I sit down to write this listening to the soundtrack of my podcast’s past Game of the Year, Fez. Disasterpeace’s work on the game is as stunning as I remember; melodies are accented and transition in register and dynamic range with expertise. Fez was a game primarily about learning, but also about nature, science fiction, the life cycle, space, God, loneliness, community, the Internet, childhood, accidents, and its designer, Phil Fish.
I regret how little time we spent discussing Fez on last year’s Game of the Year podcast. Most of the panel had spent less time with it than myself and were complacent to crown it, preferring to debate the runner-up spot between Mass Effect 3 and Journey. An hour of impassioned anecdotes, defenses, analyses, and even attacks defined Journey’s #2 placement. The same was true of 2011’s Game of the Year Deliberations, consisting of a battle between The Witcher 2 and Bastion before crowning Saints Row: The Third.
It’s not that I dispute these choices; Saints and Fez were “my” games. But the process of discussing Game of the Year is focused upon relating to people’s experiences. That’s why we put out a podcast rather than writing a lengthy feature; essays about these games can be written outside of this context, but assessing individual experiences and relating to each other as a collaborative group can only be accomplished through conversation. We failed to engage upon our most beloved titles, and I resolve to correct that issue this year.
What we’ve come up with is a verifiable fleet of lovable games to represent the best of 2013. They represent a diverse spread of experiences possible with the medium; from minimal, humanist storytelling, to innovation in both storytelling and gameplay, to pure excellence in a known format, the games selected struck out to our panel as especially vibrant and viable. With the possible exception of StarCraft II: Heart of the Swarm, the expansion to the incredible Wings of Liberty, each could stand as an effective introduction to games.
Perhaps most meaningfully, I look at this list and have no idea which title will stand apart as our Game of the Year, inspiring me to believe we’ll have some amazing conversation.
And there’s still so many great games we’re not talking about, simply because they didn’t jump out at us quite as much as these 25 (not that there was a hard limit.) We’re not talking about Gunpoint, despite the fact that it reevaluates stealth design and excels in creating combat mechanics with personal weight that reflect their main character. We’re not talking about Guacamelee, even though it’s a very well-designed game that reflects gamer culture the way Borderlands 2 strove to achieve. We’re not talking about Studio Ghibli’s entry point into video games, Ni No Kuni, just because none of us had time to play it this year.
So, when our Game of the Year Deliberations come out, and we’ve reached our final top ten list, take it all with a grain of salt. The ultimate list part of this process is relatively arbitrary; it’s really about engaging with why we’ve chosen these games.
GAME OF THE YEAR 2014 NOMINEES
Assassin’s Creed IV: Black Flag
Animal Crossing: New Leaf
Antichamber
Bioshock Infinite
Call of Juarez: Gunslinger
Depression Quest
Divekick
DmC: Devil may Cry
Dota 2
Far Cry 3: Blood Dragon
Fire Emblem: Awakening
Gone Home
Grand Theft Auto V
Metro: Last Light
Nintendoland
Papers, Please
Pikmin 3
Pokémon X/Y
Rogue Legacy
Saints Row IV
StarCraft II: Heart Of The Swarm
Super House of Dead Ninjas
Super Mario 3D World
The Last of Us
The Legend of Zelda: A Link Between Worlds
The Stanley Parable
Tomb Raider