Half-Life

Fellow PC gamers, we are gathered here today to remember an old friend, one whose warranty expired long ago. As laid out in the law of the upgrade cycle, we must let go of those components that can no longer keep pace with modern demands. And so, it is with heavy hearts that we say our final goodbyes to you, our constant companion for the last 20 years.

Rest in peace, humble optical drive.

You were once a cornerstone of this community, a bringer of joy, a portal to play, an ally in our pursuit of entertainment. You gave us the gorgeous world of Myst, the sublime soundscape of Quake, the unprecedented complexity of Half-Life. You were a marvel of your age, drawing realms of infinite possibility out of those small, innocuous discs. At the time, it felt like nothing less than magic.

Nearly 30 years ago now, you entered this world with a vision. Armed with Red Book audio and full-motion video, you sold us the Hollywood dream, treating us to Mark Hamill taking on a race of giant cat aliens, Jeff Goldblum killing it as Dracula, Christopher Walken telling it to us straight, and... this immaculate performance. Video games seemed poised to replace movies altogether; why would we watch if we could play instead? Alas, it was not meant to be, but we'll always have those fond memories, thanks to you. Your legacy will live on inside us all.

As we commit you to the great server in the sky, let us reflect on all the good you did for this world. Who can forget how crucial you were during the dial-up days? The spiral cords of our 56K modems strained under the weight of individual mp3s; the thought of downloading an entire 750MB CD-ROM was unfathomable. Even when cable internet arrived on the scene, we still relied on you to support us through the file-size boom of the DVD era. Steam might have dethroned you eventually, but your stability during the platform's early, rocky years was what kept us gaming.

In your youth, your laissez-faire attitude allowed our community to flourish unabated. I, personally, owe some of my favourite childhood memories to your liberal approach to game trading; as a kid, hiring and borrowing games was the only way I could afford to play. Thanks to borrowing a friend's copy of Diablo II, I discovered my penchant for click-'em-ups. Thanks to renting Battlefield 1942, I grokked the appeal of online multiplayer. Thanks to hiring out Baldur's Gate II, I realised that games could tell big, complex stories that actually leveraged their interactivity instead of ignoring it. Of course, we all understand why you had to jump on the DRM train once people started abusing your freedoms. Still, those unbridled early years were crucial in making our community as great as it is today.

The fact is, old friend, we simply don't have the space for you anymore.

Alas, those halcyon days are far behind us. The battle of the distribution models is over, and there's no question who lost. How could it have gone any other way? Steam lets us pre-order, pre-load, patch, and play, all without leaving the comfort of our desk chairs. Gone are the overloaded shelves buckling beneath the weight of bejewelled CD cases and boxy collectors editions. Never again do we have to rummage around in dusty attics and dank basements to find that old copy of Day of the Tentacle, only for you to whine like a circular saw when we put the disc in because it isn't mint-out-of-box.

For all the joy you gave us, we cannot ignore the dark times you begat. Refusing to read brand new discs until we'd carefully wiped off every minute mote of dust. Scratching up our favourite games as punishment for playing them too much. Demanding that we 'Insert Disc 2' when it was already in the damn tray. And those multi-disc installs! How can you expect us to set aside multiple hours just to swap GTA 5's seven DVDs in and out?

GTA 5's seven DVDs.

At least you re in a better place now, one where the RPMs are infinite and the CDs are truly scratch-proof. Because as much as it pains us to say it on this day of mourning, you were holding this industry back. Bite-sized games never stood a chance against the pains of disc-swapping. Aspiring developers cringed at the cost of pressing and shipping discs. If we hadn't moved on to the all-digital now, we'd never have known the haunting oppression of Papers, Please, the touching tale of Gone Home, the time-bending antics of Superhot. We'd have to bid farewell to our hundreds-large Steam libraries or else buy a second house just to store all the CDs.

The fact is, old friend, we simply don't have the space for you anymore. Not in our homes, and not in our hearts. Your place at the top of our PC towers is no more. Our mini-ITX cases no longer give you a berth. We will never again hear your mechanical whirr, your voice silenced by the hum of our bigger and better hard drives. From caches to ashes, from disc to dusk, your time is up. You re just too slow for this digital world.

16X. 8X. 4X. 2X. 1X. Eject.

Left 4 Dead 2

I don't remember which game we were playing, but it was the kind of Japanese RPG that listed everything you needed to know about its characters down the side of the screen. Magic points, coins, food, all summed up with helpful numbers. Only one of them was abbreviated: HP.

“What does HP stand for in this game?” I asked my friend, an expert on JRPGs.

“Health pineapples,” he confidently replied. “You have to knock all the pineapples off before you can hurt someone.”

HP, whether it stands for hit points, health power, or indeed health pineapples, is one of many mechanics to come to video games via the original tabletop roleplaying game Dungeons & Dragons. However, the idea of representing the amount of punishment a character can take with a discrete number of points is much older than D&D. And while we might all know what the abbreviation means, it turns out that what hit points are meant to represent isn't quite so obvious.

"They didn't care if they could kill a monster in one blow, but they didn't want the monster to kill them in one blow." D&D co-creator Dave Arneson

In a 2004 interview with GameSpy, D&D's co-creator Dave Arneson explained that the earliest version of the game didn't have hit points. The rules had evolved from wargames he and fellow D&D inventor Gary Gygax played, in which a single successful attack was all it took for a soldier to die.

That changed when they started experimenting with having players control individual heroes rather than entire armies, as players identified with them much more strongly. As Arneson put it, They didn't care if they could kill a monster in one blow, but they didn't want the monster to kill them in one blow.

Arneson had previously made his own rules for a naval wargame set during the Civil War called Ironclads, and together with Gygax had collaborated on a Napoleonic naval game called Don't Give Up The Ship! Both games had a mechanic that allowed for ships to take multiple hits before being sunk, which they'd borrowed from the wargaming rules designed by author Fletcher Pratt in the 1930s. They borrowed those rules again for D&D.

In his book about the history of simulation games Playing At The World, Jon Peterson explains why hit points were such an important idea: Hit points introduce uncertainty and variance [ ] In Dungeons & Dragons, even when the prospects of a hit are near certain, the damage dice provide another potential survival mechanism via endurance, another way of forestalling death and increasing the drama of combat.

