There's a difference between games that were popular and games that were genuinely influential. Some sold millions of copies but left no lasting trace on how games are made. Others changed everything — the mechanics, the business models, the expectations of what games could be.
This isn't a list of the "best" games ever made — that's a different conversation, and one that's largely subjective. Influence is more measurable. You can trace the DNA of modern games back to specific decisions made by specific designers, often under enormous commercial pressure and severe technical constraint. The games here are chosen because their fingerprints are everywhere.
Pong (Atari, 1972)
It would be lazy to include Pong simply because it was first. The reason Pong belongs here is its demonstration that people would pay to play an electronic game. That sounds obvious in hindsight, but it wasn't obvious to anyone before 1972. Computer Space, released the year before, had already struggled to find an audience. Pong found one because it was genuinely easy to understand.
The lesson Pong taught — that accessibility trumps complexity — has been relearned repeatedly. The Wii, released 34 years later, operated on exactly the same principle. Minecraft, which introduced an entire generation to open-world gaming, did the same. There's a direct conceptual line from Pong to every game that's ever prioritised ease of entry over technical depth.
Space Invaders (Taito, 1978)
Space Invaders was the first game to introduce a persistent high score — a single number that represented your best performance and challenged you to beat it. That mechanic, simple as it appears, fundamentally changed the relationship between player and game. Suddenly, a game wasn't just something you played to completion; it was something you played to improve at. The score table was the first form of competition gaming.
Space Invaders also introduced the first dynamic difficulty system. As you destroyed more alien rows, the remaining enemies moved faster. This meant the game naturally became more challenging as you got better at it — an elegant solution that designers still reach for. The final alien, darting alone across the screen, remains one of the most tense moments in early gaming.
In Japan, the game caused a temporary shortage of 100-yen coins and reportedly quadrupled the revenue of every arcade it entered. It was the first video game blockbuster.
Pac-Man (Namco, 1980)
Pac-Man is one of the few games that became genuinely mainstream — not just popular with gamers, but recognised and understood by people who had never played a video game. Its creator, Toru Iwatani, reportedly designed it with an explicit goal of attracting female players to arcades, which were at the time almost exclusively male-dominated spaces. He chose a maze rather than a shooting gallery, and a character that ate rather than shot.
What Iwatani couldn't have predicted was how thoroughly Pac-Man would colonise popular culture. The game spawned a television cartoon, a number-one hit single, toys, lunchboxes, and clothing. It was the first truly licensable game character — a concept that would define the industry for the next three decades and beyond.
Pac-Man also introduced ghost AI behaviour. Each of the four ghosts — Blinky, Pinky, Inky, and Clyde — had distinct movement patterns. Experienced players learned to exploit these patterns rather than simply reacting to them. It was one of the first games where knowing the system, rather than just being quick, provided a meaningful advantage.
Super Mario Bros. (Nintendo, 1985)
Entire books have been written about Super Mario Bros., and they're generally justified. The game didn't invent the platformer — Donkey Kong and Pitfall! both preceded it — but it synthesised everything that made the genre work and executed it with a consistency and polish that nothing before it had achieved.
"Super Mario Bros. taught designers that every element of a level is a sentence. Place a single Goomba, then two, then three — and you've told the player something about how the world escalates." — game design retrospective, widely referenced in academia
The game's opening moments are worth discussing at length. Mario stands at the left of the screen. The first thing he encounters is a Goomba moving toward him. If he does nothing, he dies. This teaches the player: enemies move, and you need to deal with them. Above the first hill is a floating question mark box. If the player jumps — an action the controls make feel natural — the box releases a coin. This teaches: jump to find rewards. No written tutorial is needed. The game is its own tutorial.
This approach to embedded design instruction influenced every subsequent game that wanted to teach players through play rather than exposition. It's referenced in contemporary game design literature as frequently as any title from the preceding decade.
