Top 10 Game Developers of All Time
The video game manufacture has been evolving and expanding for over 50 years, from the clunky money-operated arcade machines to playing games on our phones, or fifty-fifty through the cloud. Entire genres have risen and subsequently fallen, equally have game development studios of all sizes.
While we talk virtually video games plenty here at TechSpot, those pieces tend to focus on the games themselves or how they run on mod PC hardware. Today, however, nosotros're going to pull back the pall on the industry and have a look at the studios behind some of our favorite games to determine what makes them tick. How take they contributed or influenced the industry? What are some of their biggest successes? What sorts of games exercise they prefer to brand?
To be clear, there are plenty of studios that you won't discover in this article that might be but as worthy of praise, merely including them all would exist impossible. Without further ado, and in no particular order, hither are TechSpot's Height ten Game Developers of All Fourth dimension.
Nintendo
- Founded: September 23, 1889
- Genre specialty: Various
- Notable franchises: Mario, The Legend of Zelda, Pokémon, Ass Kong, Animal Crossing
There are dozens of highly-successful international gaming firms out there, simply few can create experiences that entreatment to everybody -- no matter your age -- as well as Nintendo. Yous need merely look at the incredible success of the Switch for evidence of that. Despite launching well into the lifecycle of last-gen consoles, the Switch has managed to sell over 90 1000000 units since it launched in 2022, surpassing the Xbox One's lifetime sales and quickly approaching the PlayStation iv.
People buy consoles to play games, and Nintendo makes some of the nearly popular games effectually, as they have washed for decades – since the early 1980s, when the company withal distributed handheld "Game & Watch" systems. Why? It depends on who yous ask. Some might say it's the ubiquitous long-term franchises that are at Nintendo's core that carry it forwards; the likes of Mario and Pokémon. Others would argue that information technology's the company's openness to new ideas that has immune information technology to remain relevant. Afterwards all, who would've expected Zelda to turn into a fully open-world sandbox?
However, Nintendo'due south success goes deeper than that. A central explanation of how the visitor'due south managed to capture the hearts and minds of millions effectually the globe is rather simple: they focus on making games that are fun, start and foremost. That might sound a bit strange, surely all games are designed with fun in mind, right? To an extent, yeah.
These days, though, the desire to maximize monetization, dispense thespian psychology, and proceed people playing every bit long as possible has started to arrive the way. Battle Passes, corrective purchases, boodle boxes, and weekly raid lockouts are all commonplace and they may accept its time and identify. Merely Nintendo tends to concern itself less about those trends. Its developers brand the games they desire to brand. This means that when you dive into a Nintendo game, y'all're experiencing information technology in its purest course, without artificial barriers seeking to frustrate you or block you from progressing.
A second key factor is accessibility. While I struggle to get my aging parents or young nephew interested in something like Skyrim or Assassin's Creed, slapping a controller in their hand and having them run around in Breath of the Wild, Animal Crossing, or Super Mario Odyssey was a seamless procedure. They may not have picked upward on all the controls correct away, simply the fact that the games introduced them to their mechanics gently, and often left room for experimentation, were major selling points.
Broadly speaking, developers at Nintendo prefer to create gaming experiences that are fresh, normally cocky-contained, and playable by almost anyone. No affair your experience with the complexities of video games, there's likely a Nintendo game you can pick up and enjoy. And the same can't be said for most other AAA development studios.
Bethesda Game Studios
- Founded: 2001
- Genre specialty: First-person open up-world RPGs
- Notable franchises: The Elder Scrolls, Fallout
Yous can scarcely complain the words "open-earth" and "RPG" in a sentence without somebody bringing up the piece of work of Bethesda Softworks. This once-contained studio has practically defined what a mod open-world, fantasy sandbox RPG can be.
Dynamic worlds with real NPC jobs and schedules? Check. The ability to enter well-nigh every building and rob it bullheaded? Check. The freedom to play whatever type of character y'all desire, with minimal restrictions? Cheque, check, and check. About all of Bethesda's games follow this formula to the letter, and while some might say it's gotten a chip stale, I beg to differ. I tin can just as easily dive back into Skyrim today as I did back in 2022, and judging by the game'south massive modding scene -- more than on that in a bit -- I'g non alone.
