The Last of Us Tops the 100 Greatest Games List: The Real Dispute Is the Rubric, Not the Ranking
**Câu trả lời cốt lõi** Kinda Funny Games xếp The Last of Us ở vị trí số một trong danh sách 100 game vĩ đại nhất lịch sử. Tranh cãi bùng lên vì danh sách không công bố tiêu chí chấm điểm, khiến bốn thước đo khác nhau bị trộn vào một thứ hạng duy nhất. **Dữ kiện chính** - Kinda Funny Games công bố danh sách 100 game vĩ đại nhất; The Last of Us (Naughty Dog, 2013) đứng đầu bảng. - The Last of Us Part II cũng góp mặt nhưng ở vị trí thấp hơn, tạo ra tranh luận giữa hai phiên bản. - Bài viết gốc dẫn lời “một người chơi”, “nhiều người” mà không nêu số lượng, nền tảng hay ngày tháng. - Danh sách không công bố bảng trọng số; chính bài báo nêu câu hỏi về tiêu chí rồi bỏ lửng. - Khối tiêu đề esports kèm theo (LCK, GAM Esports – VCT Pacific 2027, VCT Champions 2026) không có số liệu, cần kiểm chứng độc lập. **Nguồn** Kinda Funny Games, danh sách 100 game vĩ đại nhất lịch sử. Ngày công bố gốc không được nêu trong tài liệu phân tích; tham chiếu Clair Obscur: Expedition 33 đặt bài viết vào giai đoạn 2025–2026. **Hỏi đáp liên quan** Hỏi: Vì sao The Last of Us Part II gây tranh cãi hơn Part I? Đáp: Part II mở rộng hệ thống chiến đấu nhưng đẩy câu chuyện sang hướng chia rẽ người chơi, nên hai nhóm đánh giá bằng hai thước đo khác nhau. Hỏi: Nội dung này có thuộc lĩnh vực esports không? Đáp: Chủ đề chính thuộc phê bình game; các tiêu đề esports chỉ xuất hiện ở phần phụ lục và chưa được kiểm chứng. Hỏi: Cần kiểm chứng gì trước khi sử dụng tiêu đề về LCK và VCT? Đáp: Cần số liệu người xem nhiều năm, mốc so sánh gốc và thông báo chính thức từ Riot Games hoặc ban tổ chức giải." } ```
The question arrived at 23:40, from a nineteen-year-old reader in Hai Phong: "Why is The Last of Us ranked above Sekiro?" Attached was a screenshot of a forum on fire, hundreds of comments, not one of them citing a source.
I was halfway through editing a VCT Pacific brief. I closed the laptop. The habit dates back to the day I got a player's name wrong three times in a single press conference: before answering anyone, open the notebook and count. Count how many actual voices sit inside what is being called a "global backlash."
The original article quotes "one gamer," "some players," "many people." No figures, no platform, no dates. A worldwide argument reported through screenshots and the writer's memory. I wrote one line in the notebook: unmeasured, therefore unusable.
Kinda Funny Games published a list of the 100 greatest games of all time, and the top slot went to The Last of Us, Naughty Dog's narrative action-adventure from 2026. The Last of Us Part II made the list too, but lower down. The gap between those two placements is where the fire started.
Three camps formed in under a day. The first defended Part I: linear story, tight combat, no risk taken, and complete precisely because of that. The second backed Part II: denser combat systems, more complex companion behavior, a willingness to push players into a story that divides them. The third camp cared about neither and only asked why Sekiro: Shadows Die Twice was not ranked higher.
What deserves recording is that the article itself raises the question of the rubric. Is this list measuring gameplay quality, popularity, or historical influence? Then it leaves the question hanging. No weighting table, no written criteria, nobody accountable for the ordering.
The defense of the top slot leans on industry history. The Last of Us sits on the Uncharted-to-The Last of Us lineage, a studio line treated as the standard for narrative games. The article builds a ladder "from Pong to Clair Obscur: Expedition 33" to measure the medium's whole history, then places a 2026 release as the endpoint of that ladder. A recency-bias marker, observable, not worth further argument.
