hopefully, it'll stay bright enough under there so we don't get eaten by Grues.

Alex: Indeed. But I did want to bring up another point now that Dale brought up, the fact that we had cut so many adventure games in our earlier episode where we were mostly cutting. Dale was not the only one to write in about cuts and about why the heck did you do cuts. We got a few like that, which is great. Zachary wrote us an email with the subject heading, ‘Mistake to Cut Baldur's Gate’. So, there it is right there in the subject heading. Zachary says:

“Love the show, great work, big fan, et cetera, et cetera. But I have to write in to say I think it was a mistake to cut Baldur's Gate from the list of most influential RPGs. The narrative focus, scope, and beloved writing, plus the real-time with pause mechanic you mentioned, carried on through games like Planescape,--”

Which, by the way, Planescape Torment is, I said this at our panel as well, is my favorite RPG of all time, hands down. So, you are preaching to the choir a little bit here, Zachary.

“--from which we got Disco Elysium.”

Which I also adore because it was so much like Planescape Torment. So, yes!

“Knights of the Old Republic, including two regarded as another of the best RPGs.”

Zachary and I need to be friends because I also adore Knights of the Old Republic 2 and actually prefer it to the first game, other than the fact that it's a half-finished mess at the end. But until that half-finished mess at the end, I love the philosophical examination that they were trying to do around the Force that apparently nobody else likes because ‘The Acolyte’ got cancelled. Anyway.

“Mass Effect, which you just did episodes on, and Dragon Age. Baldur's Gate paved the way not just for the Bioware tradition, but the games that put Obsidian on the map. Pillars of Eternity was a Baldur's Gate homage that helped kickstart the video game crowdfunding craze.”

Very true.

“While Divinity Original Sin 2 may have moved away from real-time with pause, there's certainly a lot of Baldur's Gate in the early stuff, and the brand plus layering clearly found an audience with Baldur's Gate 3.”

Oh yes they did!

“Which will undoubtedly shape the future of the role-playing genre. That's a lot of history that I think gets overlooked by cutting Baldur's Gate, and while there's obviously a lineage, I don't think you automatically get that history from Ultima Wizardry et all. Seems to me too important to leave that out.”

Yes. Yes. Yes to everything.

Jeffrey: [Chuckles]

Alex: I am sufficiently chastised. And I mean that in a nice way. This was a nice email. I am saying that facetiously. But I feel sufficiently chastised. I feel like I need to put my hand out for the ruler and get my knuckles wrapped, everything that Zachary says here is 100% true. We're going to roll that one back. We're going to put Baldur's Gate back on the list.

[Laughs]

Jeffrey: It's gotten Life 2 cast on it.

Alex: Yeah, well, let me tell you. Let me tell you something that I find interesting from DragonCon.

Jeffrey: Mmm?

Alex: So DragonCon has a walk of fame, as many conventions do, where you go and get the celebrity signatures. They always every year put a small number of people in separate rooms if they think those people are going to be so popular, that the lines will be so long that they need to have separate line management and a way to control that better. You know, in the past, it's been people like William Shatner, Stan Lee, Cary Elwes, Andy Serkis. You know, these people are put in these other rooms. This year, it was going to be two individuals, John Cleese and Jared Padalecki from Supernatural, were going to be in separate rooms. But the Baldur's Gate 3 cast was also coming, like basically the whole cast. DragonCon severely underestimated what the demand for that was going to be. So they actually moved Jared, Mr. Supernatural, Padalecki, out of his special room and to the normal walk of fame and put the Baldur's Gate 3 cast in the special room that they reserve for people that they think are going to have such insane lines that they need to do something about the crowd management.

Jeffrey: That is very impressive and scary and quite telling.

Alex: Indeed!

Jeffrey: Not to mention that at the same time that our panel was going on, that we had their panel going on a floor above us, and we only pulled away 100 people away from that.

Alex: Indeed!

Jeffrey: [Laughing]

That's insane.

Alex: So yeah, I mean, Baldur's Gate 3 is having a moment. But I also agree. I mean, we can't put Baldur's Gate 3 on an influential games list yet because it's too new. And Zach's not suggesting that we do. But I agree with Zach here that Baldur's Gate 3 will undoubtedly shape the future of the role-playing genre. I think that if we revisit a list like this 10 years from now. Baldur's Gate 3 would almost certainly be on it.

Jeffrey: Would it usurp Baldur's Gate 1?