Bethesda was established in 1986, but it wasn't until 1996 that information technology started to truly brand a proper noun for itself. That was the yr Daggerfall came out. While I wouldn't say it necessarily holds upward well today, the sheer scope of the game still boggles the mind. It features over fifteen,000 cities, towns, and villages, dotted beyond a procedurally-generated earth that could take you existent-world days to cross by pes. Though rudimentary, Daggerfall was the incubator for many of the features that make Elder Scrolls games what they are today: joinable guilds, sprawling dungeons, the ability to sneak, stab, or hurl spells, and a free-class approach to gearing and character progression.
Morrowind stepped things up a notch with 3D graphics, better stories, and a more "alien" world. It sacrificed Daggerfall's ridiculously oversized map for a smaller, handcrafted alternative, but information technology didn't have to surrender much depth to do then. The game is still rather complex, with DND-way die rolls for attacks, gear pieces that slot to individual parts of your body, and custom spell creation.
Bethesda'due south newer games, such as Fallout 3, Skyrim, and Oblivion, all took additional steps forward, near notably in the realm of graphics, world simulation, and scope; though frequently at the cost of core mechanical complication. Just that'due south fine. At the terminate of the day, I'd wager most people don't play Bethesda games for the nitty-gritty combat mechanics (which are e'er clunky).
Bethesda's biggest strength every bit a studio is its power to draw the thespian in, and fully immerse them in a world that feels existent. Since we're talking nearly universes where dragons, magic, necromancers, and mutants are commonplace, that's quite a feat!
When I'm walking through a forest in Skyrim, or sneaking through a ruined urban center in Fallout four, I can forget, for a moment, that I'yard playing a video game. Few other game developers manage to evoke this sense of wonder and immersion, and that's what makes Bethesda ane of the all-time studios effectually.
Bioware
- Founded: February ane, 1995
- Genre specialty: Option-based RPGs
- Notable franchises: Mass Effect, Dragon Age
If we hyperbolically say Bethesda has laid merits to the open-world RPG genre, we could say the same about Bioware and story-driven RPGs. Just about every gamer has heard of Bioware'due south successes (and failures), and likely played ane or more of their games; whether it be a classic like Dragon Age: Origins or something slightly more than modern like Mass Effect 3 and Dragon Historic period: Inquisition.
While the studio has floundered in recent years with questionable releases similar Anthem and Mass Effect: Andromeda, Bioware's history speaks for itself. The visitor got its commencement with a mech combat game called "Shattered Steel" in 1996, simply it didn't striking its stride until 1998 when the showtime Baldur's Gate was released. Published by Interplay Entertainment, the Infinity Engine RPG was, to many, their start true D&D-like game. Information technology had many of the classes and races you'd find in second Edition Dungeons & Dragons, including the Fighter, Druid, Mage, Thief, Bard, and more than.
Baldur's Gate ran on the now-infamous Infinity Engine: an engine designed for 2d (or hybrid 2D/3D), political party-based isometric adventures. The Engine was transformative in the RPG genre, and its creation is the reason we have greats like Pillars of Eternity, Planescape: Torment, and arguably even (slightly) more modern titles similar Star Wars: Knights of the Old Republic, which Bioware never would've made had it not seen early success with IE games.
Obviously, modern Bioware is very unlike than it was three decades agone. However, barring recent releases, the studio never stopped innovating and pushing the boundaries of story-driven RPGs. The aforementioned Knights of the Old Democracy is ofttimes considered ane of, if not the best Star Wars game always. It allowed players to brand a journey from zippo to become a Jedi, while making tough moral decisions along the way that truly seemed to impact the story and its many characters.
Dragon Age: Origins was the same in many means, and played similarly to KOTOR. Information technology had the same third-person perspective, the same party mechanics, and the same accent on story, decisions, and managing complex character relationships. It simply did so with (much) better graphics, a fantasy setting, and the now-famous "Origin" system, which gave each graphic symbol a unique, playable backstory based on their class or race. Though revolutionary at the time, this system has withal withal to be faithfully recreated in a modern game – maybe Dragon Age four volition finally change that?
The Mass Result series built upon this solid foundation with a new art mode, and a wildly new setting with some of the most compelling characters we've seen in a video game. Information technology added 3rd-person cover-shooter style combat which seemed to get amend with every release and a sense of continuity between titles thanks to the save import organisation in ii and 3.
