Perfect Score — the greatest games of all time, taken apart into ten ingredients and rebuilt on a budget

A perfect game is 1000 points. You have 500. Build the greatest game of all time.

SPENT500 / 500

0 left. The first 311 buy nothing but the right to ship.

  1. lowest in the canon: 30

  2. lowest in the canon: 40

  3. lowest in the canon: 5

  4. lowest in the canon: 0

  5. lowest in the canon: 30

  6. lowest in the canon: 60

  7. lowest in the canon: 40

  8. lowest in the canon: 24

  9. lowest in the canon: 62

  10. lowest in the canon: 20

58SOUND / SURPRISE
Silent Precedent
58.0/ 100

A SOUND game that gave up STORY to be one. That is a decision, which is more than most of them make.

Mean
50.0
Peak
+8.0
Synergy
0.0
Conflict
0.0
Deficit
0.0

The closest things that do exist

  1. Doom 199381.0%
  2. Minecraft 201172.5%
  3. The Sims 200072.3%

Shipping adds your build to the crowd below. SOLVE hands the budget to a hill-climber and lets you watch it work.

WHAT WOULD THE OBJECTIVELY GREATEST GAME LOOK LIKE?

It is a fair question and it has an answer, which is the problem. Hand the budget to a machine that only wants the number to go up, and this is the shape of what it finds.

0255075100your budget750 ptsall ten at 100 → 434006008001000
Best verdict a hill-climber can reach at each budget. It peaks at 750 points and then falls: past that, every extra point is spent making two ingredients that fight each other both excellent. The dot at the bottom right is the perfect game — 100 on all ten — and it scores 43.

TEARDOWN

42 games that get named unprompted, taken apart on the same ten axes. Sort by an ingredient to settle an argument; open one to see what it traded away; load one into the forge to find out what it would cost you.

ERA
BEST AT

THE CROWD

Every shipped build, with nothing attached to it. If the greatest game were an objective fact, these bars would converge on one shape.

Counting…

WHAT THE NUMBERS SAY

  1. Nothing great is balanced. Not one of the 42 games here is even close to round. The most lopsided is Tetris, which is a 100 and a zero in the same object; the most even is Hades, and it is the one people call “polished” rather than important.
  2. Perfection scores 43. A game at 100 on all ten ingredients lands below three quarters of the canon, because it maximises every conflict at once and has no peak to point at. The best budget is 750, not 1000.
  3. Story is the most expensive ingredient in games. It appears in four of the six conflicts and none of the five synergies. Everything that makes a story land — the scene that must happen, the ending you have already seen — takes something away from the systems, the replay and the skill ceiling.
  4. You cannot buy silence. The floor for SOUND across the whole list is 60, the highest floor of any ingredient. The floor for STORY is 0. Games can be about nothing. They cannot sound like nothing.
  5. The canon costs more than you have. Every single one of these is over budget, by between 137 and 362 points.

THE LIST, RANKED BY THE SAME ENGINE

Not a list of the best games. A list of what this particular model of greatness does when pointed at games other people already decided were great. The disagreements are the useful part.

  1. 1Elden Ring 202292.1828
  2. 2Shadow of the Colossus 200590.1794
  3. 3Hollow Knight 201788.6816
  4. 4BioShock 200785.8760
  5. 5Silent Hill 2 200184.9696
  6. 6StarCraft: Brood War 199884.7784
  7. 7Journey 201284.3734
  8. 8Bloodborne 201584.2862
  9. 9Red Dead Redemption 2 201883.9732
  10. 10Celeste 201883.7802
  11. 11Super Smash Bros. Melee 200181.7705
  12. 12Super Mario Bros. 3 198881.2720
  13. 13Final Fantasy VII 199781.2728
  14. 14The Last of Us 201380.9716
  15. 15Dark Souls 201180.7840
  16. 16The Witcher 3: Wild Hunt 201580.3724
  17. 17Super Metroid 199479.8784
  18. 18Super Mario 64 199679.2726
  19. 19The Legend of Zelda: Ocarina of Time 199879.1794
  20. 20Portal 200778.1762
  21. 21Return of the Obra Dinn 201878.1772
  22. 22Half-Life 199877.8760
  23. 23Castlevania: Symphony of the Night 199777.6754
  24. 24Resident Evil 4 200577.1782
  25. 25Half-Life 2 200475.9798
  26. 26The Legend of Zelda: Breath of the Wild 201775.9790
  27. 27Undertale 201575.8734
  28. 28Street Fighter II 199175.7708
  29. 29Outer Wilds 201974.9792
  30. 30Balatro 202474.4734
  31. 31Doom 199373.1737
  32. 32Pac-Man 198072.3637
  33. 33Chrono Trigger 199571.5790
  34. 34Disco Elysium 201971.2784
  35. 35Minecraft 201170.4695
  36. 36Tetris 198469.9666
  37. 37System Shock 2 199969.3782
  38. 38Metal Gear Solid 3: Snake Eater 200469.2802
  39. 39Hades 202067.8856
  40. 40The Sims 200065.9638
  41. 41Baldur's Gate 3 202364.5804
  42. 42Deus Ex 200061.4764
The ten ingredients, at length
FEEL

The half-second loop: input, animation, impact, recovery. Feel is why one platformer is beloved and its clone is unplayable with an identical design document. It is the only ingredient a player judges before they have understood anything.

100 means: A jump that people describe as "perfect" without being able to say why.