Alex: Well, no, because it's different things, right? Because Baldur's Gate does influence so much more. You know, because we have multiple entries and a couple of other franchises on here. We don't do it often. But occasionally, a franchise rises to the challenge more times. And I agree that Baldur's Gate... I mean, you could argue between Baldur's Gate and Baldur's Gate 2 a little bit, just because Baldur's Gate 2 pushed the narrative aspects so much further than the original Baldur's Gate did. But I agree that you get the uh Bioware narrative tradition out of this. And that Bioware tradition, which was also amplified by their publisher Interplay through its Black Isle original releases as well, really did shape the way storytelling was done in RPGs and the way storytelling was done in games, the way we viewed NPC companions, NPC romances. A lot of that gets its start, again, arguably more in Baldur's Gate 2 than Baldur's Gate, the original. But it gets its start in those early Baldur's Gate games. And I think we were a bit hasty to remove that. I find Zach's arguments to be very compelling. I think he lays out the full case there. And it's a case I 100% agree with. So we're going to put Baldur's Gate back on that list. So in that same game, we got some feedback from Jason, who said:

“I absolutely love the podcast.”

Thank you.

“I listened to your 100 Games redux. The only disagreement I have is removing Resident Evil. I remember playing this on PS1 when it first came out in 1996 and being blown away with the amazing graphics of the time. It was the first and probably only game that gave me a jump scare when the dog jumped through the window.”

Yeah, that's a big one.

“I also loved the wonderful gameplay. It was the first game that I played that gave you limited ammo resources. Of course, since it was a huge commercial success, many people played it and surely influenced game developers. It came out three years before Silent Hill 1 and surely influenced it.”

For sure.

“Also, Jeff said to replace it with Silent Hill 2, which came out in 2001. I believe Silent Hill would not exist without Resident Evil.”

Yeah, you know, Resident Evil... [Sigh] I mean... Did go back and forth on this one a little bit, and Jeff kind of made a passionate argument for getting it off the list.

Jeffrey: I mean, I still stand by that, by and large. Its like--

Alex: [Resigned sigh]

Yeah...

Jeffrey: --I think Silent Hill 2 is such a better game and really not only popularized things, there's a lot of things that are influenced by Silent Hill 2.

Alex: It is a better game. I agree that it's a better game.

Jeffrey: I think it was more popular overall,--

Alex: Mmmm, no...

Jeffrey: --but I do see the argument for the original Resident Evil.

Alex: I don't think it was more popular.

Jeffrey: Really? Okay.

Alex: The Resident Evil games have generally always outsold the Silent Hill games. Yeah, because, I mean, we have Resident Evil 4 on the list and we have Alone in the Dark on the list. Alone in the Dark did a lot of the things the Resident Evil did first. It just did it on a PC platform with not as good a graphics. Resident Evil 4 took the series in a completely different direction, more of an action focus and a real pioneer of that over-the-shoulder camera view that's become so uh prevalent in many 3D action games. You know, that combined with what Jeff was saying about, you know, Silent Hill, you know, did initially... You know, did get this game pulled off the list. I am so on the fence on this.

Jeffrey: Mhmm.

Alex: Because I think you make good arguments, Jeffrey. I think Jason makes good arguments on this. So I'm going to leave Resident Evil on the list for now.

Jeffrey: Okay.

Alex: But I would love to hear more thoughts on this. I mean, we're not doing another Redux episode, obviously. We're not suddenly making this a three-parter,--

Jeffrey: [Laughs]

Alex: --but I would love to hear more thoughts on this if our listeners want to bring them because I'm a little on the fence here. I’m listening to the fans on this one, but I'm a little torn still. I'm really torn. And obviously Jeffrey is less torn. Jeffrey is much more on the side of, let's get it out of here. There's too much res.. There are too many tank control games on here anyway. I mean, Silent Hill has tank controls too, but..

Jeffrey: [Chuckles]

Alex: But still, there's too much of this anyway. So I'm going to go with the status quo just because that's the safe answer, but I would love to hear more about this and maybe reconsider this down the line. Not that we're going to do another whole episode on it, but maybe just as an addendum.

Jeffrey: Maybe we get a few more updates on it. Maybe we'll do a little side piece on another episode going.

Alex: Or something in the live stream. Something in the live stream.

Jeffrey: Or something in the live stream. Yeah. Try to convince--

Alex: Yeah

Jeffrey: --me that Silent Hill 2 shouldn't replace this. I'm still fairly strongly that Silent Hill 2 is better than Resident Evil.

Alex: I think it's a better game. I mean, we're not in disagreement on that. I think

Jeffrey: it just did so much more better and was much more of an influence that I've seen people in the horror franchises say that Silent Hill 2 was just such a more better influence on them as far as games going down the line than Resident Evil 1 was. Now, Resident Evil did influence things down the line in some of its subsequent games, particularly 3 and obviously 4.

Alex: Yeah.

Jeffrey: I think Silent Hill 2 is just such a great exemplar of atmospheric horror and taking that down the line and creating something that was really meaningful for how horror developed on video games.

Alex: They're remaking it, you know.