No affair how badly some of their recent releases may have flopped, critically or financially, if you look at the core DNA of a classic Bioware game, it becomes evident the sort of affect this long-running studio has had on the gaming industry.
Rockstar Games
- Founded: December 1998
- Genre specialty: Open up-earth third-person shooters
- Notable franchises: Grand Theft Car, Cherry-red Dead Redemption, Max Payne
A Rockstar game has e'er been a very specific type of experience. No matter the franchise, or the year, at that place'due south a certain "feeling" that you get from Rockstar releases that few others have been able to match.
It's difficult to describe, but it comes from a few design pillars that are constant beyond launches. Kickoff and foremost is a believable world that does its level best to keep your immersion live. NPCs walk nigh, talk to each other, yell at each other, occasionally go into fights with each other, and oft interact with the role player; though the depth of those interactions was, admittedly, a little lackluster in earlier games, simply skyrocketed in Crimson Dead Redemption 2.
People become into their cars and drive around, mostly behaving traffic laws, and all seem to have unique wearing apparel and personalities. AI also seems to amend with every new game, though, manifestly, if you wait also closely at the broader illusion, the cracks will show. But darn if information technology isn't a good illusion. Rockstar games are the closest we have to truly fake worlds in the AAA infinite; at least, unless Tarn Adams and the nifty folks over at Bay 12 Games anytime launch a high-budget Dwarf Fortress.
The adjacent major thing that makes a Rockstar game is the studio'south unique brand of mission design. Rockstar missions and quests are typically separate up into a few categories: exposition-heavy riding or driving missions filled with character dialogue, shooting galleries, stealth missions (that inevitably devolve into firefights), and the occasional relaxed moment where you and your buddies grab some fast food or get fishing.
Y'all'd be hard-pressed to find a Rockstar game that doesn't contain most, if not all of those mission types. Some would argue that the formula has gone stale, and peradventure they're right. However, speaking personally, I find that this sense of structure helps draw me into the world and immerse me in its flora, fauna, and colorful characters.
The third design pillar of a Rockstar title, in my opinion, is the sandbox environments. Whether you're playing San Andreas, GTA five, or Red Dead Redemption 2, outside of missions, y'all are ever given gratuitous rein to practice whatever the heck yous want and merely watch how the world reacts. You can lasso people and drop them into lakes in RDR2, or fly a plane into a crowded street in GTA 5. You can go on a rampage in your favorite car and mow downwardly pedestrians left and right, or y'all can have it slow and pretend to exist an ordinary denizen in San Andreas, thanks to its roleplay-focused activities like weight lifting and eating junk food.
Some might find it odd that Rockstar take this juxtaposition: highly-linear story missions, only completely freeform open worlds. However, I'd argue it's very intentional. Sometimes, after a serial of emotional or otherwise intense story missions, you just need to come for air.
Perhaps Rockstar'southward approach to game design will lose its entreatment in the future. But so far, it's fabricated their games living legends in the eyes of their players; of which there are many – GTA v alone has sold over 155 million copies as of writing. If that level of success isn't a sign of a one-half-decent game developer (whether y'all similar their formula or non), I don't know what is.
Square Enix
- Founded: September 22, 1975
- Genre specialty: JRPGs
- Notable franchises: Final Fantasy, Dragon Quest, Chrono Trigger
The Foursquare Enix we know and love today was non always ane company. Between the late 1970s and early 2000s, they were 2 dissever studios. However, in 2003, they were brought together by a mutual love of RPGs and went on to brand some of the near love games and franchises in the unabridged world -- not merely their home land of Nippon -- under i umbrella.
These games include the entire Final Fantasy Series, Dragon Quest, Chrono Trigger and Chrono Cantankerous, Secret of Mana, Super Mario RPG (a truthful classic), Kingdom Hearts, and far more. Not all of these games became global successes, simply many did. Square Enix is a masterful storyteller who understands their niche amend than most. They create cute, fitting soundtracks (Chrono Trigger, anyone?) for their games, and the titles ooze with style and personality. The infamously-adorable slimes of Dragon Quest are just every bit unforgettable as Cloud Strife in Final Fantasy 7.
