The 2025 Desert Island Video Game Draft

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Title: Tony Hawk’s Pro Skater 3
Format: PS2
Year of Release: 2001
Developer: Neversoft

Theee AAAACCCEEE of SPAAAAADES!! Skated every minute I could as a teen, so this series hit close to home. 3 features my favorite level (Airport) and soundtrack entry (my intro to Motörhead). Also appreciated the series’ inclusion of real world skateparks (shoutout Burnside!).

Remake/re-release out in three days! Theee AAAACCCEEE of SPAAAAADES!!

Never played v3 but v2 was great.
 
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Pick 5; UNDERTALE (we’ll go PC, but it’s on everything)

I was dead set on a different game until about 30 minutes ago while driving home, when suddenly this gem of a game popped into my head. Taking it back to a retro style of yesteryear, this game plays with your emotions throughout to tell one of the best stories I have ever played. I can think back to story beats and relive the chills thinking about it. And there are multiple ways to play it, though I haven’t been able to do one way because I love these characters too much. This game had so much hype by the Internet when it came out. I was actually initially out on it because I didn’t believe this simple looking game could be everything folk were saying it was… but I eventually caved and I’m so glad I did.

A unique battle system, engaging & entertaining characters every single step of the way, puzzles, one of the best soundtracks I’ve ever heard… this game has it all.

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SimCity 2000 Special Edition
Developer: Maxis
Year: 1995
Platform: PC

The granddaddy of all "recent" sim building games, I fell in love with this the moment I started playing. As an engineer by trade, this game speaks to my desire for order, organization, efficiency, and "watching something I made just work".

While I've never played this particular version (only the "basic" version of the game), if I am stuck on an island I definitely want to have the extra content to play around with (SimCity Urban Renewal Kit (SCURK), Scenarios Vol. I: Great Disasters, and bonus cities and artwork).

So, any time I get tired of shooting things (or shooting holes in things to jump through), I can sit down with this and build something cool instead.

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@Löwenherz - go!
 
This draft has been strange for me. I assume that the games I and my friends play and love are the same as everyone else's (more like the movie drafts, for instance). Then we start and other than a few selections (Tetris and Super Mario Bros in particular) my list is still fairly intact. But I also don't know if the next few games are "safe" or if they might go quickly. I have no idea how "deep" some other lists are before there will be more overlap. Hard to get a handle on what happens next....
 
All right everyone, I had a plan here: A modern, technically spectacular, immersive experience ready to go OR a legendary classic originally slated as a back-up to Hollow Knight that I did not expect to make it back to me in the fifth round. I would have been ecstatic for either here and up until an hour ago, the debate still raged in my mind whether I should just go with my initial strategy.

But that of course was predicated on this title being long gone before this point.

I swear I’m not being swayed by the people’s demand for accessible nostalgia. Even though this game was such a juggernaut in the golden era, an entire crappy 80s “kids on bikes-ish” movie staring the Wonder Years’ Fred Savage and a young Christen Slater stormed American theaters purely to promote it - quite possibly the most hyped video game in history to that point.

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Super Mario Brothers 3 (NES) - 1990

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As I’m sure is true for many gamers, Mario is an indelible part of my gaming past. Yet, none of his adventures were more impactful to me than Super Mario Brothers 3.

SMB3 was released in the U.S. in February of 1990, but no one I knew, myself included, in those halcyon days of pre-internet kid culture picked up games on release day. Unless you had Nintendo Power, you only even knew a game existed by word of mouth on the playground, or when you unwrapped of on Christmas or your birthday. We knew nothing about release dates. Check out the most famous SMB3 commercial. Notice it doesn’t say when the game will be available.


That natural delay, and the semi-coordinated McDonald’s SMB3 Happy Meal toy promotion, meant the Summer of 1990 was the Summer of Mario for me. From my birthday in May until heading back to school in late August, I swapped strategies and tricks with friends, drew level maps and character concepts, and of course binging play sessions during countless sleepovers.

