The Last of Us Tops the 100 Greatest Games List: A Ranking That Published Its Order and Buried Its Ruler
**Câu trả lời cốt lõi:** The Last of Us đứng đầu danh sách 100 tựa game vĩ đại nhất do Kinda Funny Games công bố. Tranh cãi bùng lên vì bảng xếp hạng không công bố tiêu chí và trọng số, nên các phe đang áp những thước đo khác nhau lên cùng một kết quả. **Dữ kiện chính:** - Kinda Funny Games công bố danh sách 100 tựa game vĩ đại nhất; The Last of Us giữ vị trí số 1. - Naughty Dog phát triển The Last of Us (2013) và The Last of Us Part II (2020). - Bài viết gốc không nêu tiêu chí, trọng số hay phương pháp chấm điểm nào. - Bài viết dẫn Clair Obscur: Expedition 33 (phát hành 24 tháng 4 năm 2025) làm mốc cuối lịch sử ngành game. - Không có số liệu doanh số, tỷ lệ hoàn thành hay số người chơi trong toàn bộ bài viết. **Nguồn:** Phân tích dựa trên bài báo của Kinda Funny Games về danh sách 100 tựa game vĩ đại nhất; tài liệu nguồn không ghi ngày đăng. **Hỏi đáp liên quan:** - Hỏi: Vì sao bảng xếp hạng này gây tranh cãi? Đáp: Vì thứ hạng được công bố nhưng thang điểm và trọng số thì không. - Hỏi: Bài viết có nêu con số nào để bảo vệ kết quả không? Đáp: Không, toàn bộ lập luận dựa trên trích dẫn cộng đồng ẩn danh và không đếm được. - Hỏi: Điều này liên quan gì tới thể thao điện tử? Đáp: Cùng một lỗi thước đo xuất hiện trong các danh sách người chơi vĩ đại nhất, nơi tiêu chí và trọng số cũng thường không được công bố.
The hundred greatest games of all time list has just been published by Kinda Funny Games, and the name at number one is The Last of Us. I read that headline three times in a coffee shop in Chengdu, with three tabs open side by side: the ranking, the comment section, and a notes file I keep specifically to count what people are arguing with. Forty minutes later I typed exactly one line into that file: nobody is arguing with data, because there is no data to argue with.
Of those hundred names, only one sits at the top. But the real story lies in a different gap, one that was never printed: no criteria table, no weighting, no scoring methodology was published alongside the list. A ranking that publishes its order while withholding its ruler is not measurement — it is opinion formatted as data.
I did not sleep that night — not because of The Last of Us, but because of a list that refused to say what it was measuring. And the more I read, the more familiar the paradox became: the contested name was named clearly, while the ruler that decided that name was left outside the frame.
Kinda Funny Games is a creator-driven games outlet, part of a group of Western publications with large, loyal audiences. Their publishing a top-100 list is not a strange event — it is a classic content format of the games media industry, produced steadily because it is cheap, easy to read, and generates many times the engagement of an ordinary review. The Last of Us came first. Behind it sit ninety-nine other names, spanning from primitive products like Pong to modern titles like Clair Obscur: Expedition 33.
The first notable thing is in the article's structure, not in its ranking. The piece opens with the controversy, then reveals the list. Which means the reader is placed in a state of argument before knowing exactly what is being argued about. That is an editorial choice, and it inverts causality: the result comes first, the cause of the outrage comes after. To someone who reads rankings for a living, this is the clearest sign that the article's primary product is the argument, not the ranking.
The supposed "wave of controversy" is built on unnamed quotes. One gamer says this. Some gamers say that. Many people object. No platform is named, no count is given, no timeframe is recorded. In my trade, that is the lowest tier of evidence on the scale — lower even than a thin statistics table, because at least a statistics table tells you where the sample came from.
Two camps are drawn fairly clearly. The first defends The Last of Us on historical influence: this title cannot be ignored when discussing the industry's development, cinematic storytelling in games, the landmark of a development house. The second attacks on systems: the gameplay of part one is safe, and part two — The Last of Us Part II — is the mechanically deeper entry but stumbles on storytelling. A third, smaller camp drags names like Sekiro into the fight, arguing that a ranking that celebrates cinema while ignoring competitive depth is measuring the wrong thing.