All in all, it doesn't accept a hardcore Final Fantasy fan to recognize the countless contributions Square Enix has offered to this manufacture. Terminal Fantasy 7 was, for many western gamers, their offset proper taste of an eastern RPG, and perhaps even their starting time 3D RPG period. Its innovative Materia system allowed players to more easily bandy characters between classes, which was far more than cumbersome in other RPGs.
Not every title Square Enix game innovates dramatically, but it even so happens from fourth dimension to time. Contempo Last Fantasy launches, such as FFXV and the FFVII Remake, both shake up the traditional FF formula considerably. The former introduced new action-oriented combat mechanics with relatively easily-off political party management, while the latter combines real-fourth dimension combat with the tactical depth of issuing commands to (and even decision-making) party members.
We don't know what to expect from Concluding Fantasy XVI yet, but from the brief snippets of gameplay we accept seen, information technology certainly looks like Square Enix is continuing the trend its predecessor started. The bottom line is, modern RPGs -- western or otherwise -- wouldn't be where they are now if information technology weren't for the difficult work Square Enix has put into its games. Hopefully, the studio tin can maintain its hot streak and continue creating fresh experiences that set new standards in their corresponding genres.
id Software
- Founded: February 1, 1991
- Genre specialty: First-person shooters
- Notable franchises: Doom, Wolfenstein, Convulse
Almost every first-person shooter released to engagement owes its being to id Software. Perhaps some other company would have created the genre had id not been around, only as the studio behind not 1, not two, just three grandaddies of the FPS market, it's sensible to give them a fair amount of the credit.
id Software was formed in 1991 and launched its first shooter just a year later in 1992. That game was, of class, Wolfenstein 3D: the world's first real FPS. By mod standards, the game was aught special -- it had simplistic pixel art graphics with rudimentary, undetailed 3D environments, and a very small-scale roster of weapons. Withal, at the time, it was revolutionary. There were guards to kill, ability-ups to observe, hidden rooms to unlock, and a Nazi regime to topple. The gameplay mechanics were elementary, and they remained unproblematic with id'southward next major release: Doom.
Doom was the game that truly kickstarted the FPS genre. It was brutal, information technology was encarmine, and for the fourth dimension, information technology was incredibly immersive. Demons would explode in a gory pile of flesh when striking with a shotgun or rocket launcher, and weapons had a satisfying 'crunch' to them that just wasn't present in Wolfenstein 3D. The game'due south full source code was eventually released to the public, allowing players to mod the game (or create new projects entirely) to their centre'southward content. It also featured total multiplayer deathmatch support and music that mixed elements of techno and metal into one heart-pounding soundtrack.
While Wolf3D may accept been the commencement FPS, Doom was hands the well-nigh influential. It inspired the Quake series, which sought to take what made Doom bully -- its approach to level blueprint, weapon diversity, and exciting gainsay -- and bring it to the 3D realm. It likewise placed a greater emphasis on multiplayer functionality, offering both story co-op and fast-paced, online deathmatch. Active dodging and movement were too emphasized, due to the discovery of tactics like rocket jumping, bunny hopping, and wall-running.
We probably don't demand to say more than here: id Software's bear upon on the gaming community is obvious, far-reaching, and ongoing. That isn't to say the studio is resting on its laurels as of late. Doom 2022 and Doom Eternal are brilliant games that do a surprisingly good job of emulating the feel of old-schoolhouse shooters without tossing out all of the advancements in tech, gameplay, and graphics that we've seen over the years. I'm looking forwards to seeing what id has up its sleeve for its side by side big release.
FromSoftware
- Founded: November 1, 1986
- Genre specialty: 3rd-person RPGs
- Notable franchises: Dark Souls, Armored Core, Bloodborne
The term "Souls-similar" is and so overused by gamers and members of the press that it's long since crossed into meme territory, and is frequently mocked as a result. Only just think most why that term exists: a programmer created a series of games that is and then fun, so popular, and so iconic, and then bloody hard that dozens upon dozens of other studios have sought to emulate their formula in one fashion or another. That programmer is none other than FromSoftware.
FromSoftware was established as a game development studio in 1994, merely for a couple years prior, it developed productivity software; hence its unusual company name. Withal, when FromSoftware did offset creating games, information technology really created games: almost 50 in total by 2009, which was the yr Demon's Souls was released for PlayStation 3.
Since Demon's Souls success, FromSoftware has focused almost exclusively on Souls and Souls-adjacent games, with only the occasional detour for something like Armored Cadre 5, Steel Battalion: Heavy Armor, and Déraciné. They found a formula that worked for them, and for the nigh part, they've stuck to it.
