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The 10 Most Influential Videogames of the 2010s

From player-built worlds to battle royale and live-service play, these ten games left distinct marks on how videogames were made, played, funded, and shared.
Opened Runtime5 min Written byDocumentaryTube Team
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The most influential videogames of the 2010s were not necessarily the decade’s best or biggest sellers. They changed what games asked players to do, how games reached and retained audiences, and how gaming fit into popular culture. This is an argued selection for 2010–2019, not a definitive ranking: influence can mean a design template, a business model, a creator community, or a shift in audience behavior.

The choices draw on the editorial perspectives of WIRED and Forbes, alongside an awards-based counterpoint from NAVGTR. They are grouped by the kind of change they represent, rather than presented as a single objective score.

Worlds built by players

Minecraft (full release, 2011)

Minecraft made building and crafting more than activities within a game: they became the game’s central proposition. Its open-ended world let players set their own goals, make elaborate creations, and share ways of playing. WIRED included it based on its 2011 1.0 release, though development began earlier.

Its reach also crossed device boundaries. Microsoft said its 2017 Better Together update brought cross-device multiplayer to PC, mobile, and console, and reported tens of millions of players at the time. That is Microsoft’s contemporary figure, not a current or independently verified player count. Xbox Wire’s account of the update illustrates how the game’s influence extended from player-made worlds to connected play across platforms.

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Designs that changed how games feel

Dark Souls (2011)

Dark Souls helped establish a recognizable approach to difficulty: demanding encounters, but systems that let players learn, recover, and try again. Its restrained storytelling also asked players to infer history and meaning from environments and fragments rather than rely on constant explanation. WIRED points to its imitators across the decade. Its influence is best understood as a design language other developers could adapt, not as proof that every challenging game descends from it.

Gone Home (2013)

Gone Home showed that exploration and narrative could carry a game without combat. Players piece together a family story by examining an ordinary house and its objects. WIRED links it to the growth of quiet, exploratory games; Forbes places it within a broader rise in inclusive indie storytelling. Its influence was less about a new blockbuster formula than about making intimate, non-violent stories a more visible design possibility.

The Legend of Zelda: Breath of the Wild (2017)

Breath of the Wild pushed open-world design toward freedom and discovery. Rather than funneling players through a tightly prescribed sequence, it encouraged experimentation with its terrain and systems. WIRED highlighted it as a model for player-led exploration and as a flagship release for the Nintendo Switch. Its significance lies in the design example it offered, not in a claim that it invented the open world.

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P.T. (2014 playable teaser)

P.T. was a playable teaser, not a conventional full game, but WIRED included it for its effect on horror. Its compact, first-person setup made repeated exploration of a confined space and uncertainty about what might change into a memorable source of tension. That unusual format is part of its story: a short promotional experience could itself become a reference point for horror design.

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Games that reshaped ongoing play and monetization

Fortnite (battle royale mode, 2017)

Fortnite turned battle royale into a global cultural presence, joining play with streaming, celebrity attention, and a continually monetized service. WIRED ranked it first on its influence list, emphasizing how it became part of mainstream pop culture and an ongoing entertainment ecosystem.

That account should not be confused with the genre’s origin. Forbes credits PlayerUnknown’s Battlegrounds with popularizing battle royale before Fortnite expanded its reach. The distinction matters: one game helped make the format prominent; another carried it into a wider cultural and commercial orbit.

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League of Legends (2010)

Forbes connects League of Legends to the durability of free-to-play games supported by sustained updates and competitive play. Its significance is a model of ongoing engagement: a game can remain culturally and commercially relevant through continued development rather than relying only on a one-time sale. This is Forbes’ assessment of its influence, not a claim that it alone created the free-to-play model.

Destiny: The Taken King (2015)

Forbes points to Destiny: The Taken King as evidence that a major post-launch overhaul could help retain players after a rough launch. The example reflects a shift toward treating a game as something that can be revised and expanded after release. It demonstrates a retention strategy, not a guarantee that every live-service game can recover in the same way.

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Mobile reach and new routes to games

Puzzles & Dragons (2012)

Forbes credits Puzzles & Dragons with helping popularize mobile monetization based on gacha-style rewards and loot-box-like mechanics. This is an influential business-model example, not a settled claim that the game invented those systems or was their sole source. It belongs on the list because monetization can shape how games are designed and how players encounter them, even when it is less visible than a new genre or control scheme.

Pokémon Go (2016)

Forbes highlights Pokémon Go for mainstream success and for loosening the boundary between a major franchise, a mobile platform, and play in the physical world. Its augmented-reality premise brought a familiar series into everyday outdoor spaces and helped make mobile gaming a conspicuous social activity. Its place here reflects cultural reach and platform crossover, rather than a claim that it created augmented reality.

Broken Age (2014)

Forbes links Broken Age to the viability of crowdfunding for games. Its Kickstarter campaign made direct audience funding a prominent route for a project to find support outside the conventional publisher-first model. The broader influence is the funding possibility it helped demonstrate; it does not mean crowdfunding guarantees a game’s success or removes the challenges of making and delivering it.

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Why there is no definitive top ten

Different lists measure different kinds of influence. WIRED published a ranked editorial selection; Forbes connected particular games to changes in areas such as mobile monetization, crowdfunding, and live-service retention. NAVGTR, by contrast, reported awards across categories for its Games of the Decade program, naming The Witcher 3: Wild Hunt its Game of the Decade from the nominees.

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NAVGTR’s results offer a useful counterpoint, not an industry-wide influence measurement. In its 2020 report, new intellectual properties accounted for 32 of 60 category winners (53.3%); 15 of 60 wins (25%) went to games from the first half of the decade. Cuphead led the tally with six category wins, followed by The Last of Us with five and The Witcher 3 with four. Those figures describe that awards program alone. They cannot be combined with player counts, commercial reach, or design imitation into a common influence score.

“Best” asks which games a person most values; “most influential” asks which left visible marks on design, business, distribution, audiences, or culture. The answer depends on which of those effects matters most, so the ten above are an editorial argument rather than a settled canon.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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