Jeffrey: And I will happily play that.

Alex: [Laughs]

Anywho, so... so thanks for that. I'd love to hear more, but we'll go with status quo for now, even though obviously there are... there are strong opinions on both sides. So we'll follow up on that one. Definitely follow up. Another one, this uh... we didn't get a formal uh email written about this, but of course, when I'm not here with Jeffrey on our podcast, I play the role of everybody's favorite co-host, as Karl likes to say, on the Video Game Newsroom Time Machine. So Karl's a good friend of the show as well, and we've done some joint stuff together. He told me that he was particularly disappointed that King's Quest got taken off this list. I know Dale was feeling a little bit of the.. the adventure game doldrums as well, as we said earlier. His argument, which is a kind of good one, is it's like, it was the first game that you really wanted a PC to play. The PC was not a gaming platform. There were games on the PC. Very few PC native, mostly ports from other platforms. King's Quest was made specifically for the PCjr. So it was a PC first kind of game, and even though the PCjr flopped, it became a flagship platform when Tandy released the Tandy 1000, which was the first home PC that really emphasized multimedia capability while maintaining full compatibility with the traditional business software. That was an angle of it that I hadn't fully considered. As Dale said, we did kind of gut the adventure genre a little bit. Even though the adventure genre itself has been a dead end, mostly. I realize there's still adventure games made, but mostly a dead end. There was certainly a lot of pioneering in narrative structure and puzzle solving that happened in adventure games. So we might have been slightly overzealous in the number of adventure games that we cut. Of the ones we did get rid of, it feels like King's Quest is the one that makes the most sense to bring back because of that additional element that it was crucial in the process of turning the PC into a gaming platform. Which it had not been in the early days of the industry, and obviously is just about the only game in town now. Sorry, Mac users. So yeah, I think that little extra bit of context kind of pushes it, nudges it over the edge.

Jeffrey: Now you're saying King's Quest 1. Would you consider one of the later games like King's Quest 4 or 3?

Alex: 4 has... Well I would never consider 3 because 3 can go die in a fire, and--

Jeffrey: [Laughs]

Alex: --then everyone who made it can go die in a fire. And then they can all be resurrected so that they can die in a fire again for all eternity. There is some argument for 4 because 4 was a big pioneer of sound cards. It was one of the first games that really took advantage of the sound card because Sierra was an early proponent of sound cards. So there is some argument you could make for 4. But I think in this case, I would go with the progenitor of the series because King's Quest itself was a technological innovation on the PC and in terms of the uses of a PC as a game machine. So you could argue that by putting King's Quest in here, you're also representing it for the fact that the entire series tended to be on the cutting edge of what you could do on a PC in terms of gaming. So I would still be more inclined to put King's Quest on here, but of all the other games in the series, I think 4 would have the strongest argument to be the one that you would put on instead.

Jeffrey: So how about we just say King's Quest series?

Alex: Well, no, no, because these are influential games. We're not doing series.

Jeffrey: Okay, fine.

Alex: So it's King's Quest. But King's Quest started the tradition of pushing the PC as a gaming platform. So you could say that games like King's Quest 4 are just continuing a tradition that the original King's Quest started. And that's why King's Quest would be more influential than King's Quest 4.

Jeffrey: [Resigned]

All right, King's Quest, you can come back on the list.

Alex: Finally, we got no uh messages about this, but I decided to put Parappa the Rapper back on the list.

Jeffrey: [Surprised]

Wait, what?

Alex: Well, we had space for it. And even though rhythm games themselves have kind of had their moment, there are still games that have rhythm mechanics in them, even if they're not full-fledged rhythm games. And Parappa was really the start of that. It wasn't as big in the United States, but it was huge in Japan. And of course, then a lot of the subsequent rhythm breakthroughs came out of Japan. I mean, the first beatmania game and Parappa were coming out at roughly the same time, but Parappa was hugely influential in rhythm game mechanics becoming a part of video games, and those are still used today. So I decided to put that one back on. That was an entirely unilateral decision. We didn't get any mail about that.

Jeffrey: For shame, Doc. Hunting video games with an elephant gun.

Alex: [Cackles]

Finally, you know uh one other person I want to highlight who sent in some stuff is Ethan Johnson, friend of the show, who of course wrote a detailed and thoughtful post on all of this. Some of his stuff we did, some of his stuff we didn't do, but he's always thinking about these things. We definitely got to represent there. So this isn't the end of the episode because we have a few more games to very quickly talk about that didn't get any feedback. But in terms of the feedback portion of this episode, we're going to end with Ethan Johnson. Thanks to everybody who sent feedback. We read most of it on the air. There might've been some that we didn't, that we had to cut for time, but we considered every message that came in. We always appreciate receiving feedback. Feel free to keep leaving those YouTube comments. Feel free to keep sending emails to feedback at theycreateworlds.com. We look at all of it. We appreciate all of it. Its nice when we can include the community. We're not streamers other than our one-year thing. So we don't have as much community interaction as some people do, but we love every opportunity we get for it. So I'm so glad that we did this thing this way for this episode. We didn't plan it as usual, but also as usual, it kind of all worked out in the end. So here now is Ethan.