Art for Gary Gygax's Advanced Dugeons & Dragons Monster Manual, predating the earliest D&D PC games.

From table to screen

Like D&D, video game combat discovered a new sense of drama with hit points. Early arcade games like 1978 s Space Invaders typically killed players with a single successful enemy contact, using multiple lives to prolong the experience. Replacing that with the ability to survive a set number of hits before dying added a finer-grained rise in tension. It removes the frustration of being reset to the start of a level every time a player is so much as brushed by an enemy, and as the number of hit points remaining falls your anxiety rises in direct correlation.

Being on your last life may make you cautious, but there's a smoother transition with hit points. You gradually shift between playing more carefully as you approach half-health, biting your metaphorical nails as it dwindles below that, and sinking into erratic risk-taking when only a sliver of life remains.

Video games inspired by D&D were the first to copy hit points, as far back as 1975 games PEDIT5 and DND, which were coded for the PLATO system designed by the University of Illinois. DND was also the first game to have bosses, who could have hundreds or even thousands of what it called Hits.

Early RPG Dungeon (1982) for the PDP-10, which called hit points "Hits." Image via the cRPG Addict

The first official adaptations of D&D to PC were the Gold Box series begun by SSI with 1988 s Pool of Radiance. They followed the rules of what was then called Advanced Dungeons & Dragons closely, which meant beginning characters had very few hit points. Playing around a table there s always the option to fudge dice rolls to prevent deaths from feeling too arbitrary, but the computer was never so forgiving and players got used to reloading frequently.

Games that weren t licenced had no such problem. The first Ultima began players with a tidy 150 hit points, and the second with 400. Important non-player characters like Lord British had totals so high that killing him became seen as a challenge, and by Ultima III players were luring Lord British to the beach so they could attack him with cannon-fire, as if he was one of the naval ships in the wargames hit points came from.

Arcade games tended not to represent hit points numerically, however. Memorably, in the platformer Ghosts 'N Goblins (ported to the Commodore 64 in 1986) Sir Arthur lost his armor on taking damage, continuing to fight in his underwear.

One of the first game to represent hit points with the now familiar life bar was Dragon Buster, a 1985 dungeon crawler by Namco with a Vitality meter that changed from blue to red as you took damage from its bats, snakes, and cave sharks. While red life bars would go on to become standard, other ways of visualizing hit points have been tried with varying degrees of success.

Atic Attack from the Rare Replay collection, Health Chicken half-eaten.

1983 ZX Spectrum/BBC Micro game Atic Atac had a slowly depleting roast chicken that tracked your starvation, and dinosaur fighter Primal Rage used veins leading to a heart that exploded at the moment of defeat.

Other games have tried to make their life bar a part of the game world, as in first-person Jurassic Park game Trespasser where it's a heart tattoo on the protagonist's breast you have to look down at to check. In sci-fi horror game Dead Space the life bar is represented by lights on the back of your armor, which would be very useful if you had a doctor standing directly behind you. Each of these visualizations is just a way of integrating a hit-point counter into the world, but in doing so they free the player from having to correlate a number with something that should feel real and immediate. They re all still the same old hit points, under the surface.

MIDI Maze, a 1987 first-person shooter on the Atari ST, was an early example of both the deathmatch shooter and the idea of representing hit points visually. Each player was a floating smiley face, like a three-dimensional Pac-Man, and an icon of that face at the top of the screen became sadder as they took damage. Later shooters like Wolfenstein 3D and Doom would copy this idea, their protagonists' faces growing more bruised and bloody as they absorbed bullet after bullet.

On the next page: hit points through the 90s and 2000s with regenerating health and more twists from their D&D origins.

Halo is remembered for its regenerating shields, but it had traditional HP, too.

The regeneration generation

MIDI Maze is an early example of another change in the way hit points worked, as it also had regenerating health. It wasn't the first, however. The action-RPG Hydlide, released on Japanese home computers like the PC-88 in 1984, gave players back hit points when they stood still. Where other games had food and first-aid kits that functioned as magically as the healing potions in fantasy RPGs, regenerating health though no more realistic at least took health items out of the game world. It made healing an abstraction like hit points are, rather than requiring players assume Johnny Medkit has wandered the world ahead of them scattering healing items like seeds.

It was Halo: Combat Evolved that popularized regenerating health, which is ironic because it didn't really have it. Halo's hero Master Chief wears an energy shield that regenerates after a short interval without taking damage, but once that's gone he has a traditional life bar that can only be refilled with medkits.

However, the recharging energy shield was what gave Halo its famous 30 seconds of fun that happened over and over and over and over again as designer Jaime Griesemer put it, letting players pop out of cover to shoot aliens and then duck back to recharge and reload, and that's what had a lasting impact.

Hydlide for the Japanese PC-88 was one of the first to have regenerating health. Image via Hardcoregaming101

The idea was copied and modified by plenty of other games. Call Of Duty has become the flag-bearer for regenerating health, taking the blame for its propagation though it wasn't introduced until the second game in the series. Even in the mid-2000s as it was first becoming widespread, regenerating health was criticized by old-school shooter fans for removing some of the drama and tension that hit points represent. It's still enraging comment sections today.

Three games released in 2005 and 2006 all tinkered with ways of making regenerating health retain the sense of rising tension that hit points were first introduced to create. Condemned: Criminal Origins, Prey, and F.E.A.R. all set a floor on automatic healing so that if you take enough damage to fall below around 25% of your hit points you can't regenerate back above that line. It models a difference between taking a serious wound and the kind of graze action heroes can just walk off, and adds grit to more serious games.

Regenerating health was criticized for removing the drama and tension that hit points represent.

When the Just Cause games toy with this, only letting you regenerate a percentage of the most recent damage you take, it can seem at odds with their over-the-top action.

Horror games have also tweaked the way they use hit points to suit the genre. Zombie game Left 4 Dead slows you down the more you're hurt, making it harder to run away from the infected as if you're a movie character being worn down by the chase. In Silent Hill 4: The Room you regain health in your apartment, but when that safe space becomes tainted it stops healing you, a mechanical sign of its corruption that ensures you feel the same dread the character would.