Floor across the canon: 30

SYSTEMS

Depth, interaction, emergence. High SYSTEMS means the rules produce situations the designers never placed by hand — the barrel, the guard and the slope combining into a story nobody wrote.

100 means: Players routinely do things the developers have to be shown.

Floor across the canon: 40

WORLD

Coherence, atmosphere, environmental storytelling. WORLD is high when the geography is an argument: when the shortcut that unlocks back to the bonfire tells you more about the design than any cutscene could.

100 means: People draw the map from memory years later.

Floor across the canon: 5

STORY

Written narrative, character, theme, dialogue. Deliberately not the same as emergent story: the tale of your Sims family is SYSTEMS, not STORY. This axis is what somebody sat down and wrote.

100 means: The writing would survive being moved to another medium.

Floor across the canon: 0

ART

Art direction. Not polygon count, not resolution, not budget. A 1997 sprite game and a 2018 photogrammetry showcase can both sit at the top of this axis, and one of them ages better.

100 means: A single frame is recognisable at thumbnail size.

Floor across the canon: 30

SOUND

Music, sound design, and the audio that does mechanical work — the sound that tells you the parry landed before the animation has finished. The most under-argued ingredient in every list ever written.

100 means: The soundtrack outlives the console it shipped on.

Floor across the canon: 60

PACING

Structure and tempo: how fast it teaches, when it escalates, whether it knows to end. High PACING is ruthless — it is mostly a record of what got cut.

100 means: Nothing in it overstays, including the ending.

Floor across the canon: 40

MASTERY

The distance between playing it and being good at it, and whether that distance is legible. High MASTERY games are still being learned decades later, usually by people who were not born when they shipped.

100 means: A competitive scene exists that the developers did not fund.

Floor across the canon: 24

SURPRISE

Invention, at the moment it arrived. This axis is historical and it is unfair: doing it second is worth almost nothing here, no matter how much better the second one is.

100 means: Everything after it is described using its name.

Floor across the canon: 62

RETURN

Endurance. Whether there is a reason to open it again once you know how it goes. Content runs out; rules do not, which is why the two highest scores on this axis are a puzzle game from 1984 and a box of cards.

100 means: People are still playing it after the servers are gone.

Floor across the canon: 20

How the verdict is calculated

Five terms, all visible while you drag. Mean is how much game there is. Peak pays for the distance between your best ingredient and your average one. Synergy and Conflict apply to pairs, and only once both are above 60 — two mediocre things do not add up to a good one. Deficit charges for going below the lowest level anything on the all-time list shipped with.

The contentious term is Peak. It says a game that is 70 at everything is worse than one that is 95 at a single thing and 45 elsewhere, at identical cost — that the round build is the failure mode rather than the safe option. That is a claim about how greatness works, and the evidence offered for it is that none of the 42 games here is round.

Where do the scores come from?

They are an argument, written by hand. Nothing here is scraped or averaged from review aggregates — an average of other people’s opinions is still an opinion, and putting two decimal places on it would only disguise that. What the decomposition buys you is a precise disagreement: not "you rated it too low", but "SOUND is not a 66 in that game, and here is the track that proves it".

What is the objectively greatest game of all time?

There is not one, and the chart is why. Give a hill-climber a budget and it finds a peak; give it a different starting point and it finds a different peak of almost exactly the same height. Give it every point there is — 100 on all ten ingredients, the literally perfect game — and the score collapses, because a game that is maximally story-driven and maximally emergent is at war with itself. Greatness is a set of incompatible local maxima, not a summit.

Why does my build turn into a game that already exists?

Because the good directions are occupied. The match is a correlation on the shape of a build rather than its size — each build is centred on its own mean first, so what is being compared is which ingredients it favours over its own average, not how much it could afford. Plain similarity would have put every pair above 95%, which is a decoration rather than a match. At 92% or above the page says it already exists, and it means it: across the whole canon the median game correlates with its own second-nearest neighbour at about 88.

Why is the budget 500?

A perfect game is 1000 — 100 on every ingredient. You get half. Everything on the all-time list cost more: the cheapest here is 637 and the most expensive is 862. Discovering that by loading a masterpiece into the forge and watching it blow through the budget is the fastest way to understand what those games actually were.

What are table stakes?

The lowest any of the 42 games goes on each ingredient, taken from the data rather than decided. It is the most interesting number on the page: STORY has a floor of 0 — five games here have no story at all and are still canonised — while SOUND has a floor of 60. There is no such thing as a beloved game with bad sound. Together the floors cost 311 of your 500 points before anything has been made good.

You have ranked these wrong.

Probably. The model is opinionated on purpose and it has a favourite failure: it puts Deus Ex last, because Deus Ex wants deep systems and a written story and endless replay at once, and every one of those pairs is taxed. Whether that is the model catching something real about ambition or simply being unfair to the most ambitious game on the list is the argument worth having, and the numbers are all on screen so it can be had precisely.

Is this connected to any of these games?

No. It is an unaffiliated design study. No art, audio, code or data from any game appears here — every cover on the page is drawn at runtime from the ten numbers underneath it, which is why two identical builds produce an identical cover. The games are named and described in order to argue about their design, which is what criticism is.

What this is not

It is not a ranking. The list at the top is what one opinionated model does with forty-two games somebody else canonised. If it disagrees with you, the numbers are all on screen and the argument is available.

It is not measured. The only measured numbers on this page are the counters under THE CROWD, and even those are soft — the endpoint is unauthenticated, because the people worth counting have no account and never will.

It is not affiliated with anything. No art, audio, code or data from any game is used here. Every cover is arithmetic.