Gaming Alexandria's Video Game Hall of Fame - 2023 Notables
Beginning in 2022, the game history & preservation project Gaming Alexandria runs a yearly vote on which video games have exerted the most notable influence & inspiration on the industry.
For 2023, members of the GA Discord server submitted ranked choice ballots to induct 6 games and one non-game influence (read further below). These are the results. I'll be including each game's commemorative summaries in details. You can also find the lists from other years below.
2022 Notables
Non-game influence of 2023: Dungeons & Dragons, 1974
"Stating the influence of Dungeons & Dragons is like saying that the telegraph helped changed the way people communicate. Few creations in the history of Western culture match the magnitude of how D&D has changed the way we look at society and folklore. Literature, religion, technology, and more have all been touched by TSR's seminal work. Most of all though, games. Creating the systems of roleplaying advancement and its very own category of games is one thing, but the reliance on the cultural understandings codified in Dungeons & Dragons ripple through games even well outside of the fantasy genre. It was a game that birthed sub-genres like mad and continues to be the groundwork for anything even partially derivative. Called by some "a game for
game designers", it opened the world to what game design truly meant."
Official article
For 2023, members of the GA Discord server submitted ranked choice ballots to induct 6 games and one non-game influence (read further below). These are the results. I'll be including each game's commemorative summaries in details. You can also find the lists from other years below.
2022 Notables
Non-game influence of 2023: Dungeons & Dragons, 1974
"Stating the influence of Dungeons & Dragons is like saying that the telegraph helped changed the way people communicate. Few creations in the history of Western culture match the magnitude of how D&D has changed the way we look at society and folklore. Literature, religion, technology, and more have all been touched by TSR's seminal work. Most of all though, games. Creating the systems of roleplaying advancement and its very own category of games is one thing, but the reliance on the cultural understandings codified in Dungeons & Dragons ripple through games even well outside of the fantasy genre. It was a game that birthed sub-genres like mad and continues to be the groundwork for anything even partially derivative. Called by some "a game for
game designers", it opened the world to what game design truly meant."
Official article
6 Games