The 25 Most Important Video Games of the Last 25 Years
The century is already a quarter over. Games, once a niche hobby for kids and computer enthusiasts, have become the largest entertainment medium in human history. More importantly, they’ve transformed how we spend time, how we socialize, how we learn, and how we play.
Looking back at this period, certain games stand out not just for their success, but for how they changed our relationship with play itself. Some brought new audiences to gaming. Others transformed how games make money. Many created new genres or ways of playing that we now take for granted.
This isn’t a list of the “best” games — though each of these are excellent in their own way. Instead, these are the games that mattered most: the ones that changed who plays, how we play, how games are designed, how the business works, and how stories are told. Each section examines five games that transformed their particular aspect of gaming.
You won’t agree with every choice. That’s good — lists should spark discussion. But if you’re curious about how gaming evolved from toys to a dominant cultural force, these 25 games tell that story.
Play isn’t just about competition or challenge, but can encompass creativity, social connection, and self-expression…
Games That Changed Who Plays
For decades, video games were considered toys for children, or perhaps a niche hobby for technically-minded adults. The games in this section changed all that, each bringing millions of new players into gaming and transforming our understanding of who games are “for.”
Minecraft (2011)
Not just a game — a cultural revolution. Minecraft didn’t just attract players, it created them. Kids who grew up building in Minecraft’s blocky world now see games differently: not as challenges to overcome, but spaces to create and explore. Schools use it to teach everything from architecture to computer science. Parents play it with their children. YouTube creators build careers around it.
What makes Minecraft special isn’t just its massive reach (over 300 million copies sold), but how it changed the perception of what games could be. There’s no “winning” Minecraft, at least not the way most people play it. No final boss, no ending credits. Just endless possibilities for creation and expression. It showed that games could be more than just games — they could be creative tools, social spaces, and educational platforms all at once.
Wii Sports (2006)
“My grandmother plays Wii Sports.” This wasn’t just a common refrain in 2006 — it was a revolution. Nintendo’s simple collection of sports games did something unprecedented: it got entire families playing together, from young children to grandparents. Nursing homes installed Wii consoles. Physical therapists used them for rehabilitation.
The secret wasn’t just the intuitive motion controls — it was Nintendo’s insight that games didn’t need to be complex to be fun. By focusing on natural movements and familiar sports, Wii Sports created a blueprint for accessibility that games still follow today. It proved that with the right design, anyone could be a gamer.
The Sims 2 (2004)
While The Sims franchise began in 2000, The Sims 2 perfected the formula that would attract millions of non-traditional gamers. It wasn’t about shooting aliens or saving princesses — it was about telling stories. Players could create characters, build homes, and watch their virtual families grow and evolve.
The genius of The Sims 2 was how it turned everyday life into play. Want to design dream homes? Be an architect. Want to create drama? Be a storyteller. Want to explore different life choices? Live vicariously through your Sims. It showed that games could be about life itself, attracting players who had never considered themselves gamers.
Stardew Valley (2016)
Created by a single developer over four years, Stardew Valley sparked the “cozy gaming” revolution. It proved that games didn’t need violence, competition, or even conflict to be engaging. Instead, it offered players a gentle escape: tending crops, making friends, and building a community.
The game’s massive success (over 20 million copies sold) created space for a whole new genre of wholesome games. It showed that gaming could be about care rather than conquest, attracting players who wanted to nurture rather than destroy. This shift continues to influence game design today.
Animal Crossing: New Horizons (2020)
Released just as the world went into lockdown, Animal Crossing: New Horizons became more than just a game — it became a social lifeline. People celebrated birthdays on their islands, held virtual graduations, even conducted business meetings. It reached players who had never touched a game before, showing them that virtual worlds could be genuine places for human connection.
The game’s timing was perfect, but its design was revolutionary: a world where nothing bad could happen, where every action was optional, and where creativity was celebrated. It proved that games could be a form of self-expression and social connection, even for people who never thought they’d pick up a controller.
These games didn’t just expand gaming’s audience — they transformed our understanding of what games could be. They showed that play isn’t just about competition or challenge, but can encompass creativity, social connection, and self-expression. In doing so, they helped gaming grow from a niche hobby into a universal form of human expression.
