The GamePro 20

GamePro interviews the 20 most influential people in gaming from 1989 to 2009.

What's GP 20?

In honor of GamePro's 20th anniversary, we're celebrating the best games, game developers, and highlights in the history of gaming.

Check back frequently for updates!


    • #20. Brian Crecente

    • #19. Ed Boon

    • #18. Todd Howard

    • #17. Ken Levine

    • #16. Hideo Kojima

    • #15. Sid Meier

    • #14. Ray Muzyka and Greg Zeschuk

    • #13. Gabe Newell

    • #12. Trip Hawkins

    • Revealing Soon

    • Revealing Soon


20 - Brian Crecente

20 Most Influential People in Gaming: #20 - Brian Crecente

"The Provocateur"

Key moments:

Sony's Home leak, GameStop used game sales controversy, BioShock's roots in Objectivism.

Kotaku was a little-known, little-read blog in Gawker Media's online publishing empire until Brian Crecente transformed it into the PR-terrorizing powerhouse it is today. A former reporter for the Rocky Mountain News, Crecente brought investigative grit and a healthy disregard for the rules to the blog's blitzkrieg coverage of video games and gaming culture. The results have been alternately amusing, enraging, enlightening, befuddling, and surprising, but seldom boring. As far as videogame news blogs go, Kotaku is king.

Hallmarks of Brian Crecente:

Blitzkrieg approach to game coverage; focus on breaking news and rumor; investigation of gaming communities and culture



Sid Shuman: What game made you want to be a part of the video game business?

I don't know if I'd say I'm part of the video game business, more a fly on its wall. But the game that first got me interested in video games was Pong. My dad bought it at a Sears right before we moved to Thailand. It blew me away. My brother and I would spend hours on our black and white television playing. He always beat me, even when I had the giant paddle.

My number two game is either Little Professor or Game & Watch Donkey Kong.


What's an up-and-coming game developer to watch? Indie, established, or otherwise.

I'm a huge fan of some of the folks coming out of the annual Independent Games Festival: The people at That Game Company, Jonathan Blow and Phil Fish, to name a few. Jonathan Mak really intrigues me, his process is so similar to creating other forms of art.


What was the biggest high point of your career?

I'd like to think I haven't seen my career high point yet. There have been peaks though. The reaction of readers, other websites and the general press, to the situation surrounding our coverage of Sony's Home was particularly heartening.

Being surrounded by like-minded and highly skilled writers and reporters every day makes my job, as long as it can be some days, always a delight. Broadening our approach to video games to try and reach a more mainstream audience is currently the most satisfying thing I do here.


On the flip side, what was a low point in your career?

At the time, quitting my job at the Rocky Mountain News, something I'm very happy I did now, was probably the most professionally frightening thing I've ever done. Well, not counting being shot at. As much as I love what I do, what I think Kotaku stands for, there are still days when I feel that I am not serving some greater purpose, that in the grand scheme of things Kotaku's impact is as ethereal as a page of digital text.

But then Ashcraft tells me to quit my whining.

20 Most Influential People in Gaming: #20 - Brian Crecente


Make a gaming-related prediction for 2015.

I'll make four: Madden 2016, Resident Evil something, Super Mario Video Game, an internet teaming with angry readers questioning, but still buying sequels.


Name your three favorite games of all time.

Space Invaders, Zork, Mr. Do's Castle.


How do you see the art and business of video games evolving over the next year or two?

As a business, it seems that the video game industry is struggling to not fall into the same trap that so limits movies, television, books and music: The high cost of failure. I hope that in the end, creativity wins out and new business models, like the sort Electronic Arts and Activision are playing with, allow big publishing houses to continue to push the envelope and innovate.

Artistically, I think we are entering a fascinating time for video game development. Digital distribution and new platforms, like the iPhone, have made it easier for people to develop and distribute a wild and eclectic variety of titles. I'd like to think that will only improve with time. Eventually, I hope that true art, true expression, the sort that questions the status quo can appear in games without publishers or platform holders bowing to external pressure.


How has the expanded audience of non-traditional players changed your approach to game writing?

Increasingly, I try to find the thing about a game that intrigues me not as a gamer, but as a reader. That's what spurred the critiques we've run looking at Objectivism in BioShock and Montessori's impact on Will Wright's design.

Video games as a subject is an endlessly fascinating topic, not just because it's about how people play, but because it touches on just about everything. As gaming writers we can delve into business reporting, look at education, the medical field, sociology, crime, art, the list goes on and on. As long as we remember to explore things beyond the realm of the creation and consumption of video games there will always be an opportunity to reach a broader, more mainstream audience.