A custom medkit skin in Left 4 Dead 2, via GameBanana.com

Back to the source

Still, across all of these games, what hit points represent isn't entirely clear. Are they purely the injuries you endure, as the suffering face of Doomguy suggests? If that's true why is it so easy to get hit points back, whether through healing items or regeneration or drinking Fallout's irradiated toilet water?

In The Lord of the Rings Online hit points are replaced by morale, which explains why singing a jaunty tune helps top it up. In the Assassin's Creed games it's synchronization, a representation of how accurately your digital simulation is recreating historical events although that raises the question of why being hurt during events where your historical analogue was also hurt doesn't improve synchronization.

Even in D&D it's unclear what hit points really are. In the Dungeon Master's Guide for Advanced Dungeons & Dragons 1st Edition, Gary Gygax wrote that hit points reflect both the actual physical ability of the character to withstand damage as indicated by constitution bonuses and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the sixth sense which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection.

(Charmingly, the rules then went on to explain that Rasputin would have been able to survive for so long because he had more than 14 hit points. )

Pool of Radiance (1988) was the first cRPG adaptation of Advanced Dungeons & Dragons.

Constitution, skill, sixth sense, luck, magic, and divine protection are a lot of things to bundle into one number, and raise further questions about why, for instance, poisoned attacks cause extra damage to your “sixth sense”. When asked about what hit points really are at conventions Gygax was dismissive, giving different answers to the question each time. Sometimes he said hit points represent the way swashbuckling movie heroes survive so many fights, or that they were an entirely meaningless number that represented nothing more than a way of making the game's combat more enjoyable for players. 

That second answer is perhaps the best explanation. Given that hit points started out as a way of simulating the ability of a ship's hull to weather cannon-fire, it's only natural that there's going to be some vagueness and necessary abstraction when we apply that same concept to our video game heroes. They may as well be health pineapples, after all.

This feature was originally published in August 2016.

Team Fortress 2

It's no secret that Overwatch takes quite a bit of inspiration from Team Fortress 2, but thanks to the efforts of Serbian modder Srpski eki (which translates to "Serbian Hammer") Team Fortress 2 is now taking a page from Overwatch's playbook. Srpski eki has recreated a version of Overwatch's escort map, Watchpoint: Gibraltar, that can be played in Team Fortress 2 through Steam Workshop and while it's not a perfect imitation, it comes pretty damn close.

As explained by Srpski eki , his version of Watchpoint: Gibraltar is in an alpha stage and is in dire need of some actual art as most of the level is comprised of featureless geometry. Despite its early state, eki 's map is still a fully functioning recreation and is surprisingly good at imitating Overwatch. Just about every mechanic of the escort game mode is carried over thanks to how similar Overwatch's escort mode is to TF2's payload mode. Even though the recreation isn't perfect, you'll hardly notice once the fight starts.

Because I have no friends, I went ahead and loaded a server with bots to play alongside me. They're far from a perfect substitute for humans but still do a great job of illustrating just how similar the DNA between Overwatch and TF2 really is. On offense, we were able to quickly push through to the final objective without much resistance because the enemy bots were too busy getting lost running around the level which was a bit disappointing. On defense, however, the round played surprisingly like Overwatch to the point of even having the same stalemates in certain parts of the map. Even despite the fact that TF2 differs from Overwatch in some fundamental ways, like needing ammo for your weapons, it's pretty amusing to see how the two are similarly structured. I captured a short video of a round against bots so you can judge for yourself. Also check out the gallery below for some close side-by-side comparisons between the Overwatch and TF2 version of the map.

The only real frustration would be the fact that, ultimately, Watchpoint: Gibraltar was built with Overwatch's heroes in mind. As similar as many of them are, I doubt that the map will be as balanced for Team Fortress 2's classes. Also, getting shanked by an enemy spy has made me wonder if there might be room for deceitful shenanigans with a new hero in Overwatch.

Right now there doesn't appear to be anyone hosting the map on the community servers, so if you want to give it a spin you'll need to round up some friends to play with or load up bots like I did. If you're unfamiliar with setting up bots in TF2, you can read this short guide on how to add them in your game. Because this is a custom map, you'll also need to generate a navigation mesh so the bots can move around, which isn't nearly as intimidating as it sounds. After you get the bots loaded, pop open the developer console (default is the '~' key) and type in "sv_cheats 1" and then type in "nav_generate". This will freeze the game for a bit while it does some calculations and then reload the map, allowing the bots to move around just be warned it's not perfect.

Now that I've played Srpski eki 's Watchpoint: Gibraltar, I'm honestly a bit surprised to see that modding Overwatch features into Team Fortress 2 hasn't been more of a thing, what with the two being so similar. The only other Overwatch mod I could find was this highly questionable haircut for TF2's Scout. Who said that people from Brooklyn couldn't be posh?

Team Fortress 2

Following the rollout of Team Fortress 2's major Meet Your Maker update earlier this month, Valve has issued a patch to address some of the biggest problems with the new matchmaking functionality. The company acknowledged last week a lot of the most pressing concerns, and many of them are now fixed thanks to the new patch.

First of all, match leaving in casual mode will no longer incur a penalty, but to balance that out, Valve will increase the penalty in competitive mode in a forthcoming update. "The current system increases matchmaking ban times based on the number of abandons over a period of time," the notes read. "We are making a change to more quickly move serial abandoners into really long ban times. We will also subtract the maximum number of rank points possible, per abandon. The amount lost will be far higher than what could normally be lost in a completed match."

As for changes that will come into effect with the new patch, queue times should now take less than 90 seconds across the board, and empty player slots in in-progress games will now be filled up more frequently. Vote-kicking functionality has been added, and players can now select their preferred maps (though if they're added to an in-progress game, that won't apply until the next match).

Valve also outlined further plans for future updates, including ways to address griefing and high ping. The full update notes are over here. In the meantime, read Josh Wilkinson's impressions of the new matchmaking update here.