Even your phone-obsessed aunt who’s never touched a game console can join in and steal the show.
Games That Changed How We Play
Sometimes a game comes along that doesn’t just succeed — it fundamentally changes our expectations about how games work. The titles in this section didn’t just attract players, they transformed how we understand play itself.
World of Warcraft (2004)
More than just a game, World of Warcraft became a second home for millions. While MMOs existed before, WoW changed how we think about persistent online worlds. Players didn’t just log in to fight monsters — they built lasting friendships, joined complex social organizations, and participated in a living virtual economy.
WoW taught us that games could be lifelong hobbies rather than experiences to complete and discard. It normalized paying monthly for games-as-service, created a new language of raid coordination and guild politics, and showed that virtual accomplishments could feel as meaningful as real ones.
Fortnite (2017)
Fortnite didn’t invent the battle royale genre, but it transformed gaming into something entirely new: a social platform where play is just one of many activities. Players gather for virtual concerts, movie screenings, and worldwide cultural events. Its influence extends far beyond gaming — those dances you see kids doing? That’s Fortnite culture spilling into the real world.
By making itself free and available on every device, Fortnite removed the barriers between gaming and everyday life. It’s not just a game you play — it’s a place you hang out, a fashion show where you express yourself, and a social network where play is the universal language.
PUBG (2017)
PlayerUnknown’s Battlegrounds wrote the blueprint for an entirely new way to play. Drop 100 players on an island, give them one life, and watch the drama unfold. This simple premise created a new kind of tension in gaming — every match tells a unique story, every victory feels earned against impossible odds.
PUBG proved that games could create compelling narratives through systems rather than scripting. Its influence extends beyond the countless battle royale games it inspired — it showed how high stakes and random elements could create unforgettable moments.
Jackbox Party Pack (2014)
Every party game faced the same problem: not enough controllers. Jackbox solved this by turning smartphones into controllers, but its real innovation went deeper. It transformed gaming into something anyone could do instantly, without learning complicated rules or buttons.
The genius wasn’t just technical — it was social. Jackbox understood that the fun comes from players, not pixels. By focusing on creativity and humor rather than skill or reflexes, it created a new kind of social play where everyone feels included. Even your phone-obsessed aunt who’s never touched a game console can join in and steal the show.
Pokemon GO (2016)
By bringing gaming into the real world, Pokemon GO changed where and how we play. Parks filled with players. Strangers gathered at Pokestops. Local businesses advertised rare spawns. For many, it was their first experience of gaming as a public, social activity rather than a private pursuit.
More than just an AR demonstration, Pokemon GO showed that games could get people moving, exploring their communities, and interacting with strangers in positive ways. It proved that gaming could enhance rather than replace real-world interaction, paving the way for location-based gaming.
These games didn’t just succeed — they fundamentally altered our expectations about what games can be. They showed us that play can be persistent, social, challenging, atmospheric, or physical. Most importantly, they proved that the way we play games can change how we interact with both virtual worlds and the real one.
The modern indie scene was built on Braid’s foundations.
Games That Changed Design
Some games don’t just entertain — they rewrite the rules of what’s possible. The games in this section transformed how designers approach their craft, introducing ideas that now feel fundamental to how games work.
Half-Life 2 (2004)
When Half-Life 2 introduced its physics engine, it didn’t just look realistic — it made you think differently. Suddenly objects had weight and momentum. Puzzles weren’t just about finding keys, but about understanding how things work. That barrel could be a stepping stone, a weapon, or a flotation device.
But Half-Life 2’s biggest innovation was making you care. It gave its characters authentic emotions and let the story unfold through natural exploration rather than cutscenes. Every game trying to tell a sophisticated story today owes something to how Half-Life 2 merged narrative and play.
Portal (2007)
“Now you’re thinking with portals.” This wasn’t just a catchphrase — it was a promise that games could make you think differently. Portal proved that innovative mechanics could tell a story, that humor could emerge from systems rather than just writing, and that a game could be short but perfectly formed.
Its influence extends far beyond the countless games that copied its aesthetic or mechanics. Portal showed that puzzle games could have personality, that mechanics could be characters, and that players would embrace complexity if you taught them properly.