It’s difficult to fully express what a cosmic quantum leap forward SMB3 was not just for the franchise, but most games that came before it. The original Super Mario Brothers, a titan in its own right, had 32 levels of 5 different theme types (ground, underground, underwater, athletic, castle) and roughly 20 enemies and obstacles.

SMB3 had 90 levels in 8 different themed worlds with close to 50 different enemies and obstacles, including bosses unique from Bowser.

And these weren’t simply left-to-right obstacle courses. These were fully explorable areas with the addition of overworld maps that were ostensibly level-select screens, but also had explorative secrets of their own.

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Keep in mind, this was a mere three years on the same console between SMB and SMB3.

Years later, my friend and I had a debate as to which was the better game between SMB3 and SMW using the phrase “bit-for-bit” we co-opted from boxing “pound-for-pound” discussions. Comparing the two directly is not exactly fair considering the far superior hardware of the SNES, and SMW essentially used SMB3 as its blueprint. SMW was a flawless opening act for the SNES, but SMB3 was the pinnacle of the NES’ capabilities.

The only fatal flaw we found with SMB3 is it didn’t have a save system - despite that being a feature for years with other NES games. The only way to beat SMB3 was to use the worst kept secret in history of warp whistles, or to plow through the 90ish levels in one sitting. Back in the day, that meant I would just leave the NES on if I went somewhere, even if that mean it stayed ideal all day, which is not ideal. That lone drawback forced me to give the nod to SMW. But otherwise SMB3 is fully worthy of being in the pantheon of greatest games of all time.

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I’d tucked away SMB3 for decades, maybe picking it up once or twice just to blitz my way to Bowser’s castle using double warp whistles in World 1, but otherwise leaving it to wallow in my fond memories of it.

Until the pandemic, when locked in quarantine looking to entertain ourselves, my wife and I unpacked my NES from the garage and played our way through the whole game world-for-world together, just like my old slumber party binge sessions.

If there was any question whether this game could sustain a desert island trip, that answered it.

Now I’m Playing with Power
 
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Kenshi - PC, 2018

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Kenshi is a wonderful, bug filled, giant sandbox where the player is tasked with overcoming adversity to achieve their goals. Those goals are up to the player to decide. Players can overthrow theocracy, end slavery, be a slave trader, become a drug kingpin, acquire the rarest strongest weapons in the land, become a farmer and buy property in towns to set up shop counters for selling food, become a bounty hunter, lead a clan of cannibals, and more. What illuminates the game's greatness, is that the player will find themself naturally inspired to come up with goals and pursue them. While doing so, choices and events come together to create tales within tales special to each play through.

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The world is as unforgiving as it is vast. New players with no knowledge of the land will often find themselves getting their food stolen, limbs hacked off, put into slavery, and eaten alive. Characters start out weak, but the world opens up as strength is gained. Dozens of NPCs can be recruited to help players achieve their ends, all under player control. Each NPC can be assigned jobs that can be prioritized, automated, and toggled on and off. Players can build self sustaining outposts with buildings and infrastructure. Outpost locations become a personal choice. There are no perfect locations. There are dangerous factions, beasts, lack of resources, dangerous climates, lack of fertility, regulations. But there are also nice views.

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Kenshi - PC, 2018

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Kenshi is a wonderful, bug filled, giant sandbox where the player is tasked with overcoming adversity to achieve their goals. Those goals are up to the player to decide. Players can overthrow theocracy, end slavery, be a slave trader, become a drug kingpin, acquire the rarest strongest weapons in the land, become a farmer and buy property in towns to set up shop counters for selling food, become a bounty hunter, lead a clan of cannibals, and more. What illuminates the game's greatness, is that the player will find themself naturally inspired to come up with goals and pursue them. While doing so, choices and events come together to create tales within tales special to each play through.