Do you have any words of wisdom for the aspiring young game writers out there?

Write from your heart. Write often. And if your mother tells you she loves you, check it out.





19 - Ed Boon

20 Most Influential People in Gaming: #19 - Ed Boon

Ed Boon (left) with Sid Shuman (right)

"The Populist"

Key games:

Mortal Kombat, Mortal Kombat II, Mortal Kombat vs. DC Universe

Midway Games may be struggling, but Ed Boon is nestled calmly within the eye of the storm. "In the midst of everything going on around us," Boon said in a recent interview with GamePro, "we're still focusing in on our next game... We want to make it the game that we want it to be." For this creator of the ground-breaking Mortal Kombat series, pleasing the masses has always been the central goal. Mortal Kombat never earned as much technical praise as its longtime rival Street Fighter II.

But in many ways, Mortal Kombat was a more essential, and more important, moment in the nascent 90's-era videogame industry. The blood-drenched brawler served as a lightning rod for violence-in-games controversies and signaled a significant shift in game design away from esoteric button-tapping exercises and towards mass-market acceptance.

Game design hallmarks of Ed Boon:

Over-the-top action; simple control schemes; mass-market appeal



Sid Shuman: What game made you want to be a part of the video game business?

"For me, there were three pivotal games. The game that made me want to be in the business the most was probably Pac-Man. At the time, as a teenager, I was playing Defender and Missile Command. But with Pac-Man, suddenly girls were playing - I was noticing that videogames were more than a fad, it was becoming a phenomenon. Pac-Man intrigued me because it was so simple and so accessible; you just put your hand on a joystick and that's it. With Missile Commander and Defender, I loved the games and wanted to become a better player. But with Pac-Man... I wanted to study it and learn why it was so big."


What's an up-and-coming game developer to watch? Indie, established, or otherwise.

"When I find out about a new developer, it's usually because they worked with Sony or Microsoft and they're splitting now to form [a new studio]. I don't look at those guys as being new because they've already made some big hit.

To me, the ones who have stood out are the stories of, say, iPhone game developers. Somebody who worked on his own, part-time, and ended up making a million dollars on some puzzle games. These are the guys who, if they take more and more aggressive approaches to game development, I could see them going to the consoles.


20 Most Influential People in Gaming: #19 - Ed Boon


What was the biggest high point of your career?

"I've been lucky enough to have a few of those. One that stands out was when I was in the Acclaim booth at CES. They were preparing to release the first Mortal Kombat to the home consoles. They told me they were planning to spend 10 million on advertising, run the game commercial in theaters - something that was unheard of that time - and they were going to hold an event called "Mortal Monday" and open stores at midnight. I remember thinking, 'these guys are expecting way too much out of this [game launch].'

Then I saw the commercial that they made, the one with the kids standing in New York yelling "Mortal Kombaaat!" The production values behind it...I remember it as a goosebump moment, it had taken on a life of its own. It had gone so far beyond an arcade game made by four guys. That was a big moment for me, seeing something take off like that."


On the flip side, what was a low point in your career?

"We released Mortal Kombat 4 before it was done, in the arcades. There was this road tour going on...the stage was set so far in advance, and dates had been picked and all that. But it was new hardware - this was the first 3D Mortal Kombat we had made - and we had no wiggle room in terms of the date. But I made the decision to adhere to that date, and to adhere to those expectations. I always took our responsibility very highly, but in retrospect, I would have waited. I would have called earlier and said, 'this thing isn't done, we need to hold onto it.' It would've ruffled some feathers, but in the long run we would've won."


Make a gaming-related prediction for 2015.

"I'll take a guess. I think at least half the games sold to consumers will be digitally distributed. I think we're going towards an iTunes, Amazon-type of distribution for games. By 2015, I think the next generation of hardware will be coming out. I suspect they'll have a huge amount of storage, terabytes of storage. I don't know if we'll be at the point where everything is sold digitally, getting rid of the brick-and-mortar distribution entirely. But I gotta believe that's the direction we're heading. Six years from now, I can easily see half of games being sold digitally."


Name your three favorite games of all time.

"I think you get the most impact from something when you're young. You're in your formative years, you haven't established your opinions on things. So for me, my favorite games were games I played as a teenager. That's not to take away credit from the gigantic masterpieces like Grand Theft Auto, Halo, Gears of War...those games are all great, and I look at them in awe.

