Apologies for the delay in getting this written up, I’ve been inundated with a lot of life stuff that needed to be prioritised.
So the other day (or last decade hurr durr) I spoke about my personal top 10 games of the 2010s and promised a follow up article where I discuss the games that I personally think were the most influential in the gaming world. Basically, which games do I think defined the decade?
If you’re confused about the distinction between these two things, think of it this way; my personal Top 10 games are exactly that – the 10 best games that I played over the last decade. This list is more like if I was to draw a Venn Diagram with 10 circles in it, I’m trying to fit as many games from the 2010s as possible into it.
There is one main rule for this, as before. The games have to have come out between 2010 and 2019 to be considered. It’s probably not entirely fair to exclude games like Borderlands and Left 4 Dead from this list, as they’ve definitely had an impact on the industry over the last 10 years (think of all the 4 player cooperative looter shooters we’ve had since those games came out) but if I didn’t cut this list off somewhere we’d be here all day. There will probably also be some games that I’ve missed off of this list that have had an influence, but I need to cut this list down to 10 for some form of brevity in all of this waffle.
It’s also worth noting that “influence” isn’t necessarily positive. I can certainly think of at least one of the games on this list that influenced a very negative part of the gaming industry (at least, in my opinion) in a very big way. A bad influence is still an influence and it should be talked about rather than buried under the rug when discussing a more objective list such as this.
On that point, whilst I try to take out my own personal opinions on games when discussing their influence, this post should be taken with a grain of salt. Everyone has some bias in some form and if we all accept that we can all move forward with the spirit in which this piece of writing was intended.
I also can’t possibly say that one game directly influenced another as an absolute 100% fact as I’m not exactly privy to all of that information. I’m just looking at patterns of games that have been released, mechanics that they have, and where they could have possibly gotten that idea from.
With that said, let’s count down what I think were the 10 (or so) most influential games of the last decade.
10. Amnesia/Outlast
There are going to be a few doubled-up games on this list, by the way.
Full disclosure, I haven’t played either of these games. I don’t like horror games or jumpscares because I’m a massive coward. That doesn’t stop me from acknowledging that horror games have had an impact on the gaming sphere and how we consume video games in the 2010s.
The impact of Amnesia and Outlast goes beyond purely game development; they helped launch the career of several gaming Youtubers, and Pewdiepie in particular. This in turn prompted a lot of people to see being a “Youtuber” as a viable career option for creatives. It’s helped shape Youtube to the platform that it is today (even though Youtube for the most part shuns gaming content and puts it in its own little box away so that we don’t look at it, but that’s a different topic).
There have also been many horror games released since these two have come out in an attempt to boost sales by attracting the latest Youtube gaming superstar, or “influencer” I believe is the correct term nowadays. Sure, not all of these games are good, take Outlast 2 for example, but I’d still wildly speculate that these games wouldn’t have been released if it were not for the resounding success of Amnesia and Outlast.