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The world is as unforgiving as it is vast. New players with no knowledge of the land will often find themselves getting their food stolen, limbs hacked off, put into slavery, and eaten alive. Characters start out weak, but the world opens up as strength is gained. Dozens of NPCs can be recruited to help players achieve their ends, all under player control. Each NPC can be assigned jobs that can be prioritized, automated, and toggled on and off. Players can build self sustaining outposts with buildings and infrastructure. Outpost locations become a personal choice. There are no perfect locations. There are dangerous factions, beasts, lack of resources, dangerous climates, lack of fertility, regulations. But there are also nice views.

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Well, I said things were gonna get weird. This is the first game I've seen in this thread that I wasn't even a little familiar with.

It sounds pretty cool
 
With the 57th pick in the 2025 Desert Island Music Draft, I select:

The Elder Scrolls V: Skyrim (Special Edition) [2016]

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Developer: Bethesda Game Studios
Publisher: Bethesda Softworks
Game Director: Todd Howard
Musical Score: Jeremy Soule
Genre(s): Action RPG; Open World RPG
Platform: PC


My draft is starting to feature a certain kind of game. This wasn't really by design. I didn't have much confidence that Elden Ring would be on the board for my first round pick, yet there it was. And I didn't imagine that The Witcher 3 would last as long as it did, either. So here I am doing something that's very out of the ordinary for me in a Desert Island Draft; despite things getting a bit weird in here, I'm scooping up another "value pick", though I'm doing so because it represents a formative adult gaming experience for me.

After returning to video games with The Legend of Zelda: Breath of the Wild, I had a burning desire to find other exploration-heavy games like it. A good friend of mine is an avid gamer, so I asked him for his recommendations of where to go next. He sent me a long list that had my fourth and fifth picks in this draft at the top. We discussed the merits of gaming PCs, of which I had exactly zero familiarity, and I went out to purchase a modest gaming laptop. Then I began my journey into PC gaming with The Elder Scrolls V: Skyrim.

While I enjoy a great many narrative games that feature much more linear level design, I find that the gaming experiences I'm most drawn to are built into worlds that allow me to make my own fun, to move at my own pace, to chart my own course through them. And I'm a bit surprised that we've made it to the fifth round of our draft and not a single Bethesda game had been selected, since I'm certainly not the only one for whom this kind of game design speaks loudly. It's one of player freedom, to point in a direction and travel, and to create your own story of what those travels ultimately signify to your character.

There is much to critique about Bethesda's approach to game design, of course. Studio head Todd Howard has earned a considerable amount of scorn over the years for his tendency to over-hype Bethesda's products, which are often very buggy upon release, as well as thin on systemic depth, narrative heft, and character development. And yet... there is nothing in the gaming marketplace that quite resembles the experience of playing a Bethesda game. Other studios create more reactive worlds, or develop more engaging gameplay systems, or craft better characters and stories, but in a Bethesda world, you truly feel like you get to shape the character you inhabit. It feels like proper role play, and not in the crunchy sense of tracking stat distribution and optimization for archetypal character builds, but in the creative manner of being whoever your imagination wants you to be.

This appeals to me. I am not someone for whom a defined character is required in order to engage with a game world. I loved inhabiting Geralt of Rivia in The Witcher 3, but there's an inflexibility to "role playing" such a character. You can tune your approach to make Geralt more cynical or more open-hearted, but at his core, Geralt is Geralt. Whereas, in Skyrim, I can create a mage who has traveled to Skyrim from distant lands to discover its secrets. Or a warrior who is native-born and wants to reclaim Skyrim's glory for the Nords. Or a hunter who roams the wilds and wishes to commune with the Daedric Lord Hircine. All of that "flavor text" lives inside my head. It's represented nowhere on the screen. But the world invites me to craft a character whose motivations are their own.

Some players are repelled by this kind of game design, because they need the screen to contain everything necessary for the gameplay experience to justify the purchase. But I adore when a game invites me to fill in the natural gaps left by the developers with whatever I hope to conjure in my imagination. It makes me feel like a kid again, and the world of The Elder Scrolls is so strange and the world-building is so dense that it's phenomenally easy to imagine any number of stories for your time in each of the realms represented in each game of the series. I would not say that I'm any kind of expert on the lore of The Elder Scrolls, though I have gone back to play the two entries that immediately preceded this one. And while Skyrim may not be the most unique of Bethesda's game worlds, it was certainly the most timely.