Tetris (Alexey Pajitnov, 1984)
Tetris was created by Soviet computer scientist Alexey Pajitnov on a Soviet-era computer with no graphics capability — only ASCII characters. Its subsequent journey through various platforms, licensing disputes, and legal battles is itself one of the most fascinating stories in gaming history. But the game itself is what concerns us here.
Tetris is one of the purest games ever made. It has no enemies, no narrative, no win state. The pieces keep falling and eventually the stack reaches the top. Your only goal is to delay that outcome as long as possible. The satisfaction comes entirely from the act of play itself — the spatial reasoning, the satisfying click of a well-placed tetromino, the brief ecstasy of clearing four rows simultaneously.
Psychological researchers have used Tetris in clinical settings to study anxiety and intrusive thoughts. It's been translated into over thirty languages. Bundled with the Game Boy, it helped sell over 118 million handheld units. The fact that a game with no story, no characters, and no defined win condition could achieve this tells you something important about what games actually are.
The Legend of Zelda: A Link to the Past (Nintendo, 1991)
While the original Legend of Zelda in 1986 introduced the open-world format to consoles, A Link to the Past refined and deepened it. The game presented players with a coherent world that could be explored non-linearly, with dungeons that required specific tools to complete and an overworld that revealed new areas as your abilities expanded. This "metroidvania" progression structure — named partly after this franchise — is now one of the most commonly used design templates in the medium.
The game also demonstrated what 16-bit hardware was genuinely capable of. Its sprite work, colour palette, and musical compositions set a benchmark that the SNES era spent years trying to match. It remains playable today in a way that many of its contemporaries do not.
Doom (id Software, 1993)
Doom is the game that established the first-person shooter as a genre. Wolfenstein 3D preceded it, but Doom's combination of non-linear level design, modding support, network multiplayer, and sheer ferocity of pace created something that immediately spawned a generation of imitators.
id Software distributed Doom as shareware — the first episode was free, with subsequent episodes available for purchase. This distribution model directly prefigured the free-to-play and episodic release structures that would become standard practice two decades later. The game was also the first major title to encourage and support user-made modifications. "Wads" — custom map packages — circulated on early internet services, establishing the modding community as a legitimate and valuable part of the gaming ecosystem.
In 1993, a conservative estimate suggested that Doom was installed on more computers than Microsoft Windows. That figure is difficult to verify, but the anecdote captures something true about its pervasiveness.
Final Fantasy VII (Square, 1997)
It would be accurate to say that Final Fantasy VII brought Japanese role-playing games to Western audiences in a way no previous title had. The game's production values were unprecedented for a console RPG — full motion video sequences, a full orchestrated soundtrack, and a genuinely cinematic narrative ambition that most games still couldn't match.
But Final Fantasy VII's more lasting influence may be structural. It demonstrated that a console RPG could sustain a genuinely complex, emotionally affecting story. Players invested dozens of hours into characters they came to care about. The game's most celebrated moment — the death of a major character roughly halfway through — landed as a genuine shock because the game had earned that emotional investment. It's a bar that RPG developers have been trying to clear ever since.
What These Games Share
Looking at this list as a whole, a few patterns emerge. These games were often made under significant constraints — technical, financial, temporal. The best of them turned those constraints into features. Tetris's simplicity wasn't a failure of ambition; it was the point. Pac-Man's maze wasn't a limitation of technology; it was the designer's chosen format.
They also introduced ideas that were immediately legible to players who had never seen them before. The greatest design challenge in gaming is communicating a new concept without frustrating the player before they've had time to understand it. Every game on this list solved that problem, in different ways, remarkably well.
Finally, they all left successors. You can trace a direct design lineage from Pong to Breakout to Arkanoid. From Space Invaders to Galaga to every bullet hell shooter ever made. From Super Mario Bros. to Banjo-Kazooie to Hollow Knight. From Doom to Quake to every first-person game released in the past thirty years. That's what influence looks like.
Educational Note
This article represents the editorial views of the RetroGamingArt team. The selection of titles is based on documented historical influence, industry analysis, and academic research into game design history. Other titles could reasonably be included.