So what, exactly, is that formula? What makes Souls (and Souls-likes) games then popular? At that place are many possible explanations. Peradventure it'south their tendency to use subtle environmental storytelling instead of typical RPG exposition dumps. Or maybe information technology is their crunchy, impactful combat mechanics and freeform character progression systems (Sekiro aside). All of these reasons, and many more, could contribute to a Souls title's success.
However, the existent draw of these games goes a little flake deeper. The Souls franchise's uncompromising, unrelenting dedication to the intended player experience is what makes them peachy. Some games offer difficulty settings, sliders, or unlockable cheats that let players to modify their experience and brand the game easier or harder. There is absolutely nothing wrong with those, but FromSoftware is vehemently against such mechanics and toggles in their titles.
In fact, if you try to mod the studio'south games at all, you're probable to get banned from playing them online. This hardline arroyo might sound like a bad affair on the surface, merely AAA games that go that route are rare. Souls games are made for a certain type of player, which is why many people tend to simply bounce off of them when friends finally persuade united states to requite them a endeavour.
But that's okay, the Dark Souls series has taught the manufacture that it's fine to take risks and make games that won't appeal to everyone. Nobody can accuse FromSoftware of lacking passion, and it's obvious that they aren't afraid to amerce a few players in that pursuit. With that, the studio's upcoming Elden Ring does look a tad more attainable than its predecessors, and then perhaps FromSoftware'due south hard stance might change moving forward. Simply time volition tell.
Valve
- Founded: August 24, 1996
- Genre specialty: Various
- Notable franchises: Half-Life, Left 4 Expressionless, Team Fortress, DOTA
We've discussed several genuinely influential game developers so far, simply most of them take contributed to a specific genre -- few have seen widespread success across multiple genres. Simply that's precisely what Valve has accomplished over the years.
Look at most any of Valve's franchises, and you'll find a success story. Half-Life introduced the globe to linear-yet-sandbox, 3D, story-based shooters. Squad Fortress ii blew minds with its amazing course-based competitive gameplay. Portal proved that not all showtime-person "shooters" crave brute-force to succeed, and DOTA 2 is.. well... DOTA 2. And let's not forget about Counter-Strike; i of the longest-running, and most-dearest PvP FPS franchises on the market. And what about Left 4 Dead, the game that essentially invented the horde-based, co-op survival genre?
It seems like no thing what, when Valve steps into a new genre (or creates i), information technology excels. Even when the studio returns to game evolution after an incredibly long hiatus and enters new territory, every bit they did with VR system-seller Half-Life: Alyx, they seem to knock information technology out of the park.
Valve isn't a fast-moving rabbit of a studio that pumps out fresh releases annually, but perhaps information technology doesn't need to be. When Gabe Newell & co. are working on a new project, the unabridged industry pays attention. That level of respect and status cannot exist achieved overnight. It takes years of dedication, passion, creativity, and a focus on smooth that you don't oft see in modern games.
Valve makes incredibly good games with lifespans that every "live service" would salivate over. Valve inspires competitors, modders, and other creative types to develop experiences that pay homage to, or maybe simply meliorate upon the studio's piece of work in some manner. And when we look at astonishing games like Overwatch and Vermintide -- inspired by TF2 and Left 4 Dead, respectively -- we tin can't assistance only experience grateful that Valve is still effectually and innovating, albeit at a glacial stride.
Naughty Dog
- Founded: September 27, 1984
- Genre specialty: Story-driven action-adventure/third-person shooter
- Notable franchises: The Terminal of Us, Uncharted
Some game development studios get-go out with a clear vision of the types of games they want to brand. CD Projekt Red is a good example of such a company: they started with the story-driven Witcher, and accept developed most exclusively story-driven RPGs ever since, with no apparent desire to switch things up.
Other studios take years, sometimes even decades to find their footing. That has been the example with Naughty Dog. It was founded in 1984, and the team's commencement-e'er game was a simple education title called "Math Jam." Years later, Naughty Canis familiaris delved into 3D platformers with the highly-successful Crash Bandicoot series. Those games were by no means masterpieces, only for Naughty Dog, they still represented a meaning step-upwardly from much of their past piece of work.
