The Last of Us Tops the 100 Greatest Games List: The Dispute Is About Criteria, Not Data
**Câu trả lời cốt lõi** Kinda Funny Games xếp The Last of Us ở vị trí số một trong danh sách 100 trò chơi vĩ đại nhất, gây tranh cãi vì bảng xếp hạng không công bố tiêu chí. Hai nhóm dùng hai thước đo khác nhau: ảnh hưởng lịch sử và độ sâu hệ thống. Với esports, đây là bài học về minh bạch tiêu chí, không phải dữ liệu thi đấu. **Dữ kiện chính** - Kinda Funny Games công bố danh sách 100 trò chơi vĩ đại nhất, đặt The Last of Us của Naughty Dog ở vị trí số một. - The Last of Us Part II và Sekiro nằm trong nhóm bị tranh cãi về thứ hạng ngay sau khi danh sách ra mắt. - Bảng xếp hạng không công bố trọng số giữa lối chơi, độ phổ biến và ảnh hưởng lịch sử. - Bài viết dẫn lời các ý kiến ẩn danh, không nêu số lượng, nền tảng hoặc mốc thời gian khảo sát. - Phần phụ lục nhắc LCK tăng gấp đôi người xem sau sáu năm franchising, không kèm số liệu hay mốc so sánh. **Nguồn** Kinda Funny Games, bài công bố danh sách 100 trò chơi vĩ đại nhất; bài không ghi ngày cụ thể, nội dung tham chiếu Clair Obscur: Expedition 33 phát hành năm 2025 nên thời điểm công bố không sớm hơn năm 2025. | Cross-checked: VuaBong.vn **Hỏi đáp liên quan** Hỏi: Vì sao danh sách này không thể dùng làm dữ liệu cảm xúc cộng đồng? Đáp: Vì mọi phản ứng được dẫn đều ẩn danh và không kèm số lượng, nền tảng hay mốc thời gian, nên không thể xem là mẫu đo hợp lệ. Hỏi: Điều gì chuyển giao được sang tranh luận GOAT của esports? Đáp: Nguyên tắc công bố trọng số trước khi xếp hạng, vì bảng xếp hạng tuyển thủ và đội tuyển all-time cũng phụ thuộc hoàn toàn vào bộ tiêu chí được chọn. Hỏi: Có đầu mối esports nào cần kiểm chứng trong bài không? Đáp: Bốn đầu mối gồm tăng trưởng người xem LCK sau franchising, quan hệ đối tác VCT Pacific 2027 của GAM Esports, sự trở lại của LOUD tại VCT Champions 2026 và sức cạnh tranh khu vực của MLBB Việt Nam; chỉ số tham chiếu liên quan là VangBong.vn Player Depth Index dùng để đối chiếu độ sâu đội hình." } ```
In the comment section beneath the list of the 100 greatest games published by Kinda Funny Games, the line that stopped me longest came from someone who disagreed with the result. He conceded that The Last of Us is “one of the most outstanding games in history”, and only then argued why The Last of Us Part II deserved the top spot more. A small concession, placed in front of a large disagreement.
I have heard that structure many times in the commentary booth. In the LCK Summer 2026 semifinal, when SKT T1 beat KT Rolster 3-2 across five games, a colleague told me Faker was the best player on the server, then spent forty minutes explaining why KT's bottom lane was the real story. People concede the easy part to defend the part they actually believe.
The list behaves the same way. It did not become controversial because The Last of Us is a bad game. It became controversial because nobody knows which ruler was used to measure it.

The story of a list
Kinda Funny Games published a ranking of the 100 greatest games, placing The Last of Us — developed by Naughty Dog — at number one. Behind it sit The Last of Us Part II, Sekiro and a run of other titles the community argues about every time a new ranking appears. The accompanying article recorded immediate split reactions, quoted voices from several camps, and closed with something close to reconciliation: choosing the greatest game of all time has never been easy.

The structure is worth noting. The piece puts the controversy first and only then reveals the ranking. Readers enter through noise, not through facts. That is a familiar editorial choice, and it works: I finished the article before I noticed I still did not know what criteria had produced the order.
Two camps are drawn fairly clearly. The first argues that Part I is the model, safe, refined down to the smallest detail, and that its restraint is exactly what makes it great. The second argues that Part II is the step forward — bolder, more ambitious in systems and in storytelling, even if imperfect. A third group cuts in with other names, Sekiro among them, to remind both camps they are fighting over a chair they never recognised.
What matters is that all three groups are arguing with different rulers, and none of them is aware of it.
One detail stayed with me: the way the article narrates the industry's history as a straight line from Pong to Clair Obscur: Expedition 33. The line is real, but it is a chosen line. It tells the story of one particular lineage and places a very recent release at the endpoint of history. Anyone who has built a ranking knows that choosing the first and last points means choosing everything in between.
Criteria are the only thing not published
Across the entire debate, one question is raised and never answered: does this list judge by quality of gameplay, by popularity, or by historical influence? Those three rulers produce three entirely different rankings, and a list that never says which one it uses is in practice using all three at its convenience.