Team Fortress 2

Matchmaking is a completely new experience for TF2. It combines the unfettered and wacky world of public play with some intense competition and small team sizes. From casual pubbers to competitive superstars, everybody will need to be aware of the differences and adapt to reach the top. Climbing the ranks from Fresh Meat to Death Merchant isn t easy, so here are some do s and don ts for both new players and experienced pros trying to excel in matchmaking.

Comp responsibly

The key to any good team is finding a composition that works. You need a balance of healing, damage, and mobility to win in matchmaking as in all 6v6. While the classic team composition in competitive TF2 has been one Medic, one Demoman, two Soldiers, and two Scouts, this has been turned on its head in matchmaking. Without any class limits or weapon bans, teams are free to run multiple Medics, while classes like Heavy can run amok with items like the Gloves of Running Urgently. The prevalent strategy at the moment in matchmaking is to run two Medics, two heavier classes such as Soldier, Demoman, or Heavy, and two Scouts. This gives your team a great balance, but teams can still succeed with a huge variety of compositions.

The most important thing to remember is that you need a Medic if nobody else is stepping up, take initiative.

Study the maps

If you re a diehard casual player dipping your toes into competitive TF2 for the first time, you ll need to learn the maps. Matchmaking omits maps suited for large teams (like Goldrush, 2fort, or Badwater) even though they are excellent in public play. Instead you ll find yourself on capture point maps such as the newly official Sunshine and Metalworks, along with Gullywash, Snakewater, Foundry, Granary, and more. Attack/Defend and Payload maps such as Gorge and Swiftwater are also featured, so it s important to have a good grasp on the maps before playing competitively.

Learning the names for areas as well as discovering all of the flanking routes is a necessity you should also use your new knowledge to flank your opponents and attack from alternate routes to gain an advantage in games.

Practice new skills

For any newer players, this is the perfect time to learn some advanced techniques. TF2 is a game with a lofty skill ceiling and many techniques that the best players use aren t obvious when playing casually. Matchmaking has also drawn in a broad spectrum of players with varied experience; if you want to get to the top then you ll need to know how to rocket jump, airstrafe, dodge, and aim like a pro. This will help you move around faster than your opponents, avoiding their shots and continuing to deal damage. While the game itself doesn t have tutorials for these skills yet, there are a wealth of guides online over eight years of them! With practice these techniques can become simple and the advantage they give you is staggering, especially in matchmaking where mobility is so important.

Don’t lose track of ubers

Due to its small team sizes, matchmaking revolves around the use of Ubercharges. Don t lose track of them, as your positioning and decisions to attack or defend should be based on which team has uber. Medics are the most important class in the game for both their healing and their Ubercharge, which give a huge advantage to the team. They can allow you to push through choke points, attack sentry nests, pull off a clutch defense, or destroy the whole enemy team. Be aware though that the same can happen to you, so it s important to roughly keep track of the enemy Medic s percentage as well as your own. Every 40 seconds, a Medigun uber can be built keep that time in your head and have a healthy respect for the German doctor and his patients.

Tweak your loadouts

All of the weapons that we in the TF2 competitive scene decided to ban are legal in TF2 s new matchmaking mode. If you believe a weapon is unbalanced and needs a nerf, there s no better way to demonstrate that than to use and abuse it. Using incredible individual weapons such as the Crit-a-Cola can be devastating, but also keep the synergistic weapons in mind such as the Disciplinary Action. Some classes practically require unlocks to be effective: the Reserve Shooter and the GRU spring to mind. Utilizing the right combination of these powerful unlocks can increase your team s abilities even without altering the composition.

Switch it up

Don t stick to a single class in matchmaking. While you may have a main that you love and adore, matchmaking is the perfect opportunity to test out your skills on a variety of classes. Only a few classes are useful all the time in matchmaking, and one of the core concepts in the game is switching up your classes to keep a good team composition for the situation. This doesn t mean you should play a different class every life, but like Overwatch, be prepared to switch it up to fit your team. The team needs mobility and damage at a midfight, a tanky defense when on last, and a lot of balance in between. Picking a class that fits those roles is a great way to start thinking about how you can best help your team to win.

Josh Sideshow Wilkinson has more than 7,800 hours played in TF2. In the last six years, he's climbed to the top of the competitive scene, placing 2nd in Europe last season with his team Perilous Gaming. Sideshow is also a writer, caster for teamfortress.tv, analyst, and tournament organizer.

Half-Life 2

Every game is ambitious. It s not easy to turn a beautiful idea into a finished, playable game as developers have said time and again, sometimes it feels almost impossible. As miraculous as finishing any game might be, not all games are created equal. Some stretch the boundaries of technology to their breaking point. Others take a leap into the unknown with new design schools, often so effectively that years later, it s hard to remember them ever having to be invented.

Think, for example, of Monkey Island s Three Trials structure, as used by almost every adventure afterwards. Or its sequel s Four Map Pieces , as later picked up by BioWare. And sometimes, both art and science combine to push the envelope and we get something truly, impossibly special. Here are our picks for the top 20 ignoring the very early games that had to prove computers could handle gaming at all.

For more on some of the most monumental games ever to grace the PC, check out our feature on the most important PC games.

King's Quest (1983)

For the longest time, adventure games were where people looked to see the latest innovations. King s Quest set that bar early on, jumping from simple text and pictures to 3D environments, huge worlds, and a fairytale land of mystery to both wander and wonder at. Admittedly, the last part was helped by some dreadful puzzles. King s Quest was originally commissioned by IBM as the showpiece for its long-forgotten PCJr system, but the series would go on to demonstrate just about every major technological advancement for the mainstream: ADLIB sound, VGA graphics, full speech, and high resolution. 3D didn t work out so well, but until that point, King s Quest was where many players went to get their glimpse of the ever-advancing future.

Commander Keen (1990)

If you want to experience pure hell, try the average 80s PC platform game. Long before making Doom, the team that would be id Software wanted to prove that the PC could handle experiences that played as smoothly as dedicated consoles. Commander Keen wasn t just a fluid experience by the standards of the time, but a fast one, with pogo-jumping, shooting and big levels to explore. Looking back, it s hard to appreciate what a development it was, but we re talking an era where games like the original Duke Nukem (or Nukum either way, the one who wore a pink suit and watched Oprah) were constantly being held up as the PC s answer to Mario. Commander Keen didn t qualify either, but it paved the way for many sequels and the formation of id itself.