"'Tis I the Venerated,--"

Hhe puts in quotes.

“--and often invoked Ethan. Many congratulations are in order for reaching year nine of the podcast. Only one more to go before you can say you've done something consistently for a decade, which few of us can say.”

That is, you know, when you put it that way. I mean, yeah, I mean, I understand 10 years is a period of time, but it's like, yeah, a decade. Wow.

Jeffrey: Yeah. The thought of having edited and put out a podcast episode twice a month, every month for a decade...

Alex: Yeah.

Jeffrey : Frightens me...

Alex: Indeed. Ethan continues:

“I feel I can shoulder some responsibility for this episode. Out of my ever searching mind, I send Alex a list of games from the top 20 lists that there was a dedicated episode of the podcast breaking down or not. Most have been touched on, if not quite to the depth of episodes like Alone in the Dark and Civilizing Sid Meier. At Gaming Alexandria, we've also done a yearly hall of fame called Video Game Notables, which Alex always votes in.”

I love doing the Video Game Notables. And uh if you have strong opinions on video game preservation, video game history, and what games are worthy of being highlighted as notables, Gaming Alexandria Discord is free to join, free to participate in, and it's a great place. So I encourage everyone to join there. I'm a very solid contributor, Jeff tends to come just when he's summoned, but we're both there and it's a great community.

Jeffrey: And I can be summoned. I mean, all you have to do is just at ping jeffrey-tcw and I will see it fairly quickly.

Alex: Don't even have to do it three times.

“Our criteria is different from the top 100 influential games list, so there are things that may belong in one list and not on the other, though there's already been significant overlap in the 30 games we've inducted, plus two non-games in one person. Anyhow, since we're here, I wanted to present a few arguments for inclusion on the top 100 list that I think fit Alex's criteria. Moria, 1976. I think this is a better encapsulation of the early D&D influence from Plato rather than the Dungeon. Though we do not know much about its original incarnation, it created the real template that influenced the wider commercial world. Combining the 3D of Plato flight games, online multiplayer, and adding a social element even greater than the Dungeon's leaderboard through parties. Moria encapsulates much of the primordial side of what Alex wanted to communicate with Neverwinter Nights.”

Um, yeah, I agree with that. Let's do it. Let's do it. Yeah, I wanted something from Plato to represent, and this is a case where I went with the first thing to do something broadly. But I agree that this is not necessarily a place where the first to do it matters so much. And yeah, the Dungeon was a top-down, single-player dungeon crawl, so it did not in every way take advantage of what that computer could do. Whereas Moria did a lot more of that, and is more applicable to what went on to happen with Wizardry and whatnot. So, uh, yeah, let's do that.

Jeffrey: Swap out Dungeon for Moria.

Alex: Yeah, we'll swap out the Dungeon for Moria. Boom. Make it so.

“Sokoban. In the vein of Shiriki being on the list purely for the volume of its inspiration, you may consider the block pusher Sokoban as important in the same vein. No, not as many games are pure block-pushing games, but its influence is permeated from puzzle to action games in subtle but monumental ways. From Ocarina of Time to the sliding puzzle challenge of Mobile Classic 3's, Sokoban's deceptively simple setup has permeated modern gaming in a way Tetris wishes it did.”

This is one I'm not going to take you up on, but I agree with you totally. There is a question, and it may be a question that we revisit in a later redux, you know, when we approach our second decade of doing the same thing consistently, about games with individual mechanics like this that have become so pervasive. And I think there is an argument that block-pushing is such an incredibly pervasive, just general game mechanic, that you could put Sokoban in here just like you put Donkey Kong in practically just for the fact that it had you jumping. There's a strong argument here. I'm just not sure I have space for it right now at this moment. But what do you think, Jeffrey?

Jeffrey: I haven't played either game, so I don't have a lot of good context here.

Alex: Fair.

Jeffrey: I'd have to actually look up the games and look at them and do a little research myself in order to really form a proper opinion. So I'm kind of at the mercy of you two going back and forth on it.

Alex: All right. Fair enough. Next up, we have Ultima 3 Exodus. The parts of the Ultima template we are all from here. Following dialogue chains and having most parts of the world have a reason to traversing them. Tactical combat was distinct from the overworld, which probably influenced most Western tactical RPGs like the Gold Box series, plus one of the first... very first video game soundtracks. It's just the right call.”

