1. Pokemon Go ; Shitty time waster with borked mechanics becomes global phenomenon despite developer's valiant and continuous efforts to sabotage itself.
2. Titanfall 2 ; After desecrating the memory of WW2 and victims of terror,
Infinity WardRespawn now culturally appropriates Japan and turns it into tasteless jingoistic American bullshit.
3. The Last Guardian ; The story of a dim-witted, clumsy creature who doesn't listen to any of the player's commands, and the bond it develops with a mythical animal called Trico.
4. INSIDE ; Look at us, we created a nonsensical final act, we're so deeeeep. Or, the parable of how a young boy ventures deep into the offices of EA to uncover Mac Walters' design notes and gets consumed by the speculation.
5. Bound ; A game about a woman who keeps dancing harder and harder to forget her past. This is aptly translated into the gameplay, as you keep dancing harder and harder to forget the crummy game you're playing.
6. Uncharted 4: A thief's end ; The game designers made a big fuss over wanting to introduce pockets of down-time so that the characters and story could breathe. I applaud them for this. Next time and to make it even more interesting, they should try to introduce pockets of up-time.
7. Firewatch ; This game starts as a live fire, you then spend the rest of the game watching it slowly peter out.
8. The Lab ; Valve shows they are one of the very few developers out there that can match Nintendo in the way it polishes a game until it just feels right, in this VR version of Wii Sports. Now they need to also try to match them in making it feel fun and rewarding.
9. DOOM ; A game solely designed to give pre-teen edgelords a stiffy. I feel so metal, said nobody with a developmental age above fifteen.
10. Tokyo Mirage Sessions #FE ; Hey hey let's go kenka suru. Taisetsu na mono o protect my balls. Boku ga warui so let's fighting. Let's fighting looooooove, let's fighting loooooove.
Honorable mentions
X. No Man's Sky; (11) A procedurally generated exploration game is an incredibly dumb idea. Exploration is interesting for teleological inferencing—how did this come about? However, in small pockets, it actually worked, and that's pretty cool. The rest of the game not so much.
X. Virginia; (12) Here's a thrilling mystery occupying a small town that you're set out to solve, by pushing forward on the control stick.
X. ABZU; (13) Took the template and art from Journey (and also Bound), but unlike those, forgot to meaningfully tie them together.
X. Overwatch; (14) Blizzard continues their uncanny ability to take something derivative and polish it so much until it becomes a lot of fun. And derivative.
Dishonorable mentions
X. Rise of the Tomb Raider; (15) Incredible, how could they mess this up? They laid fantastic groundwork with 2013, a tight and eminently playable survival metroidvania, and felt the need to add daddy issues, rip off the story of Uncharted 2 and Ubisoft up the map until all the fun was sucked out of it.
X. Ratchet and Clank; (16) Absolutely beautiful. Absolutely vapid.
Why Pokemon Go is the hero we don't deserve
Wait wait hold up spekkeh, don't you like, teach game design at a university, how the hell can you put a game as shallow and broken as Pokemon Go at your number one? Well, yes, that requires some explanation I agree. First off though, I don't really ”believe" in some kind of objective ranking of game quality. Too often I've played a game where I thought it was very well made and then proceeded to forget about it two weeks later (case in point Ratchet and Clank). Rather, an end of year list should in my opinion reflect the games that touched me in some meaningful way that year. Games that I will actually remember as belonging to that year, many years later. Pokemon Go's merit in this case is undeniable. Also, while I'm on the topic, I should defend Pokemon Go's design a bit. Yes it has flaws in its design, most notably that the game is a wasteland outside of big cities, and nobody is ever going to retain a gym for more than one day (or at its peak for even one hour) in order to collect Pokecoins. But the shallowness of the mechanics is not a design flaw. It purposefully casts as wide a net as possible, because the fantasy of living among Pokemon only really works if a sufficient number of people buy into it and share the experience. Pokemon Go used your mom's phone, it's very effective.
