Let's Not Settle on What 'Game of the Year' Means

The challenge of discovering new releases remains the video game industry's greatest fundamental issue. Even in stressful era of company mergers, growing profit expectations, workforce challenges, broad adoption of artificial intelligence, digital marketplace changes, evolving generational tastes, progress in many ways returns to the elusive quality of "breaking through."

Which is why I'm increasingly focused in "honors" than ever.

Having just several weeks remaining in the calendar, we're completely in Game of the Year period, an era where the minority of gamers who aren't experiencing similar multiple no-cost action games weekly complete their library, argue about development quality, and realize that even they won't get all releases. We'll see exhaustive best-of lists, and there will be "you overlooked!" comments to such selections. A gamer general agreement voted on by journalists, influencers, and followers will be announced at annual gaming ceremony. (Industry artisans vote the following year at the interactive achievements ceremony and GDC Awards.)

All that celebration is in enjoyment — no such thing as right or wrong selections when naming the top releases of this year — but the significance seem more substantial. Each choice selected for a "game of the year", whether for the grand main award or "Top Puzzle Title" in community-selected recognitions, opens a door for a breakthrough moment. A mid-sized game that flew under the radar at release might unexpectedly attract attention by competing with higher-profile (specifically well-promoted) major titles. After 2024's Neva was included in nominations for recognition, It's certain definitely that tons of players quickly sought to check analysis of Neva.

Conventionally, the GOTY machine has made minimal opportunity for the variety of games launched each year. The challenge to clear to evaluate all feels like an impossible task; about numerous releases were released on Steam in 2024, while just a limited number releases — including new releases and live service titles to mobile and virtual reality platform-specific titles — were included across The Game Awards finalists. When popularity, discourse, and platform discoverability determine what gamers experience annually, there's simply not feasible for the scaffolding of accolades to do justice a year's worth of releases. Still, potential exists for enhancement, if we can acknowledge it matters.

The Familiar Pattern of Industry Recognition

Recently, prominent gaming honors, among interactive entertainment's longest-running honor shows, revealed its contenders. Although the selection for Game of the Year proper takes place in January, it's possible to observe the direction: This year's list made room for rightful contenders — blockbuster games that garnered recognition for refinement and ambition, popular smaller titles received with blockbuster-level attention — but throughout multiple of honor classifications, we see a obvious predominance of recurring games. Across the enormous variety of art and gameplay approaches, the "Best Visual Design" makes room for multiple exploration-focused titles located in historical Japan: Ghost of Yōtei and Assassin's Creed Shadows.

"If I was constructing a future Game of the Year theoretically," a journalist wrote in a social media post continuing to amused by, "it would be a Sony open world RPG with turn-based hybrid combat, party dynamics, and luck-based roguelite progression that leans into risk-reward systems and includes modest management development systems."

GOTY voting, in all of official and community versions, has become foreseeable. Multiple seasons of candidates and honorees has created a pattern for the sort of polished extended experience can earn a Game of the Year nominee. Exist experiences that never break into GOTY or even "important" crafts categories like Creative Vision or Writing, frequently because to formal ingenuity and unusual systems. Many releases published in annually are expected to be ghettoized into specific classifications.

Case Studies

Imagine: Would Sonic Racing: Crossworlds, a title with a Metacritic score marginally less than Death Stranding 2 and Ghosts of Yōtei, reach the top 10 of industry's top honor selection? Or even one for best soundtrack (as the music stands out and deserves it)? Probably not. Best Racing Game? Absolutely.

How good must Street Fighter 6 require being to achieve GOTY appreciation? Might selectors evaluate character portrayals in Baby Steps, The Alters, or The Drifter and acknowledge the best acting of 2025 absent major publisher polish? Can Despelote's short duration have "adequate" narrative to merit a (earned) Best Narrative award? (Furthermore, should industry ceremony require Excellent Non-Fiction classification?)

Overlap in choices over the years — among journalists, among enthusiasts — demonstrates a system progressively favoring a specific lengthy experience, or independent games that generated adequate impact to meet criteria. Problematic for a field where finding new experiences is everything.

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Thomas Jennings
Thomas Jennings

A diversity consultant with over a decade of experience in corporate inclusion initiatives and public speaking.