Then came Jak and Daxter; a slightly grittier, more than mature series (with plenty of humour) that also emphasized 3D platforming. However, it scaled things up with more open environments and more circuitous storylines (compared to Crash Bandicoot, anyhow). These games are some of my personal favorites, and I even so kicking them upwards from time to time when I want a hit of nostalgia.
Then came Uncharted, which has turned into one of the most popular third-person shooter franchises. The series featured fantabulous exploration mechanics, a compelling story, solid grapheme writing, entertaining (though not incredibly complex) stealth, and intense gainsay. Each game in the serial builds on past successes with boosted layers of smooth, both for graphics and core gameplay mechanics.
The Concluding of United states of america series, though only two games strong for now, is considered Naughty Dog's magnum opus by many. Plenty of games tell emotional stories, but The Terminal of United states of america 1 and 2's campaigns are some of the most believable and heart-wrenching tales ever seen in a video game. As we said, the Uncharted series had proficient storylines, too, but those games accept themselves far less seriously than The Last of Usa.
Though there are moments of levity, both The Final of United states of america 1 and ii are depressing death marches through corpse-filled metropolis streets, flooded subway tunnels, and abandoned forests. You'll frequently find yourself being slowly surrounded by enemies as you effort to sneak through a heavily-guarded compound. That doesn't just brand for heady gameplay; that ever-present feeling of being outnumbered and outgunned contributes to the game's story of survival and perseverance in the face up of overwhelming odds. In The Final of Usa titles, you never know what'southward around the next corner. You never know which of your allies is going to dice side by side.
Naughty Dog'due south ability to consistently write, create, and meliorate upon those experiences is worthy of praise.
Blizzard
- Founded: February 1991
- Genre specialty: Diverse
- Notable franchises: Warcraft, Starcraft, Diablo
Love information technology or hate information technology, Blizzard is a colonnade of the gaming manufacture. This squad has an uncanny knack for taking a game genre and putting their own original spin on it, immediately making the game more attainable and fun to the boilerplate actor. Not everybody appreciates that approach.
Look at Heroes of the Storm: it has all the fun of a traditional MOBA without the frustration. Matches are fast-paced, there are no items to buy, and at that place are a wide variety of maps to battle on, each with unique win conditions or special effects. Then there'due south Diablo 3: an excellent ARPG that sheds much of the complexity of its predecessors (and competitors) in favor of a simplified, outgoing experience that yous tin easily driblet into with your friends. Overwatch, Hearthstone, and the World of Warcraft of 2022 have all adopted similar strategies, and despite their troubles, are still heralded as some of the best games in their corresponding genres.
Believe it or non, accessibility was a focus for Blizzard fifty-fifty in the early days of World of Warcraft; a game that didn't invent the MMORPG genre, but sure as hell advanced it substantially. This might sound bizarre to fans of the mod game, only WoW was considered the more "coincidental" of the available MMOs in the early 2000s. Indeed, compared to the gameplay of something like vanilla Everquest, vanilla WoW was downright forgiving!
Thanks to Spirit Healers, at that place was no need to run across multiple continents to attain your corpse after death, and leveling solo through quests was actually practical, while information technology was an impossibility in early on Everquest. PvP gameplay was too more forgiving in WoW, with the worst punishment being lost time from corpse running. In vanilla Everquest, the histrion that killed you lot could actually steal one of your items, no matter how rare or valuable.
In other words, Blizzard took many of the things Everquest did "incorrect," and overhauled them into a serial of systems that the boilerplate Joe could find appealing -- the cartoony graphics certainly helped there. For these reasons (and more), WoW exploded into the mainstream, leeching players from its competitors at an unprecedented charge per unit, and drawing in completely new fans along the way. Since release, WoW has been copied, joked about, vilified, and loved by people all effectually the world. And despite the many controversies that follow the game, it is still popular plenty that yous'll rarely accept trouble finding a group of players to run a dungeon with or sell your items to.
WoW will go abroad anytime, in all likelihood. Only when it does, the developers that poured their blood, sweat, and tears into the game can rest easy knowing that they left a legacy backside that won't before long exist forgotten.
Honorable Mentions
- Bay 12 Games
- Paradox Interactive
- Ubisoft
- Larian Studios
Source: https://www.techspot.com/article/2367-top-10-game-developers-all-time/
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