It is, and our listeners may recall that that is the one thing that we preemptively did change in the first episode. It was mostly cuts, but we did preemptively change from Ultima to Ultima 3 in that episode.

Jeffrey: That's something I definitely agree with.

Alex: Absolutely. So, already done.

“Next, Double Dragon. Renegade really didn't establish the template of the beat-em-up Double Dragon did. Its conceit of fight all enemies before continuing on as a cornerstone of modern games with narrative-based encounters. The co-op, not the first, with Gauntlet and Rampage as important predecessors, was a perfect fit for the dynamics of the arcade, where getting to the end of an experience became ever more important. There's no way that 1989 would have had such a great year for American coin-op had Double Dragon not laid the path.”

100% agree. We haven't officially made that change in the previous episode, but we kinda soft made that change. We said, we're taking Renegade out, and it's most likely we'll put Double Dragon in its place. This is a case where being first is not nearly as important as being the populizer, because Renegade didn't have all the elements, and the main element that it was missing that is very important is the move forward, pause to fight a group of enemies, and move forward again. That famous arrow beckoning you to the next screen once all the enemies were gone, which was repeated by so many beat-em-ups that followed. That's much more important than that. More important than Renegade, which took place in a fixed kind of two-screen stages where you could move back and forth around them while fighting enemies. 100% agreement there.

“Next, Diablo.”

And yeah, we were bad. That was very bad.

Jeffrey: [Chuckles]

Alex: I am embarrassed that Diablo was not on the first version of this list. This is one of the main reasons why we needed to redo the damn list. But to read what Ethan said:

“Deferring to our good friend Jimmy Mayer, you can see much of what's in modern gaming in Diablo.”

Like loot drops, and gacha gaming, and all of that kind of stuff.

“Some of it is exploitative. Some of it is just good game design.”

Absolutely. Because it's one of those things where it can be used for evil, but it is not inherently evil.

“It bridged the gap of RPGs and action games to create the modern concept of RPG elements and progression hooks. Whether this or Diablo 2, it really was bad of past Alex to not put one of these in there.”

It was. This is another time where I need to put the knuckles out and get wrapped, because oh my goodness. You could argue between Diablo and Diablo 2 here. Because while Diablo had all of the elements, Diablo 2 is what made it into a fine-tuned machine.

Jeffrey: I would argue do Diablo 2--

Alex: Yeah.

Jeffrey: because it is the refinement. It is even the more popularized stuff. Yeah, it was fun that I could run Diablo on a 386, but Diablo 2 is really what just refined everything. Really got people doing all the crazy stuff with, I want to farm this stuff. I want to level all the way up.

Alex: Yeah

Jeffrey : I want hardcore mode. You had a little bit of the precursor of the season that they did with Diablo 3 and 4.

Alex: Right. And you know, the multiplayer was an afterthought in Diablo, like literally,--

Jeffrey: Mhmm

Alex: --because the Blizzard North people were told, ‘Hey, we're working on this thing called Battle.net. Maybe you should make Diablo compatible with Battle.net’. So, you know, it was thrown together at the last minute. It's very hacky. Of course, they discovered that you should never store character data client-side--

Jeffrey: [Laughs]

--for any kind of multiplayer game.

Jeffrey: Ever.

Alex: You know, the cheating was rampant because you could--

Jeffrey: Oh god...

Alex: --hack your character so easily. But with Diablo 2, it was built with that multiplayer in mind from the ground up, and of course, it's just a much better experience as a result. So yeah, I think going with Diablo 2 is.. is probably the better option here. But yeah, a Diablo game clearly needed to exist.

Jeffrey: I say Diablo 2 would make more sense. The storytelling's better. The popularization of it is better. There are--

Alex: Yeah.

--people who go like, I'm giving up on Diablo 3 or Diablo 4, and I'm going back to Diablo 2. If that's not telling, I don't know what is.

Alex: My freshman roommate did not take the Diablo 2 CD out of his computer for most of our freshman year. It was just in permanent residence in his CD drive. I played a hell of a lot of Diablo 2 that year, too. I mean

[Laughs]

Jeffrey: Exactly.

Alex: Oh my gosh, it is so great. And, you know, they did such a great job of remaking it recently as well. So yeah, we'll go with Diablo 2, and now, if you'll excuse me, I have some clicking to do. This episode is over. No, just kidding.

Jeffrey: [Laughs]

Alex: Moving on:

“Call of Duty 4 Modern Warfare. Medal of Honor did what it does in single player,--”

Yes.

“--but nothing even comes close to how Modern Warfare defined modern multiplayer.”

Very true.

“In-match and long-term progression has been the hallmark of popular multiplayer action games ever since. Modern Warfare made leaderboards matter to players. Nuff said.”