A bit of bonus ambition: before making Keen, id tried to convince Nintendo to let it port Super Mario Bros. 3 to the PC by building a working demo (in their off hours in a single week, no less). Nintendo said no thanks, but you can see footage of the demo here.

Maniac Mansion (1987)

If you made a game like Maniac Mansion right now, people would still rightly call it ambitious. A choice of seven characters, each with their own skills. A non-linear adventure with five different endings depending on choices and characters. Real time elements, like ringing the doorbell and having a character come downstairs to check on it. Puzzles involving multiple characters in different rooms of the house or simply the option to do things like put a kid in an empty swimming pool and then fill it back up. And on top of all of this, Maniac Mansion brought the world the SCUMM system (Script Creation Utility For Maniac Mansion) that would define about half the adventure game market for the next decade. All of this, in 1987. Few adventures have ever done so much.

Ultima Underworld (1993)

Like most of the games on this list, Ultima Underworld is a fusion between ambitious technology and ambitious design the design side specifically being to take one single dungeon and try to breathe life into it. To add nuance to its different races, there to be talked to instead of just beaten up. The Stygian Abyss wasn t just a battlefield. It was a fallen community. A place to live in. The experience of being thrown into a dungeon and just expected to survive.

What really sold it though, if your PC could run it, was the technology. Before even Wolfenstein 3D, Ultima Underworld offered a full 3D environment complete with slopes, lighting effects and more, in a bit of technology that could only have been more impressive if well, the viewing window had been a bit bigger. Underworld 2 greatly increased the scope of the game, visiting other worlds and making it a bit easier to see, but what the first one managed remains a technological victory worthy of any heroic age.

Ultima VII: The Black Gate (1993)

Get used to seeing the word Ultima. Ultima VII came out in 1993, and still games like Divinity: Original Sin measure themselves against its success. Its biggest success was creating a living world, where peasants went home at night, weather blasted the world, your companions had to be fed, and, yes, where you could get some flour and water, mix it into dough, stick it in an oven, and get your own deliciously crispy bread. On top of this was an incredibly mature story that continued the series love of more advanced storytelling than most games of the era (previous ones having tackled racism, the perversion of good, and the quest for a hero worth being called one) with a complex tale of good intentions subverted by an otherworldly being of pure, but incredibly smug malevolence.

Ultima Online (1997)

Last time! Where Ultima VII brought a living world to single-player RPGs, Ultima Online brought it to multiplayer. It wasn t the first MUD or MMO, but most of them followed the Diku model popularised by Everquest: go forth, slay. Ultima Online wanted to create an actual world, where players would gather resources, craft houses, become shopkeepers and more, with hero just one of the many careers available. It wasn t without its problems, the first of them being the discovery that given a world to explore and exploit, players will typically turn it into a survival of the fittest Hell. But, its scope, its potential, and the joy of it when it worked created an epic experience that s still running today, and stories like the assassination of Lord British that will never cease to amuse.

The Elder Scrolls II: Daggerfall (1996)

The second of the Elder Scrolls games asked one hell of a question: could you make a world with over 750,000 characters and a map the size of Britain actually feel like a world? We re putting this one here instead of Elite, partly to ring the changes, but mostly because few procedural games have pulled it off so well enough political relationships, guilds, interesting stuff to discover, and cool mechanics like being able to get turned into a werewolf or vampire.

It s not that difficult to create raw space. Daggerfall s own predecessor Arena offered even more. Its sequel, Morrowind, did what most games tend to, and hand-crafted a far smaller area in intricate detail. But for a moment with Daggerfall, we had a game that showed you could be epic, procedural and interesting, without simplifying everything down to the ASCII style of Rogue or putting all the impetus on the player to pretend that there was more going on behind the surface than was ever going to meet the eye.

Duke Nukem 3D (1996)

While another case of a game that s not aged all that well, Duke Nukem 3D was the game that took FPS action out of military bases and sewers and relocated it to city streets, cinemas, and other more realistic locations. That plus a complicated scripting system to blow them all up, clever tricks to fake a 3D engine (even though it was only 2.5, much like Doom) and endless imagination took Duke from being a moderate shareware star to the highest tiers of game characters. No wonder the world was willing to wait so long for Duke Nukem Forever. Even if it wasn t worth it, in the end.

Outcast (1999)

The PC has never really had its own Legend of Zelda. Action. Exploration. A whole new world to explore. Outcast is arguably the closest its come.

A graphical powerhouse of a game that immediately impressed with its freedom, with the AI of its characters, with the glorious effects in everything from jumping into water, to your personal scanner rippling gridmarks across the scenery. There was only one problem. It was all done with voxels at a time when 3D cards were finally allowing for decent polygonal worlds, putting all the work on CPUs that couldn t handle it. If you could play it, Outcast was an unforgettable experience. Too bad for most people it was one that had to wait until the GOG version that finally made it run, long after its prime.

Grand Theft Auto 3 (2001)

It s easy to dismiss the sheer effort that goes into creating a city. After all, we ve walked, run, driven and carjacked around so many. GTA 3 wasn t even the first, with racing games in particular having set the pace. But could you get out of the racing cars and ramble? Enjoy a pumping gangster soundtrack? Run around with automatic weapons and go on missions with a huge cast of crazy characters? Just sit back and listen to an hour of talk radio? Nope. GTA III was magic, and so many sequels on, it s still raising the bar for what virtual cities can and should be.

Give or take a few terrible cock jokes, anyway.

EVE Online (2003)

Ultima Online intended to let players call the shots. It didn t quite work. With EVE Online however, CCP had the courage to actually let it happen, creating one of the most talked about online games of the last few years. Tales of empires at war, of con artistry on a scale that would make Count Lustig blink, the epic sagas of backstabbings and betrayals that no other game can match. CCP likes to describe EVE using the phrase EVE is Real , and while there may not be any starships flying distant galaxies under your favourite forum s command, they still have a point.