A ranking like this does not record history; it manufactures it. A list assembled by a group of people inside English-language games journalism becomes the yardstick other studios read as a market signal: cinematic storytelling and production value get rewarded, systemic depth gets mentioned less. I have no data to prove that and will not pretend otherwise. But I have been in this trade long enough to remember the pattern: every time a design paradigm wins a list, investment flows that way two or three years later.
Four rubrics are being blended into one ranking. Gameplay and systemic depth crown one winner. Narrative and emotion crown another. Popularity crowns a third. Historical influence crowns a fourth. The argument over The Last of Us is an argument about criteria, not about data — and criteria cannot be wrong, only undisclosed. When four yardsticks are stacked onto a single placement, every reader is correct by their own yardstick and nobody can persuade anybody. That is the architecture of an argument with no ending, designed to have no ending.
The economics sit on the publishing side. A ranked list is a low-cost, high-engagement content format; its value lies not in the ranking but in the comment section beneath it. The piece opens with the controversy before revealing the ranking, inverting cause and effect to maximize tension. Vague criteria are not an editorial oversight. Vague criteria are the engine.
One smaller detail matters more than the placement itself. The article cools things down by quoting a dissenter conceding that Part I is one of the most outstanding games in history. A concession at the weaker layer, traded for the appearance of consensus at the stronger layer. The technique works, and it is also why this controversy will fade fast: nobody was actually persuaded, they simply lost interest.
My bridge into esports is the safe-versus-ambitious pairing. It is the oldest dichotomy in competitive analysis, wearing new clothes. In League of Legends it is the choice between a composition validated across hundreds of games and a high-variance draft that only wins when everything lines up. Based on my experience tracking matches, East Asian teams tend to take the first option until forced off it, while younger rosters take the second because they have nothing to lose. The same question applies: do you measure greatness by the completeness of what exists, or by the risk someone was willing to accept?
I once wrote a series on the crowdless meta of 2026, when tournaments moved online and every team had to generate its own motivation inside an empty venue. Back then, safe-or-ambitious stopped being academic: it was whether a team dared change its draft in game three when nobody was there to witness it.
The summer of 2026, I was alone, and never closer to the world. That night I sat in a rented apartment in Jakarta, replaying a narrative game, and realized what holds people is not the combat system. Sport never begins at the opening whistle; it begins when we are still dreaming about it. A great list carries real power, and that power is not in the number one slot: it is in shaping what a fourteen-year-old will dream about in front of a screen. That is why rankings like this deserve scrutiny rather than dismissal.
The same news block carried several esports headlines I separated from the analysis and routed to a verification queue: the LCK doubling viewership after six years of franchising; GAM Esports becoming a VCT Pacific 2027 partner; LOUD returning to VCT Champions 2026; MLBB Vietnam assessed as having global competitive potential; a sponsor-named VISA VMC Fall 2026 event. Each line could be a major story. None carries figures, a baseline, or a primary source. A headline is only a lead awaiting verification, and I refuse to turn a lead into a conclusion just because it appeared beside a widely shared article. GAM Esports specifically — an organization with MOBA roots — appearing as a partner in a shooter circuit would, if accurate, be the most structurally significant signal in the entire block. But it needs paperwork, not enthusiasm.
Here is where I push back against the crowd. The safe-versus-ambitious pairing everyone uses to describe Part I and Part II collapses on close inspection: Part II is ambitious at the narrative layer and conservative at the systems layer, or the reverse, depending on where you stand. A dichotomy that explains everything explains nothing. It is convenient for commentary and useless for analysis. And the outrage belongs to a scoring system published as fact while nobody is allowed to see the scale. In esports, all-time greatest-player votes run exactly the same way: no criteria, no weighting, and results cited as data for years afterward. We get angry at a games list while accepting the identical opacity when it carries a player's name.
I also refuse to beautify silence. The community the article calls "many people" is not silent; it simply has not been counted. That gap is a reporting failure, not the romance of a forgotten majority. There are matches nobody needs to remember the score of, only that someone was there — but to remember who was there, you first have to write their names down. The job of a reporter is to count, not to feel on someone's behalf.
Next time a ranking appears and someone asks you why one placement outranks another, the most useful question points away from the games. It points at the people who built the list: where is the scale, who approved it, and who answers if it is wrong. I believe every fan is on the terraces trying to recover a piece of their own youth — and the minimum we owe them is a written yardstick, not a ranking taken on faith.
