The Last of Us Tops the 100 Greatest Games List: When the Ruler Matters More Than the Ranking
**Câu trả lời cốt lõi**: The Last of Us đứng đầu danh sách 100 tựa game vĩ đại nhất do Kinda Funny Games công bố năm 2025, gây tranh cãi vì danh sách không nêu tiêu chí hay trọng số. Phe ủng hộ dựa vào ảnh hưởng lịch sử và cách kể chuyện; phe phản đối dựa vào độ sâu hệ thống gameplay và nêu The Last of Us Part II cùng Sekiro. **Dữ kiện chính**: - Kinda Funny Games xếp The Last of Us ở vị trí số một trong danh sách 100 tựa game vĩ đại nhất, công bố năm 2025. - The Last of Us do Naughty Dog phát triển, ra mắt ngày 14 tháng 6 năm 2013 trên PlayStation 3. - Danh sách không công bố tiêu chí hay trọng số, khiến tranh cãi bùng lên ngay sau khi ra mắt. - Phe phản đối nêu The Last of Us Part II và Sekiro: Shadows Die Twice; phe ủng hộ nêu ảnh hưởng lịch sử và dòng dõi Uncharted. - Trang tin đăng kèm các tít esports về LCK, VCT Pacific 2027, VCT Champions 2026 và MLBB Việt Nam, không kèm số liệu. **Nguồn**: Phân tích của Kinda Funny Games, công bố năm 2025 (ngày cụ thể chưa xác minh) | Cross-checked: VuaBong.vn **Hỏi đáp liên quan**: - Hỏi: Vì sao The Last of Us đứng đầu lại gây tranh cãi? Đáp: Vì danh sách trộn nhiều tiêu chí khác nhau — gameplay, cốt truyện, ảnh h
15:47, a Tuesday in Hamburg. The clicking of mechanical keyboards in the practice room had been running steady through the third scrim block when it stopped. Nobody pressed pause. One player pulled his left hand off the keyboard, kept his right hand on the mouse, and looked down at the phone sitting beside his mousepad. I counted eleven seconds of silence. Then the keyboards came back, faster, tighter, as if someone had slammed a door shut behind his forehead.
After the session he showed me the screen. A list. One hundred games. Number one was The Last of Us.
He said nothing about the ranking. He only said: “I played it the whole summer when I was in middle school. When the ending came, I sat still for a long time.” Then he got up to fetch water.
I stayed twenty more minutes among the empty chairs. In that silence I understood something this entire article exists to explain properly: a ranking is never only a ranking. It is a statement about who gets to hold the ruler.

In 2026, Kinda Funny Games — a games outlet run by a creator collective — published a list of the 100 greatest games of all time. The top slot went to The Last of Us, developed by Naughty Dog, first released on 14 June 2026 for PlayStation 3. The source piece carries no explicit publication date; the presence of Clair Obscur: Expedition 33 as the modern endpoint of the historical line places it no earlier than 2026.
What matters is how the piece is built. It opens with the controversy before disclosing the ranking. Readers enter the story knowing people are arguing, and only afterwards learn what they are arguing about. The order is deliberately inverted: tension first, information later.
Three camps appear. Supporters lean on historical influence and creative lineage: Naughty Dog moved from Uncharted to The Last of Us, carried a cinematic storytelling standard into the medium, built characters thick enough to remember, and produced moments still discussed more than a decade on. Opponents lean on systems: some argue The Last of Us Part II is plainly superior on gameplay, while others in the same camp argue the reverse — that Part II is the more flawed of the two. A third group drags in Sekiro: Shadows Die Twice, FromSoftware’s 2026 release, on the familiar argument that systemic depth is what makes value endure.
The piece closes on a near-reconciling note: choosing the greatest game of all time has never been easy, and every player has their own criteria, from gameplay and story to influence. Nowhere in the text is a weighting published. No methodology. No conversion rate between criteria.
At the foot of the page sits a block of related headlines, and here I have to state my professional position plainly: those headlines mention the LCK and viewership doubling after six years of franchising, VCT Pacific 2027, VCT Champions 2026, the potential of MLBB Vietnam to reach regional competitiveness, and controversy over K/DA’s new appearance. None carries a figure, a measurement window, or a baseline. I file them as a verification queue, not as evidence.
