The turn of the millennium is a genuinely unusual year for PC gaming, producing three influential releases that share almost no design DNA with each other.

The Sims Removes the Goal Entirely

Maxis' The Sims dropped combat, scoring and win conditions altogether, asking players instead to manage the daily lives, relationships and ambitions of simulated people in a house they built themselves. It became one of the best-selling PC games ever made specifically by appealing to players who had never considered themselves "gamers" in the traditional sense.

Deus Ex Blends Genres on Purpose

Ion Storm's Deus Ex combined first-person shooting, RPG-style skill progression, stealth and branching narrative consequences into one game, explicitly refusing to commit to a single genre identity. Its willingness to let players solve the same problem through combat, hacking, dialogue or stealth became a reference point for immersive sim design for years afterward.

Counter-Strike Turns a Mod Into an Institution

Originally a fan-made modification for Half-Life, Counter-Strike's tense, round-based, no-respawn team combat proved so popular that it effectively became its own standalone institution, laid the groundwork for competitive shooter esports, and demonstrated that community-made mods could rival — or outlast — the commercial games they were built on top of.

Three Different Bets, Three Big Payoffs

None of these games shared an engine philosophy or even a target audience, yet all three became genuinely historic releases. Browse the full 2000 catalogue by year for the rest of a year that refused to specialize.