Skyrim arrived at the perfect moment for PC gaming. It's original "vanilla" release was actually in 2011, just as PC gaming was becoming more popular. Its flexible and accessible approach to game design was also a keenly-struck balance that spoke to gamers, and those design principles are still speaking to gamers today via Skyrim's robust mod scene. The vast majority of Bethesda's games feature modding tools that allow the player community to make and share modifications to the games themselves, and Skyrim is without question Bethesda's most richly-modded game. The extraordinary variety of available mods allows the player to tune the experience even further to what their imagination can conjure. You can modify the game's aesthetic presentation, its weather systems, its gameplay systems, and you can even mod entirely new buildings, regions, land masses, quest lines, and characters into the game. Are you, for example, put off by the cardboard cutout quality of Skyrim's stock followers? Inigo, the Khajiit mercenary trying to kick his skooma addiction, is waiting for you in a Riften jail cell.

The Elder Scrolls V: Skyrim is not my absolute favorite video game. That distinction goes either to Breath of the Wild or Elden Ring, depending on the day and depending on my mood. But Skyrim is undoubtedly the game in which I've logged the most time. My Steam play time tracker counts an embarrassingly high 817 hours logged. And that's on the low-end for those who love Skyrim as I do. It's a game that draws the player back into the land of the Nords time and again. It's a game that invites you to completely ignore much of its content so that you can play it as you wish. Many will tell you that they've never completed the game's main questline. I am not among those players, but I do love modding the game to allow me to engage with the main questline at my own pace. Such is the flexibility of Skyrim, a nearly 14-year-old game that will continue to morph and shift as its player base finds new ways to shape it to their liking. It's special in this way. Communal. And an all-timer.

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SimCity 2000 Special Edition
Developer: Maxis
Year: 1995
Platform: PC

The granddaddy of all "recent" sim building games, I fell in love with this the moment I started playing. As an engineer by trade, this game speaks to my desire for order, organization, efficiency, and "watching something I made just work".

While I've never played this particular version (only the "basic" version of the game), if I am stuck on an island I definitely want to have the extra content to play around with (SimCity Urban Renewal Kit (SCURK), Scenarios Vol. I: Great Disasters, and bonus cities and artwork).

So, any time I get tired of shooting things (or shooting holes in things to jump through), I can sit down with this and build something cool instead.

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@Löwenherz - go!
I should have had this on my radar! All time great simulation game.

I will say, if this is the kind of fun you're still into, I'd recommend giving Factorio a try. There's a lot of the same satisfaction in understanding systems and building engines.
 
Despite my relationship with my son, I don't have a hyper-in depth familiarity with most of the games that have been selected. Is my understanding correct that Minecraft is the only online game that has been selected through five rounds?
 
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Pick 5; UNDERTALE (we’ll go PC, but it’s on everything)

I was dead set on a different game until about 30 minutes ago while driving home, when suddenly this gem of a game popped into my head. Taking it back to a retro style of yesteryear, this game plays with your emotions throughout to tell one of the best stories I have ever played. I can think back to story beats and relive the chills thinking about it. And there are multiple ways to play it, though I haven’t been able to do one way because I love these characters too much. This game had so much hype by the Internet when it came out. I was actually initially out on it because I didn’t believe this simple looking game could be everything folk were saying it was… but I eventually caved and I’m so glad I did.

A unique battle system, engaging & entertaining characters every single step of the way, puzzles, one of the best soundtracks I’ve ever heard… this game has it all.

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Ugh… Now I have to change my next pick (not this game but very much this game adjacent)
 
Despite my relationship with my son, I don't have a hyper-in depth familiarity with most of the games that have been selected. Is my understanding correct that Minecraft is the only online game that has been selected through five rounds?
The Diablo games are all very much online games (that also have single player elements)
 
The Diablo games are all very much online games (that also have single player elements)

Counter-Strike and StarCraft II also have big online tournament 'scenes' for competitive gamers. Quake did too back in the day. The picks so far have skewed toward old-school -- so many of them are from a time when the single-player game was the designers' priority.

