The Last of Us Tops the 100 Greatest Games List: The Fight Is Over the Ruler, Not the Game
**Câu trả lời cốt lõi:** The Last of Us đứng đầu danh sách 100 trò chơi vĩ đại nhất do Kinda Funny Games công bố. Tranh cãi xoay quanh tiêu chí đánh giá — gameplay, câu chuyện, độ phổ biến hay ảnh hưởng lịch sử — chứ không xoay quanh chất lượng tựa game. Danh sách không công bố phương pháp tính điểm hay trọng số. **Dữ kiện chính:** - Kinda Funny Games công bố danh sách 100 tựa game vĩ đại nhất; The Last of Us giữ vị trí số một. - The Last of Us Part II gây chia rẽ: một nhóm khen gameplay, nhóm khác chê lỗi thiết kế. - Danh sách không nêu tiêu chí, trọng số hay quy trình bình chọn nào. - Bài viết dẫn lời "một người chơi", "nhiều người" nhưng không có số lượng, nền tảng hay ngày tháng. - Khối tin esports kèm theo nhắc LCK, VCT Pacific 2027, VCT Champions 2026, MLBB Việt Nam nhưng không kèm số liệu. **Nguồn:** Kinda Funny Games, danh sách 100 trò chơi vĩ đại nhất; thời điểm công bố chưa được xác nhận, không sớm hơn năm 2025 do bài viết nhắc Clair Obscur: Expedition 33. **Hỏi đáp liên quan:** Q: Vì sao The Last of Us được chọn vị trí số một? A: Danh sách nghiêng về ảnh hưởng lịch sử và giá trị kể chuyện điện ảnh của Naughty Dog hơn là chiều sâu hệ thống gameplay. Q: Nội dung này có phải tin esports? A: Không, đây là nội dung phê bình game; tín hiệu esports chỉ nằm ở khối tiêu đề kèm theo và chưa được kiểm chứng. Q: Điều gì xảy ra nếu nhà xuất bản công bố tiêu chí? A: Tranh cãi sẽ thu hẹp đáng kể, vì phần lớn bất đồng đến từ việc thiếu thang điểm chung chứ không từ khác biệt về trải nghiệm.
Three in the morning in Incheon, a cup of coffee gone cold, and a comment thread under a top-100 list of the greatest games ever made, published by Kinda Funny Games. The Last of Us took first place. Thousands of people were arguing underneath it, and if you read closely, almost none of them were arguing about the game. They were arguing about the ruler. One camp demanded deep combat systems, mechanical depth, room for players to invent their own solutions. The other camp answered with lineage, with the influence Naughty Dog left on an entire generation of developers. I have sat in arenas after the lights went out, when the roar becomes a single drop of echo falling in an empty stadium, and what remains is always a question about criteria.
Kinda Funny Games is a creator-driven outlet built by former games journalists, with a loyal audience large enough that one of its rankings immediately becomes an event. The hundred-title list was published, The Last of Us held the top slot, and The Last of Us Part II split the room: one group argued the sequel was superior on gameplay, another argued it was ambitious but flawed. A third group dragged Sekiro and a handful of other names into the fight.

The sequencing is worth noticing. The article opens with the controversy, then reveals the ranking. Cause is placed after effect, and tension is manufactured before the reader has enough information to react. The most-used framing is "safe versus ambitious": Part I as the finished form of a proven formula, Part II as a bet on something nobody had done. The historical ladder is equally explicit, running from Pong to Clair Obscur: Expedition 33. A title released in 2026 is placed as the endpoint of an entire industry history.

Based on my experience covering matches across 22 years, from weekly LCK power rankings to end-of-season MVP ballots, the problem here is uncomfortably familiar. In a list like this, the only quantitative element is the rank position itself. There is no sales data, no completion rate, no player count, no weighting for any criterion. Everything else is prose. Meanwhile, at the tournaments I have hosted, organizers publish the voting panel, the vote count, and the criteria before the award is handed out. That transparency does not eliminate argument, but it moves the argument from "someone is biased" to "does this ballot hold up".