Civilization (1991)

All of human history in a single game? There s not much more to be said, really. As achievements go, the only bigger one would be making it one of the greatest games of all time. Not to cast aspersions on the likes of Elite for creating a universe in slightly fewer bytes than the average person would make in a toothpaste and peperami footlong, but the thing about space is that it is mostly empty. Just saying. The world however, in as many ways as you can imagine? That s ambition, even if using it educationally does mostly teach people never, ever to mess with Gandhi.

Deus Ex (2000)

Real world. Real conspiracies. Where do we even begin? Deus Ex not only set out to create some of the most realistic real-world locations we d ever seen (not a tautology the games before hadn t exactly done a great job most of the time), but also turn them into nothing short of a psychopath s toolbox. Multiple paths and solutions. Characters who reacted to your decisions. Tiny decisions determining who lives and who dies. All wrapped in some of the best writing and wrapping the PC had known up to this point. There s a reason why so many years on, it s the original Deus Ex that still stands out as both one of the greatest games ever, and the template of a dream for future immersive simulators to study at the feet of as they try to surpass it.

Dwarf Fortress (2006)

Simulations don t get any deeper than this. Literally, or figuratively. Dwarf Fortress or to give it its full title, SLAVES TO ARMOK: GOOD OF BLOOD, CHAPTER II: DWARF FORTRESS is an ASCII gem best summed up by its creator saying in 2011 that we shouldn t expect version 1.0 for at least twenty years. That s what you get in a game so crazily detailed that a cat can go into a tavern, pick up spilled alcohol on its paws, wash itself off, and get drunk. This was never intended behaviour, just the sum of smaller sub-routines coming together and making their own reality. In retrospect, that twenty years to complete doesn t sound so much at all.

Half-Life 2 (2004)

In a way, Half-Life 2 s most ambitious part isn t even in the game. Valve had an idea for a new store, called Steam . You might have heard of it. Half-Life 2 was, if not its Trojan horse, then its vanguard. You wanted to play the best FPS ever made at the time? Then you got it through Steam. And that worked out pretty well.

Even if you ignore Steam, Half-Life 2 reinvented the shooter with its focus on physics, with every chapter introducing new mechanics and new exciting concepts like the gravity gun or playing point-defense with turrets. It also created a continuous world like no other, putting the final nail into the coffin of games that didn t prize a sense of presence as well as place in their shooter campaigns. Much copied, but still rarely bettered, Half-Life 2 set out to be both the best shooter around, and its next great leap forwards.

Planetside (2003)

Some games just shouldn t be possible. Even knowing the technology that powers them, the epic battles of the Planetside series have always had a degree of magic to them. For the handful of players lucky enough to have a system and connection that could handle it, heading out into one of Planetside s huge battles is a defining moment in games. For the rest, it says a lot that it still felt just as impressive when Planetside 2 rolled along only a couple of years ago. 5v5? 12v12? That s all well and good. But an explosive, expanding, all-access battlefield where the war never stops? That s military action with a little sorcery mixed into the formula, even today.

Spore (2008)

It failed. Yes, we know. It failed. But this is ambitious games we re talking about, and few games shot higher than Spore. Leading a tiny organism through every stage of life. Constructing it using the surprisingly powerful and fun editor. Sending it out to meet other players aliens in a great throbbing galaxy full of freshly created life. That may have been the point where the charm ran out, but the open-ended action and procedural generation and early focus on user generated content that led up to that point still stands out as a technological, if not gaming success.

Crysis (2007)

"But can it run Crysis?" was a relevant joke among PC gamers for at least three years for good reason: well after 2007, Crytek's shooter could still bring CPUs and graphics cards to their knees. Crysis took Half-Life 2's early use of physics and applied it to a dense, free-roaming world. Being able to shoot a tree, watch it fall over, and then shoot the trunk into smaller pieces was revelatory players gladly gave up framerate in favor of insane graphics and physics processing. Cutting edge AI and the systems-driven sandbox gave Crysis the depth to match its insane graphics, and no shooter since has managed quite the same combination of wow and substance.

DayZ (2012)

From its beginnings as a popular mod, DayZ spawned one of the most popular genres in gaming today. The framework for this multiplayer zombie survival game was Arma 2, up until that point one of the most ambitious simulation games and a bastion for fidelity and scale on PC. DayZ built upon Arma 2 s ambition, borrowing and later adapting its 225 km2 terrain, Chernarus, which was created from satellite-modeled slices of the Czech Republic.

The month that DayZ caught on, creator Dean Hall was already laying out incredible plans about features he wanted to add, as he told us in an interview. Underground structures. Dog companions. Realistic disease systems. A couple months later we were hearing about destructible terrain and player cities. Part of Hall s stated approach was to experiment with big, bad ideas, but the reality of implementing them quickly in Arma s Real Virtuality engine for DayZ proved to be a massive challenge.

Outside of these early technical roadblocks, as a multiplayer game DayZ was uniquely trusting. The systems that DayZ inherited from Arma granted it some depth, and being dropped into a massive, hostile environment with no instruction empowered players to tell their own stories, often through surprising, weird interactions with other survivors.

Our 2012 mod of the year remains in Early Access after arriving on Steam as a standalone game on December 2013.

The Witcher 3: Wild Hunt (2015)

It s amazing to think that in just three games, CD Projekt Red has gone from unknown studio to absolute top-tier RPG developer. The Witcher 3 is their masterpiece, from the hand-crafted world to the sheer number of characters and plots. It s a game that excels on every level, from scripting subtle enough for a character to break off combat when they hear your name, to the global nature of some of the most amazing graphics and scenery in any PC game ever, and the sheer artistry of just about every major quest or aside. You never know what s coming next, from the teary humanity of the Bloody Baron s agonising storyline, to a gaggle of Witchers drinking too much, dressing up in drag, and drunk-dialling wizards across the whole continent.

Star Citizen (20XX?)

No, it s not out yet. It doesn t matter. Chris Roberts play to create the ultimate space game already qualifies. Elite style action combined with a dedicated, AAA Wing Commander-style campaign starring Mark Hamill. First person action aboard ships. Deep space exploration. A persistent universe allowing for company, or the solitude of the stars. A crowd-funded budget of $117,259,371 and counting, with players happily putting down real money for in-game ships and unlocking features like pets and modular ship designs and new AI characters to scatter around on planetside environments. If it s not the greatest game ever, expect literal, physical riots.