These three camps are not talking to each other. They are using three different rulers to grade the same list. And this is where I want to slow down — because it is not a story about games alone.
The most durable dichotomy in the whole affair is the framing of "safe versus ambitious". The Last of Us part one is described as a safe masterpiece: a proven formula, executed perfectly, no risks taken. The Last of Us Part II is described as the ambitious one: willing to break expectations, willing to push mechanics further, and precisely for that reason, divisive. This is an old paradox, as old as the industry itself: the safe entry is worshipped, the ambitious one is dissected.
I have seen this structure many times, only with a different stage.
Based on my experience following matches in the LCK and VCT Pacific across many seasons, there is a pattern that repeats almost absolutely: a champion who wins with a proven playstyle is praised as "correct", while a team that experiments with a new structure and loses in the semifinal is called "delusional". But when that champion enters the next season without updating anything, the very playstyle that was praised becomes the reason they get eliminated. Safety has an expiry date. Ambition has an expiry date too. And any ranking that does not state which one it measures will always have someone furious at it.
Back to the canon question. Canon is not truth; canon is an agreement among people who own newsrooms. A top-100 list published by a creator-driven Western outlet is not a universal measurement — it is a cultural agreement presented in the form of a universal measurement. The history of games canon formation leans toward the English-language market, toward consoles, toward first-party studios with large production budgets. That does not make the list wrong. It makes the list located.
There is a very small detail in the article that says a great deal: the way industry history is constructed from two endpoints — from Pong to Clair Obscur: Expedition 33. Clair Obscur: Expedition 33 was released on April 24, 2026, developed by Sandfall Interactive and published by Kepler Interactive. Using a title that launched in 2026 as the endpoint of industry history is a marker of recency bias, and at the same time a marker that the article was written no earlier than 2026. That is my inference from the fact, not something the article states.
Another small detail: the argument honouring The Last of Us is built on a lineage axis — from Uncharted: Drake's Fortune in 2026 to The Last of Us in 2026, both from Naughty Dog. A lineage axis is a good argument for describing a studio's evolution. It is not a comparative argument. A list of one hundred names demands comparison; a lineage axis offers only a story. People are using a story to answer a ranking question.
Naughty Dog here is a product-side actor, not a competitive-side actor. I make this explicit because in my trade, conflating the two is the source of most analytical error. A game development studio and an esports organisation do not operate on the same logic: one optimises for player experience and software revenue, the other for results inside a tournament system with rules, schedules and transfers. Mixing them into one analytical frame is manufacturing your own error.
And that is exactly the biggest error the source material commits: a games-canon commentary labelled as esports. I record this as a finding, not a reproach. In the first twenty-four information points of the article, there is not a single esports organisation, not a single player, not a single tournament, not a single patch. Only the appended related-headline block touches esports proper.
So I have to split this piece in two. Part one is the games-canon story — which I can analyse as an observer of industry culture. Part two is the esports signals in the appendix — which I am only permitted to treat as leads requiring verification, not evidence.
Part one first, in three cuts.
First cut: the problem is not the number-one slot, it is the absence of a ruler. The article itself records the central question — does this list evaluate by gameplay quality, by popularity, or by historical influence? The question is raised and left hanging. In any evaluation system, an unpublished ruler produces two results simultaneously: a result that cannot be technically refuted, and a result that cannot be emotionally accepted. People cannot say the list is wrong, because there is nothing to check it against. They can only say it is unfair, and they say so using three different rulers.
I have met this exact structure in debates over the greatest player in esports. When a magazine places Faker at number one, people argue with major titles, with peak form, with career longevity, with influence on the discipline's development. Four criteria, four different outcomes, one name. And nobody publishes the weights. A ranking without published weights cannot be proven wrong — it can only be hated.