Now one could of course argue the converse point; that Youtubers influenced horror games’ sales rather than vice versa, but I’d say that for that initial success they both needed the other. Some people like to experience horror games being played without playing them themselves, because they want to watch someone lose their minds and scream at a camera. You don’t exactly get that kind of result or gratification as a viewer from any other genre of game. Likewise, Pewdiepie and others playing these games almost surely drove sales of Amnesia up. I don’t have the data for that to hand, I’m sure you can look it up if you’re in that way inclined.
It’s also certainly worth noting that Amnesia and Outlast (also Five Nights at Freddy’s and Slender to some extent) are not the only games to encourage the growth of Youtube as a creative platform, but we’ll get to that later…
9. Overwatch
I’m putting Overwatch in this list, but not entirely for positive reasons.
Yes, hero shooters were certainly all the rage in the wake of Overwatch’s success (and Battleborn’s failure, RIP). Yes, Overwatch is well polished in terms of gameplay and is fun to play. Yes, Overwatch still has a fairly large player base and has been a successful e-sport for Blizzard. It’s certainly had a positive impact on the industry, I’m not here to deny that.
But we also need to discuss the loot box problem.
Now I’m very traditionalist in how I like my video games. I believe that if you have paid for a game up front, you should be allowed to enjoy that game without any other microtransaction-y stuff on top of it (I personally think that DLC is mostly fine provided you haven’t carved up the game to sell it in smaller chunks). If you want free to play monetisation, make a free to play game. I also think that lootboxes are the most egregious type of monetisation one can have, basically you can either pay for something you want, or you can pay for a myyyyyysteryyyy box wooooooooooooooooo. I don’t believe that they have any place in any game, and they certainly have no place in a AAA game like Overwatch, even if it is sold at a fraction of the price.
Whilst Overwatch is certainly not the first game to include random loot boxes (hell, it’s not even the first Blizzard game to do that) I still very much subscribe to the opinion that it popularised the concept in the AAA games industry. Look at this list of video games that sell “random loot boxes” as part of their moneymaking. If we go from Team Fortress 2 to Overwatch (a period of 9 years) 17/33 of these games were published (I haven’t included Street Fighter V because it introduced loot boxes several years after release, and so fits into the latter category). Between Overwatch and now (a period of only ~4 years) 14/33 of these games had lootboxes in them. For those who can add up the other 2 games that haven’t yet been counted are Zhengtu, which gives me no information about its release, and the expansion to League of Legends.
Now while I’m dragging Overwatch through the mud here, it’s certainly true that Counter Strike: Global Offensive also has a lot to answer for here; clearly Rocket League’s and PUBG’s loot systems mimic those present in that game, but I maintain that Overwatch was the game that caused AAA publishers to turn their heads over to the idea.

Let me put this another way. Between TF2 and CS:GO, we have Lord of the Rings Online, Star Trek Online, Mass Effect 3 & League of Legends. Two of these have subscription models, one is free to play, one costed full price to play. Between CS:GO and Overwatch, excluding mobile games, we have 6 games. 4 free to play, 1 full price, 1 at <$60. Since Overwatch (again, excluding mobile games) we have 4 free to play, 1 <$60 and EIGHT full priced games!
This is definitely a surface analysis of the loot box problem in gaming, and I’m sure there are plenty of games that have lootboxes that I’ve not included, but to me it’s telling of Overwatch’s influence on the gaming sphere. Shame on you, Activision-Blizzard. Shame on you.
8. Limbo
Let’s get back to the positive now, shall we?
I really liked the idea of the Xbox Live Arcade. It was a great idea that showcased a load of great indie games that otherwise wouldn’t have necessarily had that exposure, and one of the main beneficiaries of the XBLA was undoubtedly Limbo.
If you’ve never played Limbo, it was a harrowing side scrolling platformer about a small child getting plonked in a world that wanted them dead. It was pretty good in my opinion, but its success paved the way for many other games to have their time in the spotlight. Bastion, Ori and the Blind Forest, Little Nightmares, even Playdead’s own Inside, to name but a few.
In fact, what could be argued as the best indie game of the last decade, Toby Fox’s Undertale, follows this basic concept. However, its gameplay is more RPG than platformer, so I doubt Limbo was necessarily a direct influence. I think it’s more that it encouraged more consumers to take a look at what smaller studios, and even individual developers, were putting out.

