I don't think a game running well even needs to be a qualifier for this. If a game works as an experience so well those things disappear or are easily looked past as you play the game. That speaks just as much to the qualities that would bring someone to call a game perfect. The briefest way I have for how to define a perfect game is that while playing it's frame falls away and then your just in it. This is really the same for way any piece of media I'd describe as perfect.
Games I'd add:
- Spelunky - I watched Dan play it for the first time last night on his stream and it was an excellent encapsulation of why this game is, in fact, perfect. Over the course of an hour he came to and recognized so many small and subtle details, then started using that knowledge during play unprompted by the game. Moments of failure felt like success and not a result of the a failing on the games part, but his own. It so easily facilitates player intuition and internalization of it's ideas indirectly. It's both challenging and effortless. Hundreds of hours later and the game still has ways to surprise.
- Kentucky Route Zero - A sense of place and approach to dialogue and dialogue choices that all build on the atmosphere, characters and larger story in beautiful and impactful ways. It's use of interstitial games as part technical test and preview for each act is a really fantastic addition to the experience of waiting for each ones release. I've also said it before in other threads, but this is a game that sticks with and becomes a part of you well after you've played it.
- Halo: Combat Evolved - Decades later and this game still feels contemporary. Level design, the feeling of using the controls, The way it moves from moments of action to calm is so natural. Recently replayed it as part of the MCC, and even with it's original art its still striking.
- Riven: The Sequel to Myst - Still the apex of Cyan's body of work. The world building, design and sense of place is evocative and beautiful in such a rare way. It's one of the many examples of how a strong art direction can help a game hold up more so than anything made after it. Art direction so phenomenal that the act of finding it's box on my Grandfathers bookshelf felt like a part of playing the game.
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