This year has brought us many brilliant video games – but as wealth continues to concentrate, and games are used to exert economic and political influence, we need to keep an eye on the top players

I

love playing video games, but what interests me most as a journalist are the ways in which games intersect with real life. One of the joys of spending 20 years on this beat has been meeting hundreds of people whose lives have been meaningfully enhanced by games, and as their cultural influence has grown, these stories have become more and more plentiful.

There is another side to this, however. A couple of decades ago, video games were mostly either ignored or vilified by governments and mainstream culture, leading to an underdog mentality that has persisted even as games have become a nearly $200bn industry. As their popularity has grown, so have their political and cultural relevance. And the ways in which games intersect with real life are now coloured by the economic and political realities of our times.

When I look back on this year’s happenings in the world of games, I see a lot of positives. A theme of the past few years has been comparatively small-scale games outperforming expensive blockbusters: the best examples this year have been the now multi-award-winning Clair Obscur: Expedition 33, and Hollow Knight: Silksong, which has sold seven million copies. Despite year-long discussions over the finer points of what counts as “indie” and how many people really contribute to games made by “tiny” teams – a lot of them use contractors, who deserve to be acknowledged – the point remains that it is very possible to make brilliant and creative games to extremely high standards without a $100m budget, and that is something to be celebrated.