So many indie games nowadays have been tinkering on the idea of an innocent being exploring an incredibly hostile world, and while I guess it started gaining popularity with Johnathan Blow’s Braid, that came out last decade so I can’t count it. Plus Limbo sold over 1 million units compared to Braid’s 450,000, though a lot of those figures are probably down to Microsoft giving Limbo away on Xbox for free after E3 2016 in anticipation of Inside’s release.
I briefly mentioned it before, but I could definitely include Undertale in this list as well. It definitely paved the way for more “meta” game design seen in stuff like Pony Island, Superhot and Doki Doki Literature Club, but a lot of the points cross over with Limbo and there were so many games that came before it that it obviously didn’t influence, so I put it here as a sort of honourable mention.
7. The Binding of Isaac
The Binding of Isaac is one of the paragons of the other side of the indie gaming sphere; roguelikes. In the 2010s, if a popular indie game wasn’t a “Small Child Scary World” game (to quote Yahtzee Croshaw) then it was a roguelike/roguelite. In Binding of Isaac’s case, it happened to be both.
Again, there are so many roguelikes that were created and allowed a moment in the sun on the back of Isaac. Faster Than Light, Slay the Spire and Dead Cells are the first three to just come off the top of my head. It showed talented developers with an idea that there is an audience for these games and if you build it, they will come. The Binding of Isaac and Limbo are what I’d regard as the two pioneers in what indie gaming was in the 2010s, and I’m excited to see what will shape the indie gaming scene of the 2020s.

I put Isaac higher, purely because I think that the games that it inspired have a more committed audience, which is probably attributed to the nearly endless replayability of the games. Most of Limbo’s successors are only a couple of hours in length, and then you’re done…
…The exception of course being Undertale, which had a very committed (read: rabid) fanbase at the time. I haven’t looked at it since 2015, could be alright now.
6. Skyrim
Skyrim is one of those games that everyone has played, and everyone has played in a completely different way to everyone else. That’s what makes Skyrim great.
It definitely had a cultural impact. Certainly when I was in school more and more people were talking about nerdy fantasy stuff than they ever had before Skyrim came out. Sure, some people played Runescape or World of Warcraft, but they were the neeeeeeeerrds. Everyone played Skyrim. Skyrim was cool, and then fantasy became more popular. Skyrim twinned with Game of Thrones was the gateway for fantasy being more mainstream again for the first time since Lord of the Rings.

It was also a big influence for a lot of open world fantasy games to come out after it. Hell, I’m pretty sure that my favourite game of the last decade only really got the success it did because it was compared favourably to Skyrim.
Skyrim also marked a very ambitious project at the time, and the execution was excellent. Even if there are a few bugs. I’d love to take credit for this idea and expand on it further, but I’d recommend instead watching Jim Sterling’s video on the topic, and on Skyrim in particular.
It also marked a more hands-off approach to storytelling. Now it was more about the player forging their own path, rather than the path forced upon you by the narrator. As with Limbo, it wasn’t the first game to do this. But in the context of the 2010s, it was the most successful.
5. Grand Theft Auto: V
I struggled for a long time to justify to myself that GTA V should be included on this list. Sure it’s the third highest-selling game of all time, and (the single player at least) is very good, but I kept asking myself “how has GTA V actually influenced gaming over the last decade?” If I was to include it for gameplay reasons, I’d have put Red Dead Redemption in here, because GTA V’s core gameplay is essentially the same as that game’s; go to the place, shoot the thing, dick around for a bit, repeat. It even feels the same to play as RDR, with its snappy auto-aim and driving around an expansive open world. Albeit GTA looks much better graphically. I kept coming back to the question though: “What is GTA V’s wider cultural influence?”