In the LCK, a ranking published without criteria gets processed by the community within hours. Fans rebuild the scoring model, cross-reference the stats, and file their objections. Games rankings have no such mechanism. Nobody can audit a hundred-title list, because no common unit of measurement exists between a cinematic action game and a turn-based tactics game. When the unit does not exist, people default to the easiest thing to measure: popularity. And once popularity becomes the implicit ruler, every other argument becomes an argument about feeling.
The blind spot in this entire dispute is simple: a list that never publishes its weights can never be proven wrong, and can never be used as evidence.
In August 2026, in the LCK Summer final between Longzhu Gaming and SKT T1, I called Pray's Baron steal on Ashe the moment a frost archer stole the flame of destiny. Longzhu won 3-1, the clip reached 1.2 million views, a 340 percent lift over a regular match. But I knew exactly what I had done: the story I told did not change a single statistic. It only changed how viewers would remember that statistic. The Kinda Funny list runs on the same principle, except it has no match to be corrected by. In esports, narrative collides with results and gets edited by them. On a greatest-of-all-time list, narrative has nothing to collide with.
In 2026, when every live event was cancelled, I built the Meta Rift podcast with an LCS head coach and a former K-League player. We re-measured 387 matches and found the home win rate fell from 52.3 percent to 48.1 percent once crowds disappeared. The lesson sat elsewhere: when the environment changes, the ruler changes too. A greatest-of-all-time list assembled in an environment with no live crowd, no tournament and no patch reflects the taste of the people who assembled it more than it reflects anything else.
There is a cultural geography detail I want on the table. This list came from a Western creator outlet, where console platforms and cinematic storytelling sit at the center of critical taste. When such a list is called "history", it ranks products and, beyond that, it defines what counts as a standard. I have lived in Incheon long enough to watch the same match read two different ways on the two shores of the Pacific. Here, a play is judged by whether it can be reproduced. There, it is judged by the feeling it produced. Both are legitimate criteria. The trouble starts when one of them is presented as if it were the only one.
Back to the safe-versus-ambitious frame. They tell me to break the mold, but I am only looking for the lost mold of that deciding final. The argument between a proven formula and an untested gamble has outlived every title on that list. In League of Legends it is the choice between a standard meta composition and a high-variance creative draft. In football it is a low block against a high press. In games it is a polished first part against a reckless second. All three arguments share one structure. And in all three, the winner is not the side that was more correct, but the side that arrived with more evidence to defend its choice.
Here I have to say the thing most people writing about this list will not say: the controversy is the product. The article cites no survey, no platform, no sample size, no date. Quotes are attributed to "one gamer", "some fans", "many people". That is anecdotal material, and it does not qualify as sentiment data. If an analyst handed me a scouting report built this way, I would send it straight back.
The piece also pulls a clever move. After building the dispute, it notes that even dissenters concede The Last of Us is one of the most outstanding games in history. That is consensus manufacturing through concession of a weaker claim. The result is a divisive ranking framed as near-consensus, with reputational damage to the publisher capped at a low level. As media strategy, it is a good play. As information, it gave me nothing new.
One classification error needs flagging. This content does not belong to esports. There is no tournament, no roster, no patch, no organization as its subject. The only esports signal sits in the appended headline block at the bottom: the LCK is mentioned with a claim that viewership doubled after six years of franchising, GAM Esports is mentioned as a VCT Pacific 2027 partner, LOUD is mentioned returning at VCT Champions 2026, MLBB Vietnam is mentioned for global competitiveness potential, K/DA is mentioned in an appearance controversy. None of these carry figures, measurement windows, or sourcing. To me that is a verification queue, not evidence.
The GAM Esports item is the one worth tracking. A Vietnamese organization with MOBA roots stepping into Riot's FPS circuit is a cross-title expansion signal, and if officially confirmed it matters more than the entire argument over first place. But I will not write another word until there is an official announcement. Meta is not for worship, it is for swimming upstream, and swimming upstream requires data, not inspiration.
What I take home from this list is not the ranking. It is a question that transfers directly to my own field: if every GOAT ballot in esports had to publish its weights before voting opened, what would the argument look like? My guess is shorter, duller, and more accurate. We do not lack great matches, we lack stories told well enough, and we also lack rulers brave enough to be placed on the table before the measuring starts. If Kinda Funny Games publishes its scoring framework next time, I will be the first to read it. The remaining question: will anyone on the esports side dare do the same first?
