As I previously said talking about Design Singularity, I’ve a list of games to learn from: games that marked a design frontier, games that defied expectations, games that raised the bar for everyone else.
These games did something with greater effect, intensity or depth than its competitors, and should be considered because of their importance, for being released at the time, innovating in a certain manner.
I know there’s a lot of good lessons even in bad games, but here we’re in for lesson-rich games - useful resources for designers to learn about how certain problems were solved.
- Angry Birds
- Assassin’s Creed
- Bejeweled
- Bioshock
- Braid
- Call of Duty Modern Warfare
- Capture the flag (mod)
- Chess
- Chrono Trigger
- Counter Strike (mod)
- Diablo 2
- Deus Ex
- Dwarf Fortress
- Doom
- D&D
- Dune 2
- Fallout
- Farmville
- Gauntlet
- Gears of War
- Go
- Grand Theft Auto 3
- Grim Fandango
- Katamary Damacy
- Half Life
- Half Life 2
- Halo 3
- Herzog Zwei
- Homeworld
- Ico
- Little Big Planet
- Mass Effect 2
- Minecraft
- Mirror’s Edge
- Planescape Torment
- Poker
- Portal
- Puzzle Quest
- Quake 3 Arena
- Resident Evil 4
- Shadow of the Colossus
- Sins of Solar Empire
- System Shock 2
- Splinter Cell Conviction
- Starcraft
- Street Fighter 2
- Super Mario Bros 1
- Super Mario World
- Super Mario 64
- Super Mario Galaxy
- Super Meat Boy
- Team Fortress (mod)
- Team Fortress 2
- Tetris
- The Elder Scrolls 4 Oblivion
- The Legend of Zelda Ocarina of Time
- The Sims
- Thief
- Ultima
- VVVVVV
- World of Warcraft
Mind that’s far from a comprehensive list and it's slightly biased, but I’ll fill the gaps with more time.
Now go to play study.