We Should Never Settle on What 'Game of the Year' Signifies
The challenge of discovering fresh games remains the gaming industry's most significant existential threat. Even in the anxiety-inducing era of business acquisitions, rising profit expectations, labor perils, the widespread use of AI, digital marketplace changes, changing player interests, salvation somehow comes back to the mysterious power of "making an impact."
This explains why I'm more invested in "awards" like never before.
With only some weeks remaining in the calendar, we're firmly in GOTY season, an era where the minority of gamers who aren't playing identical six F2P action games each week tackle their backlogs, argue about the craft, and understand that they as well won't get every title. Expect detailed best-of lists, and we'll get "but you forgot!" responses to those lists. An audience broad approval voted on by journalists, streamers, and enthusiasts will be revealed at annual gaming ceremony. (Creators weigh in in 2026 at the DICE Awards and Game Developers Conference honors.)
This entire recognition serves as good fun — there are no accurate or inaccurate choices when discussing the greatest releases of the year — but the stakes appear more substantial. Every selection made for a "game of the year", be it for the major main award or "Excellent Puzzle Experience" in fan-chosen honors, opens a door for wider discovery. A medium-scale game that flew under the radar at debut could suddenly attract attention by competing with better known (meaning well-promoted) big boys. When the previous year's Neva was included in the running for a Game Award, I know for a fact that numerous gamers quickly desired to see coverage of Neva.
Traditionally, award shows has made minimal opportunity for the variety of games published each year. The hurdle to overcome to consider all seems like a monumental effort; about eighteen thousand releases were released on Steam in last year, while just 74 games — including recent games and continuing experiences to smartphone and VR specialized games — appeared across industry event selections. When commercial success, discourse, and digital availability influence what players play each year, there's simply no way for the structure of honors to do justice a year's worth of titles. Nevertheless, potential exists for enhancement, assuming we acknowledge its significance.
The Familiar Pattern of Annual Honors
Earlier this month, a long-running ceremony, one of interactive entertainment's oldest awards ceremonies, announced its contenders. While the vote for Game of the Year proper happens in January, you can already observe where it's going: This year's list made room for rightful contenders — blockbuster games that received praise for polish and scope, hit indies celebrated with AAA-scale attention — but throughout numerous of award types, there's a evident focus of repeat names. Throughout the incredible diversity of art and mechanical design, the "Best Visual Design" allows inclusion for two different sandbox experiences set in historical Japan: Ghost of Yōtei and Assassin's Creed Shadows.
"If I was creating a future Game of the Year in a lab," a journalist commented in a social media post that I am chuckling over, "it would be a PlayStation exploration role-playing game with mixed gameplay mechanics, companion relationships, and RNG-heavy replayable systems that leans into chance elements and features basic building base building."
GOTY voting, across organized and unofficial iterations, has become predictable. Multiple seasons of finalists and winners has birthed a template for the sort of polished lengthy experience can achieve GOTY recognition. There are titles that never achieve top honors or even "significant" creative honors like Direction or Writing, frequently because to creative approaches and unique gameplay. Many releases released in annually are expected to be relegated into genre categories.
Case Studies
Hypothetical: Could Sonic Racing: Crossworlds, an experience with review aggregate just a few points below Death Stranding 2 and Ghosts of Yōtei, crack the top 10 of The Game Awards' Game of the Year category? Or even a nomination for excellent music (since the soundtrack stands out and merits recognition)? Doubtful. Excellent Driving Experience? Absolutely.
How good does Street Fighter 6 require being to achieve Game of the Year appreciation? Might selectors consider character portrayals in Baby Steps, The Alters, or The Drifter and acknowledge the greatest performances of this year without AAA production values? Does Despelote's brief length have "enough" plot to warrant a (justified) Best Narrative honor? (Also, does annual event benefit from Excellent Non-Fiction category?)
Similarity in preferences over multiple seasons — on the media level, within communities — reveals a method increasingly favoring a specific extended style of game, or independent games that achieved sufficient attention to qualify. Problematic for an industry where exploration is everything.