The great thing about Pokemon Go is that more so than most other games, talking about it invariably leads to little anecdotes. Mine isn't very compelling, but bear with me. I downloaded the apk one week before it would be released here in Europe. During a Euro 2016 semi-final I looked at my phone and suddenly saw something interesting happen at the end of my street. And before I knew what happened, I found myself outside approaching the end of the street. I walked out on one of the biggest football matches in the world just to look at something on my phone. Admittedly Euro 2016 was dreadful, but still. As I approached the corner I saw a couple of people talking to each other, hunched over something. They hastily looked up at me, whispered ‘happy hunting' and scuttled away quickly, too embarrassed that I would say something back. That was the beginning. It only proceeded to get much, much more crazy, day by day. I remember going to the university during summer, and seeing, I'm not exaggerating, 80% of the students walking about and playing the same game on their mobile phone. Utterly surreal.
Even more poignant was how it changed the narrative of games. Back when I started my PhD on game design, the Wii had just released. I have to say it was a pretty amazing time to be working on games. All the time people of around 50 or 60 years of age would approach me and ask about the games I was working on. Games they said, are going to change our lives, they knew it. The Wii had opened their eyes. The future would be playful and much healthier because of this. Of course us gamers rejected it. If gramps liked it, it couldn't be good. So we lambasted the waggle and went to other more core pastures. The vitriol for casuuls and anyone else deemed not a true gamer got bigger, culminating last year in the utter disgrace that was Gamergate. Suddenly working on games wasn't so awesome anymore. People of around 50 or 60 years of age would approach me and say ‘I heard something on the news about gamers calling in bomb strikes to universities because a woman was presenting something, what the fuck is wrong with you people'.
But then Pokemon Go happened and it did a number of things right. For the first time, it made good on the promise of augmented reality. It dragged the physical world in a digitally mediated magic circle. It made parents and kids go outside and play together. But above all, it made working on games great again, as everyone and their mother was completely amazed what good the power of play could accomplish.
On Titanfall and Doom
The original Doom will always hold a special place in my heart, ever since I played it as a twelve year old edgelord who was really into hell and death and hard rock when it first came out. But there have been many FPSes since, to the point I burnt out on the genre some five years ago. This year practically all the good games (or at least the ones that scored highly) were FPSes, and given that the year so far had been pretty mediocre for the genres I liked, it seemed like as good a moment as any to jump back in and reassess my opinion of (twitch) FPS gaming. You'd think DOOM would be the prime candidate to rekindle my love, and while I really liked the incredible speed and bunnyhopping, circlestrafing gameplay as of the olden days, it also dawned on me exactly why the genre moved away from that. In essence the core mechanics of first person shooters are some of the oldest in the industry, lining up a reticule with a moving target harkens back to the days of Asteroids and Missile Command. And essentially, that's still what it is. It suddenly appeared to me modern FPSes have a short campaign and lots of big explosion setpieces to obfuscate the simplicity of the interaction. Laid bare, DOOM only held my interest for short bursts; I love the game for twenty minutes and then get bored with it, and I have to wait a week for it to feel fresh again. Conversely, Titanfall 2 manages to take those simple mechanics yet feels fresh throughout the campaign's running time, as it constantly adds and then immediately discards new gimmicks and perspectives. I prefer the new FPS style I'm afraid must say. I'll leave my old guy card at the door.
On Uncharted and down-time
I always find a way to at least randomly plug one of my papers, and in this case Uncharted 4 is the dubious (but deserved) recipient. It's becoming a pet peeve of mine that games always focus on escalating action. Perhaps a remnant of the arcade days, when good players needed to be relieved of their quarters, or because we always want to experience a one-up of the previous thing. Story games never get a time to
breathe, for some denouement after the action. And if you don't exhale, the story actually doesn't resonate; there's no time to reflect, let it sink in, and elaborate. We found that introducing moments of downtime
can be a very successful design strategy to make players appropriate the game text, to make them feel what the protagonist feels. So when Druckmann mentioned that they deliberately introduced moments of down-time, opposite to what other game designers generally do, I was very happy. And I think it helps the game story greatly; Uncharted 4 is my favorite Uncharted by some margin. But down-time in my opinion needs to follow moments of high octane storytelling or visceral engagement. Things that are profound but you don't have time to reflect on. The game too often (at least in the middle sections) has a long climbing segment be followed by some leisurely walking or arena shooting which then gets followed by a long climbing segment again. What is there to reflect on? Boy I sure killed those people? Long sections of low engagement but also nothing to mull over ultimately leads to tedium, and it's a shame the game suffers for it. However, then they end with a great denouement (also something very, very few games incorporate), and I can't help but like it again.
Link to last year's list
spekkeh's GOTY 2015