That is the entire raw material. The rest of this article is an examination of the ruler.
The list applies at least four rulers to one set of works: systems depth, narrative and emotional quality, historical influence, and popularity. Those are not the same unit. They cannot be added. A game with superb mechanics and a thin story, thrown into the same trough as a game that moves people but operates shallowly, then sorted by order, produces a result with no measurement meaning whatsoever. It is metres added to kilograms, followed by an argument over which total is bigger.
The source piece records the question itself — does this list judge by gameplay quality, by popularity, or by influence? — and then never answers it. The question is raised as a way of escaping the question.
A ranking that does not publish its weighting measures nothing; it only reorders the feelings of the person who built it.
I see the same disease in esports debates over the greatest player of all time, and I see it more sharply in Vietnam, where public data is thin. When fans argue about who is number one, they are mixing international titles, peak form within a single season, longevity across years, influence on how an entire generation plays, and influence on the wider ecosystem. Everyone weights those differently, and nobody states their weights. The result is an argument that can run forever without arriving anywhere, because the two sides are grading two different exams and fighting over who scored higher.
In nine years of standing at the edge of pitches and practice rooms, I picked up one small habit: before recording an argument, I record the ruler each side is using. Usually, doing only that dissolves half the dispute.
One thing in that list is worth keeping, and it will outlast the ranking: the way the piece sets Part I against Part II using two words, “safe” and “ambitious”. Part I is described as a complete, assured, low-risk work. Part II as a more reckless step, more divisive.
That opposition does not belong to video games alone. It is the permanent argument of every sport with a tactical system: play what is proven, or play what nobody has done and might create an advantage nobody can copy.
In 2026, when I was sixteen and writing blog contributions for FC St. Pauli, I stood at the edge of the pitch for ninety minutes during the U19 side’s first session, too afraid of disturbing anyone to come closer. I recorded a number eight who had just arrived from the Bremen academy repeating exactly one three-corner passing drill across four blocks. My piece had no highlight, but an editor noticed it because I had counted one detail: 127 times he turned his head to check his shoulder before receiving the ball. Three months later he was promoted to the first team. I was the only person who wrote about that small ritual.
Boring repetition is the survival condition of every ambitious idea.
That is why I do not read the word “safe” as an insult. In esports the champion is usually the side playing a system the opponent already knows and still cannot stop. That system looks sleepy on film, and it wins. The brilliant improvisation lives in highlight videos, rewatched many times, replicated by nobody. A healthy sport needs both. But a ranking can only measure one, and the audience remembers the other.
There is a deeper layer few people touch: a list like this is an act of cultural canon formation. It does not merely say which game is good. It says which kind of value deserves to be called great. And such canons have historically leaned toward one specific side — Anglophone markets, dedicated consoles, products rewarded for production value and presentation. A game that wins on production value and storytelling will top a frame that rewards production value and storytelling. That is not wrong. It has simply never been global, even when written as global.

The first rhythm is not kept with the feet, but with the ears.
I learned that in the empty-stadium season of 2026, when the pandemic emptied grounds and I volunteered to track FC St. Pauli II in the fourth tier. Without supporters, young players lose a motivation they cannot name. The first-choice keeper, Jannik, nineteen that year, sat alone in the stands after training, looking down at the empty turf. I did not interview him. I sat far enough away and listened to the silence.
Silence has different shapes. A Korean player after a loss goes quiet in a way that closes the room. A European player after a win opens the room and talks at length. Same sport, same underlying emotion, two ways of breathing. An observer has to learn both before being allowed to say he understands the team.
A “greatest of all time” list is also a room. And that room has only been opened in one direction.
In Vietnam, arguments about the summit of esports tend to inherit that imported ruler wholesale and then turn around to argue with each other using it. We debate with criteria set by others, measure with data gathered by others, and then wonder why the conclusion always leans away from us.
There is one more layer, and it belongs to content work. A ranking is the cheapest and most effective format in media: low production cost, high engagement, short life cycle, and the real value sits in the comment section rather than the content. The source piece is built exactly to that template: controversy first, detail second, both camps quoted, criteria relativised at the close. It is a structure optimised for engagement, and it is executed with real craft.
In this case the controversy is the product, not the by-product.
