Some people are blurring the line into publisher. For me, I'll try not to limit mine to teams, so it's not "ALL NINTENDO GAMES EVER."
I haven't posted my "best series" list, but here is my top 10 games list.
http://www.neogaf.com/forum/showthread.php?p=25741820#post25741820
I also go for some nebulous combination of "median quality," "mean quality," and "quantity of highest quality."
And, no, I don't have any developers outside of Asia. I just find them too inconsistent for the most part! Moreover, you would be horrified by how close Nippon Ichi got to placing, as they've blown my mind since the Playstation 3/PSP generation and were pretty great before that. Like, them over Sierra On-Line, Namco, Irem, Game Arts, Square, and my number 5 feels wrong.
5.
Treasure: I really thought this place would go to 1 of the ones I listed. Namco's cuteness is irresistible, Irem knows how to get melancholy across, and the rest composed my formative gaming years, right? However, my primary virtue in development is multidisciplinary focus. In the end, the others couldn't match how well Treasure did everything. The day they create a real role-playing or tactics game (Light Crusader is an action game, come on) is the day they find a higher place on this list. For me, they're a concentrated version of their predecessor, Konami. They're good at everything and a bit weird. Going independent allowed them to amplify those qualities while retaining their good-natured influence on the industry. As I've soured on indie cheerleading by the video games press, I return to Treasure to remind me that peculiarity and independence can be coupled with tonal exactness and gameplay sheen.
3 favorite games:
Bangaio Spirits,
Radiant Silvergun, Go, Go, Trouble Makers/
Mischief Makers
4.
Konami (all?): I don't feel like one needs to justify picking 1 of the arcade greats, but one needs to differentiate them from their competitors. Konami's probably the odd one out of Capcom-Namco-Sega-Konami, too. Personally, I love tonal extremes. My favorite art mixes horror or intellectual self-seriousness with silliness and farce. Konami embodies that. In the arcade, at home, and during travel, they give me games that make me furrow my brow or chuckle contentedly better than the rest. Since their early 1980s arcade games, they've concentrated on being unique rather than copying and providing the best version of what the mainstream demands. Most importantly, they make games without the self-importance of their competitors. (Konami, being 1 of those Japanese arcade zaibatsu and existing in an era with low credits to artists, is tough to split up into teams. It feels like cheating to include everything they developed, but I can't split them into teams until later on when it was team-to-franchise. If I have to limit them, consider my "Konami" 5 of the 8 franchises listed below. Obviously, this doesn't include stuff they merely published, like the Assault Suits series.)
10 favorite games: Demon's Castle Dracula: The Stolen Seal/
Castlevania: Order Of Ecclesia, Chattering Parodius: Forever With Me/
Jikkyo Oshaberi Parodius,
Silent Hill 3, Persevere, Goemon: The Glittering Journey/
Legend Of The Mystical Ninja 4, Xexex/
Orius,
Teenage Mutant Ninja Turtles: Turtles In Time, Moai/
Moai-Kun,
Metal Gear Acid 2, Fantasy Water Margin Legend III/
Suikoden III,
Pop'n Music 19: Tune Street
3.
S.N.K. (principal S.N.K. team): They overload their games with content, pioneered tens of unique aesthetics in video games, produce rock-solid action, role-playing, sports, music, strategy, shooter, and fighting gameplay to differentiate themselves from Capcom, push story to the fore of their fighting games (and often genuinely moved me by doing so), and do all of this on 1/10th of their competitors' budgets. They're masters of all sorts of gameplay and put it 1st, but they give their devotees superfluous, fun information to obsess over in a way that's charmingly nerdy, not exploitative. They're everything I love about Japanese video game development. (I'd still place them even if I had to exclude the Nazca team that did Great Seafloor War/In The Hunt with Irem and the Metal Slug games after being absorbed, and I am excluding A.D.K., who made a series I adore called Twinkle Star Sprites, and Sunsoft, who produced brilliant games occasionally. S.N.K. Playmore era counts, though.)
5 favorite games: Bakumatsu Romance 2: On the Moon, A Flower Blooming, A Petal Falling/
The Last Blade 2, The King Of Fighters 9/
The King Of Fighters: 2002: Unlimited Match,
Metal Slug 3, which can be bumped if you exclude "Nazca," Persevere, Neo Poke/
Ganbare, Neo Poke-Kun,
Baseball Stars 2,
Card Fighters 2 Expand Edition
2.
Intelligent Systems (Nintendo): It would almost be enough that they've existed for nearly 20 years with a mean of more than 1 game per year, and, arguably, have not yet produced a bad game. That is absurd. They get this place over Nintendo's other teams, though, because they're the brain to EAD's heart. Yes, Super Mario World ranks over Panel Pon Gamecube on my list, but Intelligent Systems dominates all of my favorite contemplative genres year-after-year. They innovated with Fire Emblem and Nintendo Wars, evolved with Panel Pon and Paper Mario/Mario Story, and surprised with Pull-/-Mo. Critically, from Game Boy and Famicom on, they thrive on handhelds as much as they do on consoles. I buy their games immediately, always. (I'm not counting games where they just pitched in like Made In Wario/ware, Inc., Animal Leader/Cubivore, or High Speed Card Battle: Card Hero.)
3 favorite games: Panel Pon Gamecube/
Puzzle League 2 in Nintendo Puzzle Collection, Paper Mario R.P.G./
Paper Mario: The Thousand-Year Door,
Fire Emblem: Genealogy Of The Holy War
1.
Lovedelic: Duh, dummies.
http://www.neogaf.com/forum/showthread.php?t=376513 They made games smarter than anyone else's so far, 1 of them is my favorite developer ever, and 1 of their games is the greatest video game ever. Yes, I adore that they melded the games and low art tropes of Square and Japanese graphic adventure developers with the high art of Yellow Magic Orchestra and a handful of Japanese authors. I marvel that they made 3 vastly different games with no "practice run" titles, all with wholly different designs, aesthetics, themes, and development styles. I respect that they created tributaries into the more mainstream game industry while compromising little of what made them Lovedelic. Really, though, they get this place for making 3 straight games with complex systems and themes, demonstrating to their lessers that it's them, not "gamers" or "the industry" that's holding games-as-art back.
3 favorite games:
Moon: Remix R.P.G. Adventure,
U.F.O.: A Day In The Life,
L.O.L.: Lack Of Love