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The complete video game history timeline

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26 entries of 164 in game development

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2000-2009 The 2000s

Download stores put small studios in front of console owners

Braid appeared on Microsoft's download service on August 6, 2008, alongside other small titles that summer. Tiny teams reached millions of console owners without a publisher, a retailer or a shelf.

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Platform
Home consoles
Period
The 2000s

Why it matters

Console platforms had been closed to anyone without a publishing deal since the 1980s. Download storefronts reopened them to individuals, and the commercial success of a self-funded game proved the audience was there. Independent development stopped being a fringe activity and became part of the industry's structure.

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An unfinished game goes on sale and keeps growing

Markus Persson published the earliest public versions of Minecraft on May 17, 2009 and went on selling and updating it while it was still being built. Players spread it themselves, largely through video.

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Region
Europe, Worldwide
Period
The 2000s

Why it matters

Paid early access moved from an oddity to an accepted way of funding development, and open-ended construction became a genre of its own. The game also demonstrated that video sharing had replaced advertising as the most powerful way for a game to find an audience.

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2010-2019 The 2010s

Minecraft is declared finished and keeps expanding anyway

Two years of paid public development ended with a version numbered as complete, announced on stage at a gathering of players. Updates never actually stopped, and ports carried the game onto nearly every screen.

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Region
Europe, Worldwide
Period
The 2010s

Why it matters

Open-ended construction proved to have a vastly larger audience than the industry assumed, and selling a game during development became a legitimate business rather than a curiosity. The game also demonstrated that a title with no story, no levels and no ending could outsell every scripted blockbuster.

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A Polish studio raises the bar for open-world role-playing

The Witcher 3: Wild Hunt combined a very large open world with side quests written to the standard of its main story. Its success proved Central and Eastern European studios could compete at the highest level.

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Region
Europe, Worldwide
Period
The 2010s

Why it matters

Blockbuster-scale development stopped being the exclusive property of North America and Japan. The game also demonstrated that quality of writing throughout an open world, rather than sheer size or spectacle, was what distinguished the form, a standard that competitors were measured against for years afterward.

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2020-2029 The 2020s

Elden Ring takes demanding design to an enormous audience

FromSoftware applied its difficult combat and indirect storytelling to a large open world, with worldbuilding contributed by novelist George R. R. Martin. The publisher reported sales above twenty million copies within a year.

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Region
Japan, Worldwide
Period
The 2020s

Why it matters

A demanding, deliberately opaque design reached an audience of blockbuster scale, which undercut the assumption that mainstream success requires difficulty settings, guidance and constant reassurance. Freedom of movement, rather than lowered challenge, was what made the studio's approach approachable.

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A dense tactical role-playing game becomes a mass hit

Larian Studios released Baldur's Gate 3 with turn-based tactical combat, extensive voice acting and unusually responsive branching. Its commercial and critical success challenged assumptions about how complex a mainstream hit could be.

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Region
Europe, Worldwide
Period
The 2020s

Why it matters

Turn-based tactical role-playing, long considered a specialist taste, reached blockbuster scale. The game demonstrated that deep systems, reactive writing and genuine consequences are not obstacles to a wide audience, provided the presentation gives players the confidence to engage with them.

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