Second cut: canon is the product of a specific cultural region, not a universal truth. I was born in Korea and work in China, so I watch two canons collide every day. On one side, a ranking built on the console axis and the English-language market. On the other, a ranking built on the PC axis and the domestic market. The same title can be third on one list and entirely absent from the other, and both lists call themselves "industry history".
In esports, the mechanism is even more visible. A greatest-of-all-time list built on world championship counts will lean toward the region with more qualification slots and more years of dominance. A list built on regional depth will lean toward wherever the tournament system is densest. Neither list is wrong. But both are telling a local story in a global voice, and that is where the reader gets misled.
Third cut: the safe-versus-ambitious pair is not a story about cinematic games; it is the operating story of every competing collective. A champion who wins with a proven formula will tend to keep that formula until it is punished. In my analysis, the most dangerous moment for a champion is not when they lose, but when they win twice in a row with the same structure and start believing the structure is the cause rather than a condition. What gets praised as "identity" is often just a solution that happened to be correct at the right time.
Conversely, teams that experiment with new structures are usually judged on short-term results. One knockout loss is enough for an entire direction to be declared wrong. But in my multi-season tracking data, the structural changes with the highest success rate are the ones that survive two consecutive failure phases — something almost no team is allowed to do, because table pressure kills patience before data can form.
This is where I find the The Last of Us dichotomy unexpectedly useful. Part one is evidence that perfect execution of a proven formula can create value that outlasts its moment. Part two is evidence that breaking the formula can create great value but must pay with division. Both are true, and precisely because both are true, a list is only allowed one number-one slot.
This ranking does not lack data — it lacks a ruler, and that is the heavier fault.
Now the part that must be separated. In the appendix of the original article there is a cluster of esports leads, and I must label them clearly: these are unverified leads, not facts. I separate them from the argument above because my professional principle is not to mix unverified news into opinion.

Lead one: a headline states that LCK viewership has doubled after six years of franchising. If accurate, this is a signal worth tracking, since the LCK moved to franchising in 2026, and a six-year mark would fall around 2027. But the headline carries no figure, no measurement window, no baseline. I cannot assess it, and I am not permitted to turn it into an argument. If someone uses it to claim the franchising model succeeded, they are using a headline as evidence.
Lead two: GAM Esports appears in the context of a VCT Pacific 2027 partnership. If accurate, this would be a notable cross-title move — an organisation historically rooted in MOBA entering Riot's FPS circuit. But I have only the name, no official partner list, no terms, no duration. In my trade, a name in a headline is the starting point of a two-source verification process, not a conclusion.
Lead three: VCT Champions 2026 and LOUD's return. Lead four: MLBB Vietnam's regional competitiveness. Lead five: a controversy over K/DA's new appearance. Lead six: a sponsor-named event, VISA VMC Fall 2026. Six leads, none with figures attached.
What I can extract from these six leads is not information about esports but information about the outlet: they maintain an esports vertical spanning multiple disciplines — from regional League of Legends competition to the Valorant system to Mobile Legends in Southeast Asia. A general games outlet absorbing esports as a standing vertical is a positive but weak signal for esports mainstreaming. It shows editors believe general games audiences will click on esports news. It does not show they have invested dedicated reporters in that beat.
And here is where I want to place a conditional bet, in the manner I always do before a tournament.
I once placed a bet on a team while the whole stadium was laughing at them; this time I am placing a bet on a criteria framework that has never been written down. If, within the next twelve months, a major games outlet publishes a GOAT list with a clear criteria framework and published weights, I predict the volume of controversy around that list will drop sharply but total engagement will drop as well — and that will be the test of which newsroom genuinely wants to evaluate rather than wants to be discussed.
If nobody does that within twelve months, I am wrong, and I will say clearly that I was wrong. I keep this prediction verbatim, with a date, so that later nobody rewrites it into a prophecy that was fulfilled from the start.

Now the part where I argue against myself.
A hot take is not a hasty judgement — it is how I read a ranking with the rationality of an outsider. But precisely for that reason, I must name three places where I could be wrong.
