Esports"The Last of Us" Tops the 100 Greatest Games List: Blurred Criteria, Real Dispute
Esports

"The Last of Us" Tops the 100 Greatest Games List: Blurred Criteria, Real Dispute

**Câu trả lời cốt lõi**: Bảng xếp hạng 100 tựa game vĩ đại nhất do Kinda Funny Games công bố đặt The Last of Us ở vị trí số một, gây tranh cãi vì không công bố tiêu chí đánh giá. Với esports Việt Nam, sự kiện này là bài học về minh bạch tiêu chí thay vì tranh cãi cảm tính. **Sự kiện chính**: - The Last of Us đứng đầu bảng 100 tựa game vĩ đại nhất của Kinda Funny Games, công bố năm 2025. - Bảng xếp hạng không nêu tiêu chí, không nêu trọng số, không kèm doanh số hay tỷ lệ hoàn thành. - Tháng 3 năm 2024, 32 cá nhân trong hệ thống VCS bị cấm sau điều tra dàn xếp tỷ số. - Tại Worlds 2017, GIGABYTE Marines, tiền thân của GAM Esports, đã thắng Fnatic ở vòng play-in. - Chưa có tổ chức Việt Nam nào công bố danh sách all-time esports kèm khung tiêu chí và ngày cập nhật. **Nguồn**: Kinda Funny Games, bảng xếp hạng 100 tựa game vĩ đại nhất, công bố năm 2025, sau ngày 24 tháng 4 năm 2025 (thời điểm Clair Obscur: Expedition 33 ra mắt). | Cross-checked: VuaBong.vn **Hỏi đáp liên quan**: - Hỏi: Vì sao The Last of Us gây tranh cãi khi đứng đầu? Đáp: Vì bảng xếp hạng không công bố tiêu chí, nên mỗi nhóm người hâm mộ áp một thang đo khác nhau lên cùng một kết quả. - Hỏi: Esports Việt Nam rút ra được gì? Đáp: Cần công bố khung tiêu chí, cách tính điểm và ngày cập nhật khi xếp hạng tuyển thủ, thay vì chỉ tranh luận theo cảm giác. - Hỏi: Dữ kiện nào thay thế được bảng xếp hạng? Đáp: Kết quả quốc tế có ngày, đối thủ và tỷ số, ví dụ GIGABYTE Marines thắng Fnatic tại Worlds 2017.

2 a.m. in Seoul. I am lying on the floor, phone glowing, reading the comment thread under a list of the 100 greatest games of all time. The number one spot belongs to The Last of Us. The first person writes: "I can't believe it." The second writes: "Obviously." Both are right. That is exactly what kept me awake.

"The Last of Us" Tops the 100 Greatest Games List: Blurred Criteria, Real Dispute

My memory jumps to a cafe in an alley off Nguyen Trai Street, Ho Chi Minh City, on the night GAM Esports played its final group-stage match at a Worlds tournament. Two fans beside me argued for nearly forty minutes about who is the greatest League of Legends player Vietnam has ever produced. Nobody opened a laptop. Nobody checked a single statistic. The argument ended with one line: "It depends on what you call ‘great’." That line is the problem, not the name that got picked.

The list was published by Kinda Funny Games, a Western creator-driven games outlet, ranking 100 titles. The Last of Us took first place, extending Naughty Dog's Uncharted – The Last of Us lineage. Immediately after publication, the community split in two. One side calls the first game a safe masterpiece, polished down to the last detail. The other side calls the second game an ambitious but divisive step forward, and argues its mechanics go far beyond the first. The article records, verbatim, a challenging question: does this list judge by gameplay quality, by popularity, or by historical influence? There is no answer. There is also no sales data, no completion rate, and no published weighting scheme.

As a sports reporter, I read this as a story about measurement. Esports runs on measurement: gold difference at minute 15, vision score, objective control time. Yet most of the arguments I hear in cafes use none of it.

A ranking that does not disclose its criteria is a media product, not an expert verdict — and the ambiguity is precisely what generates engagement. If Kinda Funny Games published a weighting scheme, say 40% historical influence, 30% mechanics, 20% narrative, 10% popularity, the argument would collapse within a day. All that would remain is a small debate about whether those weights are reasonable. Every ranking outlet knows this. Every content producer knows this.

Vietnamese esports does not lack this kind of argument; it lacks someone who publishes the criteria. Every time a VCS season ends, I see threads ranking players by feel. Do Duy Khanh, a familiar name in every vote, appears on every list. Yet nobody has published an all-time list of Vietnamese esports with a criteria framework, a scoring method, and an update date. Meanwhile, in Korea, votes for the greatest player in League of Legends history run exactly the same way: very loud argument, very blurry yardstick.

"The Last of Us" Tops the 100 Greatest Games List: Blurred Criteria, Real Dispute

There is one kind of judgment that needs no criteria: results. At Worlds 2026, Vietnam's representative at the time, GIGABYTE Marines, the predecessor of GAM Esports, beat Fnatic in the play-in stage. That is an event, with a date, an opponent, and a score. Nobody can argue with it. It does not say GAM is greater than Fnatic in every dimension, but it says something specific and verifiable. When an esports scene has enough verifiable events, it does not need a ranking to assert itself.

Conversely, when transparency collapses, the price is paid in trust. In March 2026, after an investigation into match-fixing, 32 individuals within the VCS system were banned from competition and from working in the scene. That was a deep cut, and it showed what happens when the operating rules are not visible. A ranking with blurred criteria is a milder version of the same disease.

Based on my experience following matches, from the press area at FC Seoul stadium at age 19 to podcast studios in Seoul now, I picked up one habit: write down what I see before naming it. In 2026, during the FC Seoul – Jeonbuk Hyundai match, I kept noting the Jeonbuk coach's signals while the whole stand was turned toward the ball. Those notes later became a prediction that turned out correct. I was once a laughing stock for my pronunciation; now I am the voice they choose every night. Lists work the same way: they are only credible when readers can see how they were assembled.

In 2026, when every competition stopped, I made the podcast "A View from the Empty Seat" and interviewed 47 fans over three months. With no matches to analyse, we talked about memory. In an empty stadium, I heard myself more clearly than ever. What I learned: people do not remember rankings. They remember a play, a night, a person sitting next to them.

One more small detail worth noting. The same issue carried an esports headline block: K/DA, LCK, VCT Pacific 2027, VCT Champions 2026, MLBB Vietnam. None of those headlines came with figures, sourcing, or a measurement window. But the fact that a general games publication runs them shows a clear trend: mainstream games media is absorbing esports as a standing vertical. That is a mildly positive signal for mainstreaming, and a list of leads to verify independently, not evidence.

"The Last of Us" Tops the 100 Greatest Games List: Blurred Criteria, Real Dispute

Here I have to argue against myself. Perhaps the ambiguity is not a flaw but a culture. A ranking with clear criteria ends the conversation, and the community loses a collective ritual. Perhaps the "safe versus ambitious" frame is a Western import that does not fit Vietnam, where a team's binding constraint is money, infrastructure, and scheduling, not a choice between two design philosophies. And perhaps Vietnamese esports does not need an all-time list yet. What it needs first is more international matches, more qualification slots, more raw data.

I could be wrong on all three. But if I am right on the first, then what a young esports scene should build is not a better ranking, but a public criteria framework, with versions, with update dates, with someone accountable for it.

The widest stadium is not where the crowd is, but where people are willing to listen. A ranking that publishes its criteria is a way of telling the audience that we respect the fact that you will check us. And if we cannot agree on what "great" means, what exactly do we use to judge a generation of players that has just walked past?

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