Eventually it hit me, scrolling through Youtube comments on a random video. GTA’s longevity is exactly the reason it is influential. It is the example that causes AAA gaming executives to wake up in the middle of the night after another “Live Service” wet dream. GTA is still immensely popular to this day, despite coming out 7 years ago! For all of its faults, hackers and aggressive monetisation (another horrific influence on the games industry, thanks Rockstar/2K Games!) its Online mode stills receives continuous updates and is still being supported.
It’s a subtelty that I think that a lot of big-name publishers fail to grasp; if you want to actually make a long term “Live Service” game that even comes close to what GTA V achieved, you actually have to – y’know – support the damn thing. Not just shut down the servers the second that player numbers start to drop. They just saw the dollar signs roll in for Rockstar and decided they want a piece of the pie without caring so much about the execution. Sadly, greedy publishers, you’ve got to spend money to make money, as they say.
Anyway, I could rant about AAA gaming for a long time. GTA V has a lot of problems, but there’s no doubting its success and impact on the industry from a wider perspective.
4. Fornite Battle Royale/PUBG
I think that everyone knew we’d be talking about Battle Royale games in this list sooner or later…
Player Unknown’s Battlegrounds (or PUBG) really seemed to come out of nowhere, at least to me. Suddenly everywhere I looked everyone was playing it at the start of 2017. It seemed to be a revelation in the multiplayer genre; a game where you drop 100 people in and only 1 emerges victorious. I don’t know what they did or who they paid to market the game, but it obviously worked.
Of course, the problem with PUBG was that it was (and still is I’m pretty sure) janky as hell and pretty buggy. Joys of Early Access I guess.
Then Epic Games came along with its own take on the Battle Royale genre, with a free to play mode tacked onto a zombie shooter that I’m pretty sure nobody has ever played. Fornite: Battle Royale was colourful and cartoony and fun, and seemed to take the basic idea of PUBG and give it a bit of spit and polish. The map was smaller, the graphics cleaner, and it was free to get in to.
Both of these games should be mentioned here because so many companies, both AAA and independent, have tried to follow in the trail of PUBG and Fortnite with their own Battle Royale, with varying degrees of short and long term success.

It reminds me a lot of the 2000s when everyone and their dog seemed to be making MMOs (not that I played them, as I said in my previous post I was a purely FIFA boy at that time, but my brother did) following World of Warcraft bursting onto the scene and making so much money. The other similarity is of course that, like MMOs, people have only stuck with these Battle Royale games (Ring of Elysium, Call of Duty’s one, Realm Royale etc.) for only a relatively small amount of time before going back to the ones they knew.
It’s worth mentioning that Apex Legends seems to have actually broken through a lot of the mediocrity to carve itself a slice of the pie but, to continue the MMO comparisons, Apex is kind of like the Guild Wars 2 or Elder Scrolls Online to Fortnite’s WoW; the former still has a decent playerbase, but you can’t really say that it’s got anywhere near the clout in the industry to that of the latter.
It’s also worth noting that I would have put Fortnite here on its own were it not for the fact that it definitely would not have been anywhere near as popular as it was without PUBG testing the waters first and making a massive splash, and I think that’s definitely something worth acknowledging.
3. Dark Souls
I ended up going for Dark Souls – even though Demon’s Souls could definitely have been here – for a few reasons. One of them was it Demon’s Souls wasn’t as favoured critically as its sequel; Dark Souls definitely got more people into the insanely challenging games with non-linear exploration and combat that’ll kick you to the curb if you’re not on the ball. Another reason would be that when people compare these types of games, Salt & Sanctuary, Cuphead, Lords of the Fallen, Hollow Knight, they don’t compare them to Demon’s Souls, do they? No-one says that a challenging game is “The Demon’s Souls of…”.
It’s true that without Demon’s Souls we wouldn’t necessarily have Dark Souls, but like with Fortnite and Apex Legends I can definitely say which name carries more weight to it without having to think too hard about it. Plus they’re made by the same developer so I don’t necessarily know how much they influenced the first time other than themselves.
The impact of Dark Souls on gaming is obvious; so many games have been released since 2011 that are trying to court that obsessive, foaming-at-the-mouth hardcore gamer market, and some of which I’ve already mentioned here. A lot of people began complaining that gaming had become “easier” and that it was more about crafting a story than having any challenge in the gameplay. Then Dark Souls came along and showed that you can do both of those things to make a game more of a game and less of an interactive movie.
Dark Souls is basically a 3D Metroidvania. It encourages exploration over just being told where to go, something recreated in games such as “Breath of the Wild”. The way that Dark Souls tells a story is also tied into that, subtlety over spelling everything out for you. There is so much lore in a Dark Souls game that can be delved into for those who want to comb through every crevice trying to find it. Or you can just stab a fat bloke in the arse while smashing pots, it’s up to you.