@Mr. S£im Citrus As I alluded to in my write-up, Interstate '76 had a cool deathmatch mode where you could equip your car however you like and then find a server and enter a big FPS style melee with other users online. You can buy the full game for $2 right now on gog.com but I haven't even tried to play it online for quite awhile so some research would be needed to figure out where / how to find other players.
 
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There are several reasons for owning a Game Boy. This was one of them. The game that started it all:

Pokémon Red and Blue (1998)

• Director:
Satoshi Tajiri
• Publisher: Nintendo
• Developer: Game Freak
• Programmers: Tetsuya Watanabe, Takenori Ohta
• Designer: Satoshi Tajiri, Ken Sugimori
• Composer: Junichi Masuda
• Platform: Game Boy

Pokémon Red/Blue screenshots, images and pictures - Giant Bomb


Sure, the allure of color and the appeal of more than 151 Pokemon was hard to pass up, but this was a grinder back in the day. That's right kids - some games were in black and white! You could trade and battle via link cable (what's wifi?) and it helped evolve the Game Boy into more than "just a toy."

Want to enjoy the Snorlax hotel room in Japan? You're welcome.
Typing, EV, IV, team-building - Pokemon had it all. The formula for Pokemon hasn't changed since its inception, and now that the mantle has been passed from Ash to Liko, the fun still remains. I have a 17 yr old (mine) and a 7 yr old (kinda mine) who both enjoy both ends of the Pokemon spectrum. It's hard to find that kind of universal appeal in a game, but Pokemon has managed to do it.
 
There are several reasons for owning a Game Boy. This was one of them. The game that started it all:

Pokémon Red and Blue (1998)

• Director:
Satoshi Tajiri
• Publisher: Nintendo
• Developer: Game Freak
• Programmers: Tetsuya Watanabe, Takenori Ohta
• Designer: Satoshi Tajiri, Ken Sugimori
• Composer: Junichi Masuda
• Platform: Game Boy

Pokémon Red/Blue screenshots, images and pictures - Giant Bomb


Sure, the allure of color and the appeal of more than 151 Pokemon was hard to pass up, but this was a grinder back in the day. That's right kids - some games were in black and white! You could trade and battle via link cable (what's wifi?) and it helped evolve the Game Boy into more than "just a toy."

Want to enjoy the Snorlax hotel room in Japan? You're welcome.
Typing, EV, IV, team-building - Pokemon had it all. The formula for Pokemon hasn't changed since its inception, and now that the mantle has been passed from Ash to Liko, the fun still remains. I have a 17 yr old (mine) and a 7 yr old (kinda mine) who both enjoy both ends of the Pokemon spectrum. It's hard to find that kind of universal appeal in a game, but Pokemon has managed to do it.

I tried to sell my older brother on playing (any) Final Fantasy game back in the day since he was a fan of the Pokemon games. "It's basically the same thing with more of a story" I would tell him, but he just wasn't interested. These days I think he owns every Pokemon game ever made on every platform. I guess you know your thing when you find it.

I only ever played Pokemon Red via PC emulator and made it about half-way through the game I would estimate before moving on to other things ... A preview of things to come for disposable, easy to find online entertainment. My "Keep Watching" list on any streaming platform is just a graveyard of similarly aborted and abandoned movies and shows.
 
MissingNo is my favorite RedBlue mon.

Did you know you can obtain Mew legitimately through a complex series of steps? There was always rumors about that truck by the SS Anne, but NO! I did it once, and it’s true. I don’t know the *exact* steps but it’s along the lines of avoiding a single trainer after the Nugget bridge. As soon as you get fly you go back to the bridge and fight the one trainer. Beat him and fly to the Graveyard town and leave via the left exit. The first step you take out onto the route, A WILD MEW APPEARS.
 
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