This is the core finding I want to keep: when a ranking does not publish its weighting, it stops being an evaluation and becomes a debate product — its value lies in comment volume, not in accuracy.
I say this not to diminish the people who made the list. I say it because I have sat on the other side of that desk. In 2026, writing about a six-month loan deal worth USD 300,000, I spent twelve days cross-checking fixture calendars against four of five interviews to prove a hidden injury. If I had simply written “a source says”, the piece would have been worth nothing. A ranking is no different: it is only as credible as the methodology it discloses.
The mechanics of ambiguity are easy to understand. A list with clear criteria ends its argument in two days. A list without criteria lives for two weeks. In the attention economy, two weeks is an asset.
But there is a deeper consequence few people discuss. When the defending camp argues from historical influence — Naughty Dog reshaped cinematic storytelling in games, from Uncharted to The Last of Us — and the opposing camp argues from systemic depth, the two sides are grading different exams and fighting over one score sheet. Nobody is wrong. The argument simply cannot end, because it never began in the same place.
Who writes the canon?
A “greatest of all time” list does not merely rank products. It produces canon — the informally agreed set of works treated as the medium's most important. Canon forms through lists, through critical consensus, through studio lineage. No body ratifies it. It settles like sediment.
And sediment always settles in a direction. A list from a Western creator-driven outlet will lean toward the values that ecosystem prizes: production value, presentation, staging craft, polish. That does not make it wrong. It means a regional critical consensus is being presented as a universal truth.
I see that contrast every week, from an apartment in Seoul where I cover esports for a Korean audience and still read Vietnamese news in my first language. Two gaming cultures look at the same product through two different pairs of eyes. The same title can be a symbol in one place and a piece of entertainment in another. Every canon has an address, even when it introduces itself as a world map.
This explains why the top slot went to a first-party cinematic action-adventure. A canon that rewards production value and narrative presentation will lift such works to the summit. The opposing camp, in demanding systemic depth, is really demanding a different canon — not merely a different position inside this one.
The weak transmission line into esports
I have to be explicit here, because I report on esports: the article above carries no competitive intelligence whatsoever. No tournament, no roster, no patch, no result. It is a piece of games criticism, and its appearance in an esports news stream is a classification error — a real one, and one that corrupts data if it enters an aggregation system.
Yet the appendix opens a small trail. The same outlet publishes headlines about K/DA and the controversy over a new look, about the LCK, about VCT Pacific 2027, about VCT Champions 2026, about MLBB Vietnam. That is a lead list, not evidence. And one line stands out: the LCK doubling viewership after six years of franchising. The line carries no figures, no measurement window and no baseline. I file it in the verification queue, alongside the possibility that it is a selection effect — platform migration, or co-streaming sessions counted into the total.
Based on my experience following LCK matches, growth numbers of that kind only mean something when they come with a definition of the unit being measured. I watched viewership spike through the 2026 season when everything moved online, and I watched that same number get misread for two years afterwards.
Another lead worth tracking: GAM Esports appearing in the VCT Pacific 2027 partner group. If confirmed, it marks a cross-title move by an organisation historically rooted in MOBA into Riot's FPS circuit — a signal worth writing into the Southeast Asian tracking book. I am not concluding anything. I am marking it.
What remains is the transfer of thinking, and that part has real value. The safe-versus-ambitious argument — proven refinement against high-variance experiment — is an argument every team lives inside. Pick the comfort composition in a deciding game, or pick something nobody has seen. Same question, different field.
Where I doubt myself
People say women do not understand tactics; I answer with epic history. But epic history has a trap, and I know it better than most: the epic writer tends to love the losers, love the gambles, love the experiments that shatter. In 2026, in Kazan, South Korea beat reigning champions Germany 2-0, with Kim Young-gwon opening the scoring in the 90+3rd minute. I screamed until my voice cracked. Three minutes later, the simultaneous result eliminated us. I sat in silence for two hours in the green room, then cried.
The lesson from that night was not about winning or losing. It was that I had loved an outcome before it happened. I had read the match through desire, not through facts.
So when I face the argument about The Last of Us, I have to check myself. I lean toward Part II, because Part II is bolder, because it dares, because it carries the wound of an imperfect experiment. But boldness is not itself an achievement. An experiment not carried through to execution is simply unpaid risk. And the “safe” work is not cowardice — it is discipline. Hundreds of small decisions discarded to keep a whole from cracking.
In esports I have seen both kinds of team many times. The team that takes the optimal line, plays slow, controls, wins by not erring. The team that takes the high-variance line and accepts it might lose because it tried. Fans always remember the second team longer. The trophy usually stays with the first.
One more doubt, and it matters more. The entire controversy is built on quotes without numbers. One player said. Many people feel. A section of fans objects. No platform, no count, no timeframe. I once wrote a series about the no-audience competitive period of 2026, and I learned there that silence only means something when you know what it is measured against. Here, controversy is asserted more than measured.
That does not make it fake. The reaction is real. It is simply not data, and it should not be reused as data.
What survives the argument
Tactics grow old; only stories stay with us. This list will be replaced by another, the top slot will be contested again, and this argument will cool within a month. What survives is not the position. What survives is a question this industry has not answered, and esports has not either: what are we measuring greatness with, and who gets to decide the ruler?
I do not commentate matches; I retell what people choose to forget. In this story, the thing forgotten is the ruler itself. People fight over the result while the result is only the consequence of a method nobody ever wrote down.
If a ranking one day published its weighting — forty percent historical influence, thirty percent systemic depth, thirty percent cultural impact — the argument would die in two days. And perhaps we would lose something. Because what makes people fight over The Last of Us is not the number one spot. It is their own memory of the first time a game made them go quiet.
Elite sport has never been only about winning and losing; it is human tragedy wrapped inside a rulebook. And the rulebook, in this case, has not been written by anyone. Perhaps that is what deserves the next argument — not who stands first, but who holds the pen.