Team Fortress 2

Image by Deviantart user Ragepandademoman, click for link.

After over a year of building excitement, Team Fortress 2 received its official matchmaking update last Friday. It hit alongside a community-focused Pyro vs. Heavy metagame, a large change to quickplay servers, and a patch which rebalanced weapons for 6v6. While the quickplay and balance changes have equally enraged and disappointed, matchmaking mode is a great way for casual players to hop in and try competitive TF2 straight from the main menu. It s a good start, and hopefully it s just the first iteration.

Team Fortress 2 s matchmaking mode bears many similarities to the way its niche competitive scene has played for years. Matchmaking throws players into a 6v6 game, designed as a new challenge for experienced TF2 players. It allows you to rank up, earn medals, and track your stats in every competitive game. You ll need to have a Premium TF2 account and a working phone number tied to your Steam account to play, or for those without phones, a $10 matchmaking pass available. After the crackdown on LMAOBOX earlier this year, Valve are clearly committed to expunging cheaters from TF2 as in CS:GO.

Image by moonyelloweyes, click for link.

Ranking up is exclusively based on your wins and losses, with a hidden ELO deciding who you get matched against. You can track every aspect of your competitive history directly from inside the lobby along with stats for your entire career, something I think is really missing from Overwatch and CS:GO matchmaking. Ranking up will also send you higher up the leaderboards, letting you see where you stack up globally and among your friends.

Although it s a simple system, and lacks features seen in CS:GO such as map picking, it works well. Hopping into a lobby alone or with friends sends you to a 6v6 game that is matched for your rank, and the competitive experience is refreshing after an uncoordinated pub. At three to 10 minutes on average, the games are fast enough that even a total roll isn t disheartening, and games can be highly rewarding when players communicate over voice chat and are motivated to win. Unfortunately the search time is currently quite high, making you wait five to 10 minutes for a game which could last half that. This may be the reason map picks are currently not implemented: anything that splits the player pool extends the waiting time even further.

Australium (gold) weapons are "awarded upon completing a full Advanced or Expert Tour of Duty in Mann vs. Machine mode," according to the TF2 wiki. Image by iKonakona.

Unrewarding rewards

After spending many years involved with TF2 s competitive scene, I m aware that much of the TF2 community doesn t enjoy playing competitively purely for the sake of winning. In this update Valve had an opportunity to make the ranking up process engaging with contracts or achievements, or could have combined ranking up with unique cosmetics as with Australiums in MvM. They chose to do neither, and are relying on hype and the raw enjoyment of leveling up to draw players into competitive. If it works, it will prove the mantra of 6v6 players: if only casual players knew about competitive, they d love it! But to me it seems like a missed opportunity for them to pull more players away from other modes of play, especially when the precedent has been set in MvM. TF2 is a casual game with a casual audience. Just offering them the opportunity rather than enticing them to stick it out and improve may not be enough.

The matchmaking ruleset is where the format starts to diverge from what people have previously thought of as competitive TF2. Valve has gone with an open approach, without limits on classes or weapons. If your team want to run six Pyros with the Phlogistinator, you can. You might not win but you can!Matchmaking has been hailed as the second coming by the passionate competitive community, but they seem unaware that their version of 6v6 is now the old 6v6. The game that they love in all its intricacies has been overshadowed in one swift update, eclipsed in terms of players by a version of 6v6 that is significantly different.

In order to compromise between the competitive, technical gamemode of old 6v6 and the wants and needs of the average TF2 player, Valve have had to tread a middle ground. The lack of class limits is the most important change; the tournament class limits have grown organically after years of testing, and were required to preserve the competitive nature of the game. A good sport needs rules in order to be set the parameters for skill and strategy. A good esport needs strong rules as well to avoid unpredictability and chaos.

The lack of weapon bans will also create a new feel for the game. There are a ton of unbalanced weapons still in TF2, despite the recent balance patch. These weapons are not fit to be used in tournaments, as they let solo players become killing machines or create defences that are impossible to break through. A core concept of a competitive game is that your impact should be proportional to your ability, but many of these weapons were designed so a casual player could have an impact in a 32-person server. Valve have indicated that they aim to rebalance those weapons based on statistical feedback from matchmaking, and I hope that happens soon.

There are a ton of unbalanced weapons still in TF2, despite the recent balance patch.

Other changes were pushed to TF2 along with the matchmaking update. These included a revolutionary optimization update which makes the game far smoother for players, and a major change to the quickplay system. Rather than being thrown into a pub gamemode of your choice, quickplay (now Casual) sends you into a 12v12 game where teams are encouraged to play to win. If you want to hop into a laidback pub, you have to find a community server. When our community met with him last year, former TF2 lead Robin Walker promised to revolutionize the way casual players think about the game; that s Valve s aim with this change, but at the moment players feel robbed of their classic, laid-back pub experience. Valve are banking on community servers to flourish once again and fill that gap.

The most important change I d like to see are some perks for players to play matchmaking. Valve have a long history of creating gorgeous cosmetics (or sourcing them from the community) for MvM which entice people to spend money and time grinding that mode out. Rare drops of unusual weapons when ranking up would make matchmaking more exciting and take the focus slightly off of advancing one s rank. Even implementing contracts or achievements that are specific to matchmaking would make each experience fresh and encourage players to return.

This is not the end for the struggle of competitive TF2, it s actually the beginning. If matchmaking is a success and even a tiny proportion of TF2 s active players become competitive regulars, they will associate competitive with the experience they get in matchmaking. Their numbers will outweigh the classic idea of competitive TF2 and they may find it impossible to identify with the professional players and the tournaments they play in. It would be a disaster for TF2 if another schism within the competitive scene to opened up after the split between competitive and casual had been healed.