Dark Souls (2011)
Dark Souls didn’t just make games hard — it made difficulty meaningful. Every encounter is a puzzle, every death a lesson. Its approach to challenge isn’t about frustration but about the satisfaction of mastery, creating a template for difficulty that countless games now follow.
But its mechanical innovations went deeper. The bonfire system transformed how games think about checkpoints and level design. Its unique multiplayer mechanics — messages left for other players, ghosts showing their deaths, invasions that blur the line between help and harm — created entirely new ways for games to handle online interaction. Even its approach to item descriptions and stats showed that complexity could be rewarding rather than overwhelming.
The Legend Of Zelda: Breath of the Wild (2017)
By breaking open world conventions, Breath of the Wild created a new design language. Instead of filling the map with quest markers, it trusted players to be curious. Rather than scripting set pieces, it created systems that let memorable moments emerge naturally.
Its approach to exploration — if you can see it, you can reach it — seems obvious now, but it required rethinking everything from stamina systems to weather effects. It showed that with the right systems, players will create their own adventures.
Braid (2008)
Braid didn’t just turbo-charge indie games — it showed they could be more ambitious than AAA titles. Its time manipulation mechanics weren’t just clever puzzles; they were metaphors woven into the narrative. Every element, from the painterly art to the melancholic music, worked in harmony.
It proved that games could be personal expressions, that mechanics could carry meaning, and that players would embrace complexity in both gameplay and story. The modern indie scene was built on Braid’s foundations.
These games didn’t simply add new features or improve graphics — they fundamentally changed how designers approach their craft. They showed that mechanics can carry meaning, that systems can tell stories, and that sometimes the most powerful experiences come from trusting players to find their own path.
Sometimes the best business model is letting players create the content themselves.
Games That Changed The Business
The games in this section didn’t just make money — they transformed how the industry thinks about monetization, distribution, and value. Each created new business models that changed gaming forever.
League of Legends (2009)
League of Legends didn’t invent free-to-play, but it perfected it. By making the game completely free and monetizing through cosmetics, Riot proved players would spend money just to express themselves. More importantly, it showed that esports could potentially be bigger than traditional sports.
The numbers are staggering: hundreds of millions of players, billion-dollar tournaments, genuine cultural relevance. But League’s real innovation was proving that giving away your core product could be more profitable than selling it. Every free-to-play game today follows patterns League established.
Roblox (2006)
Roblox didn’t just create a platform — it created an economy. By letting players create and sell their own games, it transformed players into developers and developers into entrepreneurs. Some teenagers make millions on Roblox. Others learn game development. Everyone participates in a new kind of creative marketplace.
Its business model is revolutionary: create tools, let others make content, then profit from their success. It’s not just a game platform; it’s a parallel gaming industry with its own economy, culture, and career paths.
CS:GO (2012)
Counter-Strike: Global Offensive didn’t invent in-game items, but it created something new: digital items as genuine commodities. Its weapon skins trade for thousands of dollars. Some are treated like investment vehicles. A whole secondary market exists just to buy and sell virtual decorations.
By making cosmetics rare and tradeable, CS:GO created artificial scarcity in digital space. It proved players would treat virtual items like real assets, spawning an entire industry of digital collectibles that presaged NFTs and other crypto assets.
Five Nights at Freddy’s (2014)
Created by one person with basic tools, Five Nights at Freddy’s showed how YouTube could transform indie games into media empires. Its success wasn’t just about sales — it was about creating content that streamers wanted to play and viewers wanted to watch.
The formula seems obvious now: simple mechanics, strong reactions, lots of secrets to uncover. But FNAF wrote the blueprint for gaming’s viral age, showing how media coverage had shifted from traditional reviews to influencer reactions.
Guitar Hero (2005)
By bringing a plastic guitar into living rooms, Guitar Hero proved players would pay premium prices for new ways to play. Its success wasn’t just the gameplay — it was creating a new kind of social experience worth paying extra for.
More importantly, it created a new business model: recurring revenue through music licensing. Every few months, new song packs kept players spending and playing. This games-as-platform approach, where the initial purchase is just the beginning, now dominates the industry.