That's very true. The multiplayer progression, the leveling your character, and the progression of your character was something that was not really in first-person shooters before. Not this type. You had a few team-based, class-based shooters that kind of did that, but nothing like what Call of Duty 4 uh was doing. And yeah, that is incredibly important. That's all we need to say. In the show notes, we will have Ahoy's video, Love Ahoy, one of the best YouTube personalities out there, on how Modern Warfare changed first-person shooters forever. And yeah, if you want more, go there. But absolutely, we're putting Modern Warfare on this list. Finally:

“Demons Souls. Loathe as I am to admit it, I don't think I'm going to be able to I don't like these games.”

I generally don't either.

‘The industry has been radically influenced by the Souls series.”

Absolutely.

“Not simply for its marketed difficulty, but the approach to combat in general, which has emphasized commitment to blows and strategy. Almost every big new action game with Melee has some Souls elements in it, and the indie Souls-like paradigm has become a new favorite. Though Dark Souls sold more units, Demons Souls has basically all the elements, save for a more linear structure.”

The Souls genre was basically invented whole cloth, in Demons Souls, I agree. Then he says again:

“Again happy anniversary, hope DragonCon was good, and I look forward to annoying you both further into the future.”

Likewise!

“Ethan Johnson, Friend of the Show”

Yeah, you know, obviously when we had... when we had done this uh five years ago, Elden Ring hadn't come out yet. Now, there, there's way more influence that the Souls games have had besides just Elden Ring being so popular. As he said, the idea of having to run through sequences and time your shots, know what bosses are going to do, and time your shots for the moment to be most effective and get out of the way when they're doing their most damaging blows, that has permeated more and more in games altogether. But this is definitely an example of Souls games were on my radar when we did the first list. But... even though it was influential then, I mean, it could have gone on the list then. I think this is a good example of how in the subsequent five years, that influence has just exploded exponentially. Elden Ring is... is a great example of that. Just how insanely popular that game was and how it drew in so many people that had never played Souls games before that are to a degree a niche genre, though they are a very profitable and successful niche genre. So yeah, Demon's Souls, absolutely. Let's get that in there.

Jeffrey: I never got into Souls games myself, much like yourself, but I do have friends who have played it extensively. I can see that. You see the influences there from Shadows of Colossus, which I would say is like the start of the whole "I want to fight the big scary thing where I have to hit various things at certain points" and whatnot.

Alex: Yeah.

Jeffrey : Souls really popularized that kind of thing and really refined the entire formula down to: Okay, you're going to fight this one thing and we're going to have these save points, we're going to have these progression things--

Alex: Mhmm

Jeffrey: --all these little set pieces and whatnot.

Alex: Absolutely.

Jeffrey: I can see how popular it is. Personally, it's not my vibe, but I can certainly see the influence there and how it affects other things in the industry.

Alex: Absolutely. So that's it for the fan feedback portion. We did get some other fan feedback as well. It's just in the interest of time. As I said, those are the ones we're going to cover here because they were the ones that were most influential on the changes to the list, but thank you everyone who participated. Now at the end of the episode here, just real fast, going to run through a few more changes that we made absent fan feedback, the final couple of replacements. There's only like three or four more of them. Which people are welcome to send us feedback about after the episode as well. First of all, we talked about this last time a little bit, but we had removed Manic Miner from the list and it's really because I wanted to replace it with Jet Set Willy. I wanted something that represented this very British idea of having platformers that are also collect-a-thons because that played into a lot of the modern stuff that the British have influenced through games like Grand Theft Auto and Tomb Raider and all of this.

Jeffrey: I immediately thought of Captain Comic on 286.

Alex: Yeah. We decided that Manic Miner really didn't quite get all the way there. There is no Jet Set Willy without Manic Miner. It's a sequel to Manic Miner, but Manic Miner was still more of a traditional platform game. Whereas Jet Set Willy really got that collect-a-thon thing going. Jet Set Willy is added to the list to kind of represent that whole aspect of the industry. Also put Gauntlet on here for reasons that you can listen to more about in the episode that we just did right before this one on the games of Ed Logg. It really created the modern coin-operated business model, and even though coin-operated games aren't nearly as important today, they still exist. There are still a small number of arcades out there. And the idea of players being able to buy in at any time to join a game in progress, the idea of being able to preload as much playtime as you want at the beginning by stuffing more quarters in. The idea of multiplayer work together to clear all the stages. Those are kind of the modern hallmarks of how the coin-op industry works. It wasn't the first to do any of those things, but it was the first to bring them all together in such a compelling package.

Jeffrey: I'm going to bring in a fan email that came in. It wasn't specifically about the feedback here, but one who wrote in about the arcades in Colorado, and apparently there's an arcade there.

Alex: Ah yes.