But for me, it was Defender, Missile Command, and Millipede were the three games. I might actually swap Robotron 2084 in there for Missile Command. They were major events. It's like music: you buy Pink Floyd's The Wall, you buy Prince's Purple Rain...they represent these big moments in your life."


20 Most Influential People in Gaming: #19 - Ed Boon


How do you see the art and business of video games evolving over the next year or two?

"For the business side, digital distribution is the direction that things are going in. I think the cost of making games is going up so much - we're seeing this right now - that it's affecting company's decision making on how to make money. Instead of 20 million dollar games, now it's 50 million dollar games... and now it's $100 million dollar games. Nintendo very intelligently decided not to chase 'bigger and better' but different, unique, and accessible. We're all going to be forced to do that. At a certain point, you won't be able to wow people with super-realistic graphics - those will be assumed. The thing that will make you stand out will be how your game is different, and how accessible it is.

I mean, I played Defender. It had 7, 8, 9 buttons on it, and a lot of people I knew couldn't grasp the game. That's why I thought of Pac-Man as the more influential game, because it was so accessible."


How have non-traditional gamers changed your approach to game design, if at all?

"I wouldn't use the word 'change,' because that implies that at some point I wasn't looking at that. For me, that defined my approach to game design. If there's a cool feature can only [be appreciated by] 30 or 50 percent of audience...then for me, it hasn't lived up to its full potential. I'm a big fan of some of our competitor's games, and I spend a lot of time learning them. But then I'll pause and think myself, 'God, I can't imagine the majority of the public getting this and enjoying it.'

To me, accessibility has been a requirement for everything that I've worked on. Can the average person play this game and enjoy it? That has defined my approach to the games. I've always made the Mortal Kombat games so that anybody can pick them up and have fun, as opposed to taking a college course in them. People just don't have the kind of attention span to spend three weeks learning one [facet] of a game."


20 Most Influential People in Gaming: #19 - Ed Boon


Do you have any words of wisdom to share with aspiring young game designers out there?

"We had four guys working on the first Mortal Kombat: one programmer (me), two artists, and a sound guy. For our new game, 50-something people are going to be working on it. So the whole idea of one person making their name, getting their ideas out there...it's much more difficult now, when you're trying to stand out in a group of 50 people.

I think some of the traditional paths aren't as feasible now with the Xbox 360 and PlayStation 3. But there are other avenues: iPhone games, Flash games on the PC, PlayStation Network and Xbox Live Arcade games...I think these are a very realistic way for somebody to prove themselves in the industry and actually make a name for themselves. So if somebody has enough drive and determination, they can certainly put together a game or a demo to get some attention. I think that's a very real direction to take."





18 - Todd Howard

"The Architect"



Key games:

The Elder Scrolls III: Morrowind, The Elder Scrolls IV: Oblivion, Fallout 3


With The Elder Scrolls III: Morrowind, Todd Howard started a revolution in game design that has left an indelible mark on gamers and the industry as a whole. Whether they're grassy meadows or post-apocalyptic cities, Howard's virtual worlds are immense, intricately realized stages for the player to exert his will. Though strictly single-player experiences, games such as TESIV: Oblivion and Fallout 3 are vast and deep enough to rival the size of World of Warcraft - a testament to Howard's meticulous, all-encompassing approach to game design. Less about level grinding and item collecting than the sheer joy of exploration, Howard's games allow the player to be the good guy, the bad guy, or any guy in between.


Game design hallmarks of Todd Howard:

Massive, intricate worlds; Moral decisions create lasting repercussions; The joy of exploration and discovery



17 - Ken Levine

"The Intellectual"


Key games:

Thief: The Dark Project, System Shock 2, BioShock


Choice. Ken Levine's guiding principle to game development is simple but all-encompassing. Challenging the boundaries of labels such as "RPG" and "first-person shooter" and "stealth," Levine's virtual worlds also merge concepts from sources as disparate as philosophy, speculative fiction, historical fiction, and graphic novels to create some of the most intelligent storytelling yet seen in the young medium of videogames. From his first game Thief: The Dark Project, Levin displayed an uncanny understanding of character and dialogue that's rare in the videogame field. His characters - whether they're Andrew Ryan from BioShock, SHODAN and The Many from System Shock 2, or Garret from Thief - rank among the most memorable in the history of videogame storytelling.

A screenwriter by training, Levine typically delights in challenging the player to make difficult choices. These choices may reside on a purely gameplay level (assault rifles or energy weapons? Combat or stealth?), on a moral level (save the Little Sisters or harvest them for your gain?), and even on an intellectual level (Are you human? Are you a machine?). Levine's games typically have enormous replay value and many have earned long-term cult followings.