These games didn’t just succeed financially — they created new ways of thinking about value in gaming. They showed that virtual items could have real worth, that platforms could be more valuable than products, and that sometimes the best business model is letting players create the content themselves.
Systems can tell stories… players can be authors…
Games That Changed The Story
These games transformed how we think about narrative in interactive media. They didn’t just tell great stories — they changed our understanding of how stories can be told.
Grand Theft Auto V (2013)
GTA V didn’t just create a city — it created a mirror of modern America. Its three-protagonist structure wasn’t just a gimmick; it allowed the game to tell different kinds of stories from different perspectives. Its satire wasn’t just funny; it became part of how we talk about real-world issues.
But its real narrative innovation was making the city itself a character. Los Santos feels alive in a way few virtual spaces do. Every radio station, every pedestrian conversation, every billboard builds the story. It showed that environmental storytelling could be as powerful as scripted narrative.
Skyrim (2011)
Everyone who plays Skyrim comes away with different stories — and that’s the point. By filling its world with systems rather than scripts, it lets players create their own narratives. That giant you fought might have launched you into the sky, or you might have sneaked past it. Either way, it became your story.
Its approach to quest design — where every small task could spiral into an epic adventure — showed that players would rather live interesting stories than watch them unfold. A decade later, “I was an adventurer like you…” remains part of gaming vocabulary.
The Last of Us (2013)
By treating its characters with unprecedented maturity, The Last of Us proved games could tell stories as sophisticated as any other medium. Its success wasn’t just about graphical realism or performance capture — it was about trusting players to engage with complex emotional themes.
Its HBO adaptation isn’t just validation — it’s proof that gaming narratives can stand alongside prestige television. It showed that interactive storytelling doesn’t have to mean choosing between different endings; sometimes it means making players complicit in difficult choices.
Journey (2012)
Journey proved that games could tell profound stories without speaking a word. Through pure visual storytelling, music, and the graceful movement of your character, it creates an emotional arc more powerful than many games manage with hours of dialogue.
But its masterpiece was making other players part of that story. When another player appears in your game, you can’t speak to them or even know who they are. Yet through simple movements and sounds, you form genuine connections. Every playthrough tells a unique story about trust, companionship, and loss. It showed that interactive storytelling doesn’t need exposition — sometimes it just needs space for players to create meaning together.
Undertale (2015)
Undertale didn’t just break the fourth wall — it broke our assumptions about how games tell stories. It remembers your actions across playthroughs. It judges your choices. It makes you question whether “winning” is really winning.
Its true innovation was making mechanics meaningful. The choice to fight or spare enemies isn’t just about gameplay — it’s about morality. It proved that systems themselves could tell sophisticated stories, influencing countless games that followed.
These games didn’t just push narratives forward — they expanded our understanding of what stories can be in interactive spaces. They proved that systems can tell stories, that players can be authors, and that sometimes the best narratives are the ones that emerge naturally from play.
The next revolutionary game might be running on a quantum computer, or it might be played with pen and paper.
Looking Forward: The Next Quarter Century
The last 25 years saw gaming transform from a hobby to a fundamental part of human culture. Phones became consoles. Living rooms became arcades. Virtual worlds became real communities.
The next 25 years promise even more radical changes. AI is already transforming how games are made and played. VR and AR continue to evolve. The line between “games” and “social platforms” grows thinner every year. Will we still be using controllers in 2049? Will we still think of games as distinct from other media?
One thing seems certain: the innovations that matter most won’t just be technical. The games that shaped the last 25 years weren’t always the ones with the best graphics or most advanced features. They were the ones that changed how we think about play, that brought new people to gaming, that created new ways for us to connect and express ourselves.
The next revolutionary game might be running on a quantum computer, or it might be played with pen and paper. It might come from a major studio, or it might be made by a teenager in a bedroom. What matters is how it changes us.
What games would you add to this list? What innovations do you think will matter most in the next 25 years? The conversation about gaming’s past helps us imagine its future, and your perspective is part of that story.
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Sam Liberty is am applied game designer and consultant. His clients include The World Bank, Click Therapeutics, and DARPA. He teaches game design at Northeastern University. He is the former Lead Game Designer at Sidekick Health.