It’s also worth mentioning the cultural effects of Dark Souls, its playerbase coining the phrase and idea of “gitting gud” to solve your problems whilst “Praising the Sun”. The memes. Oh god the memes.
It is a serious point though, meme culture has been a big part of the 2010s, as well as being one of the most rapidly evolving, and Dark Souls played its part in contributing to that.
2. DOTA 2
Another game on this list that I haven’t played, but again, I can’t deny the impact DOTA 2 (and yes, fine, League of Legends as well, but as it came out in 2009 it doesn’t qualify for this list) has had on the industry. MOBAs were all the rage in the early-mid 2010s and, like with Battle Royales now, lots of people tried to emulate the success by trying their hand at it. Of course, most of the time it didn’t work because people dip their toe in and then go back to what they know: I refer you back to #4 in this very list for other examples of this in gaming.
But DOTA 2’s impact goes far beyond that in my mind, and is why it is #2. It has helped grow two crucial pillars of modern gaming which a lot of gaming pundits have seemingly ignored; livestreaming and e-sports.
We’ve already discussed how horror games helped grow gaming’s presence on Youtube, but we haven’t yet discussed livestreaming, and Twitch in particular. In my opinion, Twitch is an easier way to get creative with gameplay and other forms of content creation than Youtube. It has a lower barrier of entry (you don’t need to have any idea of how to edit something, you just need a camera and a personality) and it has less threats of being demonitised that Youtube currently seems to.
Twitch has also been a platform used to enable the growth of e-sports since its creation in 2011. Most of the top Twitch streamers are or have been connected to the e-sports scene in some way shape or form.
And DOTA 2 is, and has consistently been, one of the most popular games to stream on Twitch.

Moreover, more and more people are investing in e-sports. Whilst Fortnite has overtaken DOTA 2 in terms of having the most prize money available in its tournaments, The International tournament for DOTA is one of the most hyped-up events on the e-sports calendar, growing bigger and bigger with each year. I don’t even play or care about DOTA and I know about The International!
Like GTA, despite DOTA being a 7 year old game, it continues to grow, iterate and improve its gameplay, and has thrived in the 2010s. Unfortunately, it was beaten out by another game…
1. Minecraft
It surprises me how many of the videos I’ve seen on influential games, and most of them don’t even MENTION Minecraft, or if they do, it’s very brief.
Minecraft is, in my opinion, far and away the most influential game of the 2010s. It combines all of the things we’ve already talked about – longevity, a prescence on Youtube/Twitch, impact on other games in the genre (including Battle Royale with some of its mini games). It has also sold more copies than TETRIS! That gives you an indication of how damn popular this game is.
Think of how many games nowadays have crafting or survival elements. I can think of more games that have it than those that don’t nowadays. That’s pretty much all down to what Minecraft did from the start of the decade onwards.
It is still one of the most engaged with games. I know that I still certainly get itches to go back and play it sometimes, for days or weeks at a time. Not great for my productivity, but it gives me a sense of accomplishment.

There’s also so much clever stuff that gets done in Minecraft. I’ve seen a video of somebody coding the original Pokemon Red into it. It just blows my mind how any of that works. Plus all the mods that people have added to it, even without a modding API!! It gave talented people a simple place to mess around with stuff and has even helped pave the way for some people’s careers.
It’s also launched the careers of so many gaming Youtubers, including DanTDM and The Yogscast. Plus it got a big resurgence towards the start of 2019. It was the go-to game for parents to give to their kids, until Fortnite came along, and it’s all down to its simple presentation.
There are so many areas, both inside and outside of the gaming sphere, that Minecraft has helped influence. From the basic idea of survival mechanics and elements to parody song creation to calculating complex mathematics. That’s why it has to be, has to be, the most influential game of the 2010s.
So that’s my list of the most influential games of the 2010s, and I reckon I’ve captured the essence of most successful games of the decade. There will naturally be some outliers: XCom springs to mind as something that doesn’t really fit in any of those categories, but overall I’m happy with how this came out. See you in another 6 months when I inevitable decide to write something else.






