Game design hallmarks of Ken Levine:

Wide array of player choices; intricate storytelling with memorable (often tragic) characters; well-realized worlds influenced by everything from literature to pop culture



16 - Hideo Kojima

"The Auteur"

20 Most Influential People in Gaming: #16 - Hideo Kojima

Key games:

Metal Gear Solid, Metal Gear Solid 3: Snake Eater, Metal Gear Solid 4


Hideo Kojima, creator of the fan-favorite Metal Gear Solid series, can be considered the godfather of the cinematic movement in videogames. His groundbreaking stealth masterpiece Metal Gear Solid shattered players' expectations by thrusting them into the middle of an elaborate, highly stylized world of intrigue and deception. Kojima's masterstroke wasn't the game's iconic stealth gameplay (though he pioneered that as well), but rather his storytelling technique. He borrowed from the language of film, lending surprising gravity to Metal Gear Solid's otherwise crudely-rendered cinemas. The results were some of the most beloved scenes in modern videogaming - the tender, almost sympathetic death of Sniper Wolf, or Solid Snake's ongoing duel with his arch nemesis, Gray Fox. For the first time, video games could approach the majesty and emotional impact that has so long graced the silver screen.

Kojima is sometimes scolded by modern (particularly Western) game critics for his reliance on these non-interactive "cutscenes," which stand in opposition to the seamless, real-time storytelling delivered in games like Half-Life and BioShock. But in 1998, Kojima's approach had enormous and lasting impact on the medium of videogames, and over ten years later, he is still regarded as the master of that intimate, idiosyncratic style of storytelling. Case in point: Metal Gear Solid 4. Upon its arrival in 2008, critics knocked his "excessive" cinematic interruptions during gameplay. Consider, however, how Kojima's direction is instantly identifiable -- a feat other, more "progressive" game designers have largely failed to accomplish.

You may disagree with his approach, but Kojima's style is unmistakable, his vision unquestionable, and his influence, indisputable.


Game design hallmarks of Hideo Kojima:

Highly stylized storytelling using the visual language of cinema; highly personal themes that draw from real-world events and conflicts; idiosyncratic storytelling that is almost intimidating in its density and complexity



15 - Sid Meier


14 - Ray Muzyka and Greg Zeschuk


13 - Gabe Newell

20 Most Influential People in Gaming: #13 - Gabe Newell

Key games:

Half-Life,
Steam


Gabe Newell doesn't receive our recognition as one of the most influential people in the games industry of the last two decades just because of the co-founder and managing director of the Valve Corporation's involvement in Half-Life -- a hallmark which, in the end, is still just another first-person shooter series. It's for all the work this ex-Microsoft executive was doing on the Steam service while the rest of his company was working on the game that defined FPSes. Half-Life 2 is an evolution, but Steam (despite an extremely rocky start) is truly a revolution in game access and distribution, and for that reason Mr. Newell, we salute you.

Gabe Newell may have dropped out of Harvard University, but he's since played a crucial role in his thirteen years at Microsoft working on the first three incarnations of Microsoft Windows, and has since become a millionaire in the video games biz.



12 - Trip Hawkins

20 Most Influential People in Gaming: #12 - Trip Hawkins

Key games:

Too many EA games to name,
the 3DO Console


Trip Hawkins, the founder of Electronic Arts, 3DO and mobile-game outfit Digital Chocolate may be more famously remembered for his misses: the mid-1990s failure of the 3DO console and his development studio's implosion in 2003. But if it wasn't for the Silicon Valley entrepreneur shifting EA's primary focus to the Sega Genesis console in 1990, it's possible that the world's largest third-party would still be nothing more than a mid-sized computer publisher.

Aside from launching one of the most colossal video game companies in existence that's been responsible for developing and producing numerous triple A series, Trip Hawkins has also designed his very own video game-related major at Harvard University called "Strategy and Applied Game Theory."



More To come

Don't worry! There are plenty more exciting features, developer interviews, behind-the-scenes photos, and original videos on the way that we're revealing over the next two months. Check back soon for constant updates so you don't miss out on any of our GamePro 20th anniversary content.

More To come

Don't worry! There are plenty more exciting features, developer interviews, behind-the-scenes photos, and original videos on the way that we're revealing over the next two months. Check back soon for constant updates so you don't miss out on any of our GamePro 20th anniversary content.