The arguments have yet to brew about whether tournaments such as the upcoming world championship, insomnia58, should remove class limits or weapon limits but for anybody keeping up with Overwatch s nascent competitive scene the similarities give a queasy feeling. Is it possible for TF2 tournaments to keep some basic class limits and weapon bans without alienating their audience of matchmaking players? I think so, but it will require careful navigation around the rocks.

Josh Sideshow Wilkinson has more than 7,800 hours played in TF2. In the last six years, he's climbed to the top of the competitive scene, placing 2nd in Europe last season with his team Perilous Gaming. Sideshow is also a writer, caster for teamfortress.tv, analyst, and tournament organizer.

Team Fortress 2

As you may recall, Valve announced matchmaking in Team Fortress 2 as a high priority feature back in April last year. It may have taken a touch longer to arrive than expected, however it was finally added to the multiplayer first-person shooter on Thursday.

Which is good news, right? Except certain decisions regarding how it s been added have ruffled more than a few players feathers, and have caused Valve to spend the last few days announcing and implementing changes in order to get them back on side.

Part of the Meet Your Match update, 6v6 ranked matchmaking was introduced to TF2, alongside a new Competitive Mode. The old Quickplay mode was also scrapped, with 12v12 unranked matchmaking Casual Mode taking its place the latter of which, alongside some pretty gross queue times and players being punished for leaving casual games, seems to have upset certain facets of the game s players.

We hear you, said Valve in an official blog post in response to the backlash. The queue times you are currently experiencing are a bug, not a feature. It is something we are actively working to correct. Several backend issues appeared post-launch that culminated in long wait times. Removing this issue is our highest priority right now.

Second, abandonment penalties. We had put in a ten-minute cooldown period to encourage players to complete matches. Your feedback has convinced us that it is more important for players to be able to come and go as they please. Today's patch will remove abandonment cooldown penalties from Casual Mode.

Map selection in Casual Mode is another tweak users should expect in the not-too-distant future. The post also mentions that Casual Mode levels can t be lost, nor do they affect matchmaking. We did a poor job of communicating that Casual Mode Levels are in no way similar to Competitive Mode Ranks (which do affect matchmaking, and can be lost), the post adds, before reiterating that, although not as vocal as it could be at times, Valve is listening to all player feedback across all forums.

A Casual Mode patch was rolled out on Friday with another "more comprehensive" one due in the "very near future." It s also worth noting that the TF2 community still appears to have issues with kicking cheaters and the apparent lack of autobalancing within the now absent substitute system. Fingers crossed that too gets sorted in time.

Team Fortress 2

Over a year since it was announced, Team Fortress 2's matchmaking finally goes live today, after a surprise announcement earlier this week. The update also ushers in the long-awaited Competitive Mode, as well as the replacement of Quickplay with an unranked Casual Mode. If you have Team Fortress 2 installed, the update should be available right now.

In addition to these sweeping changes, which Andy detailed earlier this week, the update also introduces three new community maps in the form of Sunshine, Metalworks and Swiftwater. There's also four new taunts, including three community taunts for Pyro, Spy and Soldier, and an official taunt for the Scout.

There's also a long list of general changes, ranging from improved UI elements, replaced sounds, and a few bug fixes. The long list of changes can be perused on the Team Fortress 2 website.

Competitive Mode will require a premium TF2 Account. It boasts 18 ranks ranging from "Fresh Meat" to "death Merchant", as well as post-match medals for exceptional performance. The whet your appetite for the long-awaited mode, here's a fancy video released earlier this week:

Team Fortress 2

Team Fortress 2 was released nine years ago (wow, right?) and today Valve announced that the upcoming Meet Your Match update will finally bring the long-awaited matchmaking and a full-on Competitive Mode to the game.

Yes, this is another instance of "Valve Time": Matchmaking was announced as a high priority feature in April 2015, and a Competitive Mode beta group was set up in January. But better late than never, and now that it's on the verge of going live, all the bases appear to be covered. The Competitive Mode FAQ says matches will be six-on-six affairs with no class or weapon restrictions, no random critical hits, no changing teams, and fixed shotgun spreads. Symmetrical Control Point maps will be fought over in best-of-three or best-of-five matches, while Attack/Defense maps will play by Stopwatch Mode rules.

Inspired by CS:GO and other games, TF2 Competitive Mode will have 18 ranks to be earned, ranging from Fresh Meat to Death Merchant, and also bronze, silver, and gold medals that will be awarded post-match for outstanding performance in the score, kills, damage, healing, and support categories. Penalties for leaving games before they're over will be harsh: Abandoning a game in progress will count as an automatic loss and result in the deduction of points, which could actually cost you an earned rank. You'll also be temporarily banned from joining new matches, and the more matches you abandon, the longer each ban will last.

To take part in Competitive Mode, you'll need to have a Premium TF2 Account (details on that can be found here, but the short version is that if you own a purchased version of the game in any format or have bought something from the Mann Co. store, you've got it), and must provide a phone number on your Steam account, to help "ensure a greater degree of account security and player accountability, which reduces the likelihood of cheating and abuse. If you can't or don't want to provide your number, you can opt for a Competitive Access Pass instead. They'll be available for an introductory discount of $10 when the update goes live; the full price hasn't been announced.

The introduction of matchmaking will also have a big impact on how Team Fortress 2 can be played casually, the announcement says. Now, instead of jumping randomly into an in-progress game, you'll be matched into an unranked 12v12 game with players of similar skill. This means no more auto-balancing you'll be playing a match from start to finish, with actual winners and actual losers.

To Valve's credit, it's not shying away from the obvious comparisons to Overwatch, whose Competitive Mode went live just over a week ago. Before today literally the moment before you started reading this sentence the only way you could enjoy matchmaking on your computer was through dating sites. That got us thinking. What if you took the promise of dating site matchmaking, and, instead of getting matched up based on Snapchat's face-reshaping filters and lies about how much you love hiking, it was based on your actual real-face dating performance? That's when it hit us: Take matchmaking and apply it to videogames, it wrote on the Team Fortress blog. "'But what about...?' you say, and we cut you off mid-sentence, gently place our fingers on your lips and whisper: Matchmaking has never existed in videogames before.

Fair enough. Valve hasn't said when the Meet Your Match update will go live, but Day 2 of the update is coming soon.

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