Jeffrey: We have a listener who came in, Aaron S., who goes on to say that he's been a longtime listener and would want it to, that he's taking his family out to Manitou Springs Penny Arcade in Colorado and sent us some pictures and some YouTube videos about it and talked about how wonderful the experience was there because a lot of the old games that we have talked about and other coin-op things are actually at this arcade. Arcades are still out there. There's not as prevalent or anything, but there's certainly plenty of them out there that have old classic games, old fun, and really, you can have a lot of fun with your family just playing all sorts of old games and just making a weekend or evening of it. There's a pinball arcade thing that's a bit north of where I live in the St. Louis area that I love going to every now and then that just has all of these old pinball machines and pinball games, and you can just slap down some money and you get free play for many, many hours. And by the end, I'm tired and worn out from running around to all these different games and playing all the games and having so much fun. Thank you again, Aaron, for sending this in. It's really nice to see that a arcade like that still exists and seems like it's doing really, really well.

Alex: Absolutely.

Jeffrey: Definitely. If we can get a chance to ever come out there and check it out in person, we certainly will. It would be really cool if they have some of the more obscure games to get some proper videos of them in action.

Alex: Absolutely. Gauntlet on the list here to kind of represent the classic arcade. I did decide to put Final Fantasy VII on the list. It's not so much for any gameplay innovations, but uh influence is measured in a lot of ways. And this was truly the killer app for the PlayStation. This is the moment that the tide really started turning between the PlayStation and the N64. Obviously, the PlayStation, was never behind the N64 in the United States in sales because it had such a head start. The N64, for a period of time in late 96 and early 97, was selling more than the PlayStation was in that same period. Then just as the N64 hit a period of drought where there weren't many games coming out, Final Fantasy VII drops, and it was the killer app for the PlayStation. It finally brought the Japanese RPG mainstream popularity in the West, something that had eluded it for the decade before that. I think for those reasons, it deserves to be on here as an influencer. Not so much for the game mechanics themselves, because I don't know that there was anything particularly innovative in there. But yeah, that was a moment in video gaming, I think, that deserves to be recognized. Next, Warcraft III Reign of Chaos.

Jeffrey: Really? Warcraft III?

Alex: Well, again, it's not so much for the game, just like Arma 2. It's about the modding that happened, because the focus on hero units in an RTS game that Warcraft III brought was the direct reason that there was a little mod called Defense of the Ancients made for Warcraft III.

Jeffrey: Defense of the Ancients? That doesn't sound familiar. Let's see here. Some letters. DOTA?

Alex: [Chuckles]

Yes. So the whole tower defense genre and the MOBA genre really get their start primarily through the modding scene of Warcraft III, but not just the modding scene for Warcraft III. The very fact that there was this emphasis on hero units within an RTS is what really made a lot of that possible. Uh yeah, Warcraft III for that reason. Again, as much for the modding as anything else. Speaking of mods, we already have Quake on the list, and Quake, therefore, is inclusive of the classic Team Fortress mod, which was kind of the beginning of class-based shooters. But Team Fortress 2, which was its own separate release, took the class-based shooter thing and took it in the hero shooter direction by not only having different classes, but starting this idea of having different personalities. Who can forget the classic spy YouTube video?

[Laughs]

I know I can't.

Jeffrey: Or the engineer doing funny things, or just all of the funny interaction videos with the various classes.

Alex: Plus, it was very influential economically for how these games were done. Because it was the first game that was truly, I think, really successful. Again, I'm sure it wasn't the first to do it, but it was the first game to really be successful of the idea of, we can have a microtransaction model that is not pay-to-win. We can have a microtransaction model that is just cosmetic. We can give people hats.

Jeffrey: And we like hats. Oh boy, do we like hats.

Alex: Hats have no impact on the gameplay of Team Fortress 2. Buying hats will not give you any advantage in any game of Team Fortress 2 you play. And yet, hats became such a ridiculously huge revenue stream for Valve. And it really showed the power of cosmetic microtransactions when they're done correctly. What's the only thing better than Malibu Stacy, Jeffrey? Malibu Stacy with a hat.

Jeffrey: She has a new hat!

Alex: I just said that so you'd have to put that in the show notes. That's also why I mentioned the spy video, so you had to put that in the show notes. Sometimes I manipulate the system like that.

Jeffrey: He's a monster. He makes me do more work. [Insanely] Save me. Save me!

Alex: The final, final thing that we're adding, I don't know, maybe a bit controversial, but I feel like we have to acknowledge Roblox.

Jeffry

Why?

Alex: Because the idea of the game as platform, which is something that Fortnite is trying to do right now, kind of the next evolution of Fortnite, was really first exemplified by Roblox. The idea that it's a game, but it's also a game where you create your own games and then other people play your games within the game. That is a business model that has been very successful for Roblox, and let me tell you, I mean, our generation doesn't play Roblox, but I worked in public libraries and every single teen and preteen that ever got on one of our public computers, you know, the adults were there to look for jobs or surf the internet or play Facebook games. But just about every single teen or preteen that ever got on one of our computers was on there to play Roblox.

