We Should Never Agree on What 'Game of the Year' Means
The challenge of discovering new games persists as the gaming industry's biggest ongoing concern. Even in worrisome age of corporate consolidation, escalating financial demands, workforce challenges, extensive implementation of artificial intelligence, storefront instability, shifting audience preferences, hope somehow returns to the elusive quality of "achieving recognition."
Which is why I'm increasingly focused in "awards" more than before.
With only several weeks remaining in 2025, we're completely in Game of the Year period, a time when the small percentage of enthusiasts not enjoying the same multiple no-cost action games weekly tackle their unplayed games, argue about game design, and realize that even they won't get all releases. Expect exhaustive best-of lists, and there will be "but you forgot!" responses to these rankings. A player consensus-ish voted on by media, streamers, and fans will be issued at annual gaming ceremony. (Creators vote in 2026 at the DICE Awards and GDC Awards.)
This entire celebration serves as good fun β there aren't any correct or incorrect selections when it comes to the greatest titles of the year β but the significance do feel more substantial. Any vote cast for a "game of the year", whether for the major main award or "Excellent Puzzle Experience" in forum-voted awards, creates opportunity for significant recognition. A moderate experience that flew under the radar at debut may surprisingly gain popularity by competing with more recognizable (i.e. well-promoted) major titles. When the previous year's Neva was included in consideration for a Game Award, I know for a fact that tons of gamers quickly desired to check coverage of Neva.
Traditionally, the GOTY machine has established limited space for the variety of titles launched every year. The difficulty to clear to evaluate all appears like an impossible task; approximately 19,000 titles were released on Steam in the previous year, while just 74 releases β from recent games and live service titles to mobile and virtual reality platform-specific titles β were represented across The Game Awards finalists. When mainstream appeal, discussion, and platform discoverability determine what players experience annually, there's simply impossible for the structure of awards to do justice a year's worth of games. However, there exists opportunity for enhancement, assuming we recognize it matters.
The Familiar Pattern of Industry Recognition
Recently, prominent gaming honors, among gaming's most established awards ceremonies, published its finalists. Although the vote for Game of the Year itself happens early next month, one can observe the direction: This year's list created space for appropriate nominees β blockbuster games that received praise for quality and scope, popular smaller titles celebrated with major-studio excitement β but throughout multiple of honor classifications, there's a noticeable predominance of repeat names. Across the enormous variety of visual style and mechanical design, top artistic recognition creates space for two different exploration-focused titles located in ancient Japan: Ghost of YΕtei and Assassin's Creed Shadows.
"Were I constructing a next year's Game of the Year in a lab," a journalist commented in a social media post I'm still chuckling over, "it should include a Sony exploration role-playing game with strategic battle systems, character interactions, and RNG-heavy procedural advancement that incorporates risk-reward systems and features basic building development systems."
Award selections, throughout its formal and unofficial forms, has turned predictable. Years of finalists and winners has established a template for which kind of refined extended title can score award consideration. Exist experiences that never reach top honors or including "major" technical awards like Creative Vision or Story, typically due to innovative design and unusual systems. The majority of titles published in any given year are likely to be limited into specific classifications.
Specific Examples
Hypothetical: Will Sonic Racing: Crossworlds, an experience with review aggregate just a few points shy of Death Stranding 2 and Ghosts of YΕtei, crack the top 10 of annual GOTY category? Or maybe a nomination for excellent music (since the audio absolutely rips and deserves it)? Doubtful. Best Racing Game? Sure thing.
How outstanding should Street Fighter 6 require being to receive Game of the Year appreciation? Might selectors look at unique performances in Baby Steps, The Alters, or The Drifter and recognize the best voice work of the year absent AAA production values? Can Despelote's brief length have "adequate" narrative to warrant a (earned) Top Story honor? (Furthermore, does industry ceremony require Excellent Non-Fiction classification?)
Repetition in choices across the years β among journalists, on the fan level β shows a method increasingly favoring a certain time-consuming experience, or smaller titles that achieved enough of impact to meet criteria. Problematic for an industry where finding new experiences is paramount.