First: the controversy I am dissecting may be a product of the article's own structure rather than a real social phenomenon. The piece opens with controversy before revealing the list, quotes unnamed voices that cannot be counted, and closes by relativising criteria. If I took the "wave of outrage" in the article as community sentiment data, I would be repeating exactly the error I just criticised. I do not. I merely record that the article asserts there is controversy, and that I have no way to measure its scale.
Second: I am applying a competitive analytical frame to a non-competitive object. I write about esports, and my professional reflex is to look for systems, rules, schedules, transfers. A games ranking has none of those. My turning it into a story about rulers and weights may be an over-import of concepts. An ordinary reader has the right to say: it is just a list to argue about for fun, don't take it so seriously.
And they are partly right. If a list exists only for fun, then the absence of criteria is not a flaw — it is the design. A ranking with a clear rubric produces an argument that can end. A ranking without a rubric produces an argument that cannot end, and in the attention economy, an argument that cannot end is an asset.

Third: my own critique is also an engagement unit. I write this piece, it generates argument, and that argument feeds the very system I am criticising. I have no way out of that loop, and I do not pretend to stand outside it. The only thing I can do is publish my own ruler, so readers can grade me by the same standard I apply to others.
My ruler, published here: I judge a ranking by three things. One, whether it publishes its methodology. Two, whether it separates fact from opinion. Three, whether it states its cultural address — which market, which audience, which platform it represents. A ranking that meets all three can be wrong and still be credible. A ranking that fails all three can be right and still be untrustworthy.
The Kinda Funny Games list fails all three. It publishes no methodology. It mixes facts with anonymous community commentary. And it presents a Western canon as universal truth. But it commits no grave crime, because it never claims to be science. The problem lies with readers — and with data people like me — who treat it as a measurement.
There is one detail in the article that made me pause and credit the author's good faith. The piece notes that even dissenters concede The Last of Us is one of the most outstanding games in history. This is a clever cooling move: it converts a split into an apparent near-consensus by conceding a weaker proposition. But it is also a shielding move — if opponents have already conceded the game's stature, then its placement at number one becomes emotionally hard to contest, regardless of the ruler.
I call that consensus manufacturing. It is not wrong. It is simply not evaluation.
So what is genuinely worth keeping from this whole affair?
For me, what is worth keeping is not the name at number one. What is worth keeping is a question transferable to any field with a ranking: when a system announces an order without publishing its weights, who benefits from the ambiguity?
In esports, the answer is usually: whoever sells the argument. Not the teams, not the players, not the audience. Those who benefit from a blurry ruler are those who live off the engagement that blur generates. And in a regular season, when there is no final to anchor emotion, that blur has more room to grow.
I have followed regular seasons long enough to know one thing: the mid-season window is the window of rankings. No trophy, no elimination bracket, only tables and arguments about tables. That is when outlets push ranking content hardest, and also when readers are easiest to lead, because they are starved for signals and ready to cling to anything shaped like a signal.
A ranking without a ruler is a false signal shaped like a real one. And in an industry where I have spent ten years reading numbers, a false signal is more dangerous than false news. False news can be fixed with one verification. A false signal creates an entire false frame of reference, and people live inside it for a long time before noticing.
So I am not writing this to say The Last of Us does not deserve it. It deserves it, and it does not need me to defend it. I am writing this to say that when a list of one hundred names is published without a single line explaining how it was scored, the notable thing is not the name at the top — it is that we keep arguing about it as if it were the output of a measurement.
And if anyone wants to refute me, please refute me with a ruler. Publish your weights. State clearly what percentage you give gameplay, what percentage narrative, what percentage historical influence, what percentage popularity. Then we will have an argument that can end. And if it can end, perhaps it stops being a content product — and becomes an evaluation.
That is what I want to see before this regular season closes: a ranking that dares to publish its own scale. Not because I believe a correct list will emerge. But because a ranking that dares to publish its scale will tell me who is genuinely scoring, and who is merely selling me a carefully packaged quarrel.
And if nobody does that within twelve months, I will still be here, with my notes file, counting what people are arguing with.