Jeffrey: I can believe it. My nephews played it, and on Christmas and birthday lists for a while, it was, I want Ro-bucks.

Alex: Yeah. For the younger generation, Roblox practically is video gaming. That's not much of an exaggeration.

Jeffrey: I do know the Game Theorists did a thing about a Roblox game of something with doors, if I recall correctly.

Alex: Mhmmm

I’ll find this for the short notes.

Alex: Yeah.

Jeffrey: It was a very popular thing. Probably still is. There's a side of me that says I don't want to include it, but I can't argue against the fact that for a massive amount of younger generations, this is a major thing, and the fact that you have a game that has a framework that lets you build games inside of itself, that is influential. That is something that's going to go down the line,--

Alex: Yes.

Jeffrey: --and then other people are going to see that system, and take that system and recreate it and refine it more. Like, okay, let's take that and go to the next level and create it so that you can make your new games in here. Let's get better tools in here. Let's get better ways to set up your own stores and microtransactions. Let's take 30% out of that for our own uses..

Alex: [Chuckles]

Yesh...

Jeffrey: [Fake cough] Apple

So on and so forth.

Alex: Like I said, Epic is already starting to do that with Fortnite. That is the direction that Epic is taking Fortnite right now. Roblox, it's been around it camme- The first version... It's very different now, but the first version's from 2004. So I mean...

Jeffrey: 2004, rea-, that early?

Alex: Yeah. The platform's been around long enough that it's not just a, oh, this is just a flash-in-the-pan thing that's going to fade. It's been around a long time. It's been popular with young people for a long time, and yeah, I realized when going back through this list that we've really got to put it on. Despite our generation, there's definitely a disconnect with our generation. But yeah, for younger generations, like I said, Roblox is gaming.

Jeffrey: Wow.

Alex : [Laughs]

So there it is. Those are all of the new entries. Obviously, we'll put a complete list in the show notes. We'll reform the entire top 100 there in the show notes so you can see it more easily. Obviously, we could easily take this to 110, 150 games and put so many more titles on here. There's definitely still titles we left out. We're happy to hear further feedback on all of this. I would say we'll probably address any further feedback we get as part of our live stream, because it'll be fun. It won't necessarily change the list at that point. But if you have more feedback on the new entries, on the old entries, keep sending us emails, keep posting on YouTube. We do read those, and we'll probably engage with that some on the live stream on the side as we're doing our uh three-episode recordings.

Jeffrey: And that recording is October 12th at 1 p.m. Central U.S. time, GMT to be in the show notes slash website.

Alex: And that will be on our Twitch channel, which is...

Jeffrey: And that is twitch.tv/tcwpodcast

Alex: [Outro music starts -- Bacterial Love]

Looking forward to seeing all of you then. But we do still have a couple of episodes that need to go out before that time. I think for our next one, I've been inspired by our revisit of this list to right some wrongs even further and do an in-depth look at Diablo and Diablo 2. Which we'll probably do as a two-parter. We've covered them, of course, because we've covered Blizzard some, but we haven't done an episode just dedicated to those games, and there's enough information out there, especially with the fine work of David Craddock and his ‘Stay and While and Listen’ series on the creation of the first two games, that we can definitely get a lot of good in-depth info, and since we were so bad in leaving it off this list, I want to continue the redemption tour by going into even more depth on how important this game is.

Jeffrey: So we're going to expand on the Blizzard Hellfire in the World of Warcraft episode.

Alex: In a way, but with a specific look at Diablo, and then probably a two-parter and do a second episode on Diablo 2.

Jeffrey: All righty then. So we're just going to have to make you stay a while and listen to Alex talk about Diablo next time on They Create Worlds.

Check out our show notes at podcast.theycreateworlds.com, where we have links to some of the things that we discuss in this and other episodes. You can check out Alex's video game history blog at videogamehistorian.wordpress.com. Alex's book, They Create Worlds, the story of the people and companies that shaped the video game industry, volume one, can now be ordered through CRC Press and at major online retailers. Email us at feedback at theycreateworlds.com. Please consider supporting us on Patreon at patreon.com/theycreateworlds, but don't use the iOS app. Please help get the word out by leaving a review on your favorite podcasting service. It does help us. We also now have the podcast on YouTube. Hello, YouTube. Intro music is Airplane, by Josh Woodward, found at joshwoodward.com/song /airplane mode, used under a Creative Commons attribution license. Outro music is Bacterial Love, by Roland Music, found at freemusicarchive.org, used under a Creative Commons attribution license.