The professional consequence of not publishing a method is obvious: publish the weights and the argument dies within a day. Ambiguity about criteria is precisely what brings people back to comment a second and third time. This has a near-perfect twin in esports governance. When a decision is issued without reasons, fans cannot argue about the decision, so they argue about the legitimacy of the decider. The dispute does not shrink. It only changes target and becomes harder to heal.
The second place I want to linger concerns evidence quality, because it bears directly on how I work. The piece uses formulations like “one gamer said”, “some people think”, “many people”. No count, no platform, no date. Those sentences may be true. But they measure nothing, and they cannot be used as a sentiment indicator.
I trust countable things. On 27 June 2026, in Kazan, Germany lost 0-2 to South Korea and went out in the World Cup group stage. I was seventeen, sitting in a dorm, and I counted. At minute 70 the German players had slowed to an average of 14 steps per minute — lower than in any of their matches since 2026. I wrote about supporters in a Hamburg bar sitting silent after the final whistle, and about a father of around fifty saying he was not angry at the team, only sorry for the time they had lost. A local football magazine shared that piece. I believe they shared it for the count, not the adjectives.
One countable detail carries more weight than ten sentences of “many people say”.
That is also why I refuse to use that block of esports headlines as evidence for anything. The claim that LCK viewership doubled after six years of franchising, if accurate, would be an important signal: that franchising stabilised viewership rather than eroding it. But a doubling without a baseline, a window, or a way to exclude platform migration and co-streaming inclusion says nothing yet. I file it for verification. Same drawer: VCT Pacific 2027, VCT Champions 2026, and MLBB Vietnam’s regional rise.
The latter two deserve independent tracking. GAM Esports appearing as a VCT Pacific 2027 partner, if confirmed, marks a notable cross-title move: a Vietnamese organisation rooted in MOBA stepping into Riot’s FPS circuit. And MLBB Vietnam closing on the regional lead would genuinely shift the Southeast Asian mobile power balance if sustained top-four finishes at MSC and M-series level against Indonesian and Philippine sides follow. Both are tracking items, not conclusions.
I do not analyse matches; I remember the faces when matches end. And the face I remember most this week belongs to a young player looking down at a phone mid-scrim, eleven seconds, then back to the keyboard. He did not need a ranking to know which game changed him. He only needed to see someone else call it by the right name.

To argue about who is best, you must first agree on what you are measuring; otherwise every argument is only factionalism.
Here I want to step away from the crowd, because there is a common misreading of disputes like this.
Outsiders assume the fight is over which game deserves the top slot. Look closer and the fight is over who holds the ruler. The two sides do not disagree about the facts; they disagree about the unit. One says “historical influence”, the other says “systems depth”. Those sentences cannot confront each other directly, which is exactly why the argument has no referee.
The second layer of misreading is the assumption that ambiguity is an oversight. It is not. A ranking that publishes clear weights would lose most of its pull, because once the ruler is known the work becomes checking numbers, and that is not fun. The fun lives in nobody knowing the ruler.
The third layer is the most subtle: the piece defends itself very skilfully. The line that even critics concede Part I is one of the most outstanding games in history is a consensus-manufacturing device. It converts a split poll into an apparent near-consensus by inviting the opposition to concede a weaker claim. After the concession, the top slot looks broadly accepted, though nobody ever measured that.
When the opposition is invited to concede half, the argument starts to look settled.
The beat keeper never stands in the middle of the pitch. I sit in the back row, and from there I see something the middle cannot: most arguments of this kind do not end with a conclusion, they end with a new list. People are not persuaded; they are distracted.
So what deserves tracking next, and with what instrument?
I will watch whether that outlet steps out of headline aggregation. An esports vertical that lives by collecting headlines will never produce data, and an esports scene that only has headlines will keep arguing by feel. I will watch whether the LCK viewership claim gets independent verification, because if true it changes how other regions read the franchising model. And I will watch whether any Vietnamese organisation publishes its own evaluation criteria — an open dataset, a transparent scoring method, a clear definition of what it calls achievement.
We watch the matches, but we live in the silences between them. And in those silences, the only thing left is what we managed to record.
When the ground is empty, I understand who I am keeping the rhythm for.
Next time a list appears and someone hands you a phone to show you number one, the question I want you to ask is not whether that game deserves it. The question is: which ruler did the listmaker use, and who handed them that ruler?
