Big G said:By re-establishing the sense of adventure that was once the series' hallmark, A Link Between Worlds had me hooked from the start unlike anything else I've played this year. When I'd pick it up and play it, I'd find myself losing track of everything that was happening around me, to the point where I had no idea how long I had been playing or how late it was before I finally forced myself to put it down. It brought back that feeling I had when first playing Zelda games as a kid, something that almost never happens anymore. More than anything else, the game served as a wonderful reminder of why I fell in love with this series in the first place.
When I think back on this game, I'll be looking at the dungeon and overworld design and how, combined with Link's abilities (particularly wall mode), this game provided many of the most creative moments of the entire year for me. It always felt like there was one more thing you could do or find in a certain area even after passing through it several times, if you were just willing to try something that might work. This concept probably could be extended to the boss battles as well, particularly what was a phenomenal final battle. Over and over, the game impressed me by how clever and creative it was. And the game never tells you what you have to do to solve a puzzle, defeat an enemy or get to a hard-to-reach area. It gives you the tools, but allows you the freedom to figure it out yourself. It finds a great medium between too easy and too hard, where it ends up being challenging without being frustrating, and also very rewarding. It's the Zelda game that has encouraged exploration the most of any in quite some time, because exploring is not rewarded just by finding stuff that helps make you better -- it's the exploration itself that is worthwhile content due to how much fun and gratifying it is to do.
In the end, it's a no-frills Zelda game that gets just about everything right. With only some mild hand-holding, the game allows you to just go ahead and embark on the adventure without arbitrary restrictions or excess padding getting in the way. It avoids the familiar pitfalls of the three most-recent 3D console Zelda games by deconstructing the game back to being what the core of a Zelda adventure is, and just makes the best possible game within that framework. And unlike the more recent games, the game's new gameplay mechanic does not feel gimmicky, unessential or detracting from the experience like wolf link, flying or sailing did, respectively. Everything about wall Link is integral to the entirety of the game, and the game would not be nearly the same without it, nor would wall Link be as good of a mechanic without a game being built so well around it like ALBW is. Maybe it's the comfort of being in the familiar setting of A Link to the Past, but there's a confidence about every aspect of this game that has been missing from Zelda games for a while.
Big G said:Traditional Hitmans have always been puzzle games just as much as they are stealth games, and the core gameplay loop is to essentially "rehearse" the assassination Agent 47 has been hired to carry out: study the in's and out's of the level, understand the clockwork patterns of the targets, learn which disguises work where, and continue to repeat and refine until you can pull off the perfect hit. As such, the episodic release model was a direction that always made a ton of sense for this series to go in. HITMAN makes the most of this model, with each episode boasting a new map that's larger and more complex than in any previous entry, with more ways than ever to eliminate the targets. The additional challenges, escalation contracts and elusive targets give you even more reasons to replay each map additional times. Through this model, IO have found a way to maximize the best and most satisfying elements of the classic Hitman games.
I've always enjoyed scripting out a hit in my head and then role-playing as Agent 47: listening in on conversations, gathering intel, and pulling off the perfect hit in one take is what I've always found the most rewarding. Now there's so much more than that, and being able to share those assassination runs has encouraged me to come up with other crazy scenarios beyond just achieving "Silent Assassin" rank. I walked the runway as a model, and then eliminated both targets in hilarious fashion. I pushed one target off a balcony onto the other. Disguised as a golf instructor, I seduced one target and blew the other one up with an exploding golf ball. I shot down a plane with a cannon. I then threw a cannonball at a guy's face. I pushed one target into a printing press. I had a security guard accidentally electrocute a janitor and take him away in a body bag, so I could retrieve the disguise later. I shot down a giant moose to distract everyone from my real target. I dropped said giant moose on one target's head, and kicked a toilet onto the other's. I infiltrated a rock band as its drummer, played a drum solo, pushed the lead singer off a roof, and got to the other side of the roof in time to see the other target blow himself up from a trap I set up earlier. It's a gift that keeps on giving.
This is easily the game I've spent the most hours playing over the past year. Welcome back, 47. Oh, how we've missed you.
Big G said:[...]This came out of nowhere for me. I saw people talking enthusiastically about it on here, and when I actually read what it was about and what games it was being compared to, I knew I had to play it immediately. I'm so glad that I did. It's not just the best game I played all year, but one of the best games I've played this generation. Since the game hinges heavily on exploring and discovering the secrets of this universe, it's tough to talk about what's so amazing about it without spoiling it, so I won't go into too much detail. But what stood out the most about Outer Wilds is how it made me feel as I was playing it. It reminded me of how I felt playing so many amazing games over the years, but without really borrowing directly from any of them.
Navigating around these spheroid, celestial bodies and being exposed to all of the insane level designs and gravitational forces called to mind the magic of Super Mario Galaxy. The clockwork nature of the solar system, where you need to be in the right place at the right time and each loop is another opportunity to learn something new, makes this game structurally a lot like Hitman. The part where the game allows you to learn on your own without holding your hand, and you're only ever gated off by your own knowledge (or lack thereof) reminded me of The Witness. Exploration of each planet gave off that same sense of discovery that Breath of the Wild did, where I would almost always see something interesting in the vicinity, and I'd find something worthwhile if I checked it out. I could name other games like Myst, Deus Ex, Majora's Mask. These are some of my favorite games ever, and my experience with Outer Wilds had me feeling like I was playing each of those games again at one point or another. It excels in many of the same ways that those games did, without really being like any of those games at all; Outer Wilds stands on its own.
The construction of their solar system is so damn brilliant, and it's a reminder that bigger isn't always better (it usually isn't). It shows just how much awesomeness there is to be found in handcrafted worlds and levels that focus on the quality of content, and not just the quantity of it. There are clues about the state of the universe located all throughout the system, and putting these puzzle pieces together and explaining the previously-unexplained is what this game is all about. Because the loop resets every 20-ish minutes, you'll see certain things over and over and not have any idea what they are or what they represent, and finally understanding its purpose - and finding out on your own, not because the game spells it out to you - is so gratifying. The game's entire story is told in this manner, by you - the player - connecting all of the dots, and each new revelation felt meaningful.
This is the latest indie game that I've taken up the cause of evangelizing at my workplace, following The Witness and Hollow Knight, telling everyone who will listen to go play it. Part of it is that I really do think more people should play these games. But it's mostly about wanting to share my experience with others. I had an immensely memorable time with this game, and experienced so many magical, awe-inspiring moments. It's been great to talk about all of this with my friends and co-workers, to relive those powerful moments, and then to hear their stories about how their playthrough differed from mine. That the larger mystery can be uncovered in whatever order you explore the system is so fascinating. It's crazy to me that someone could go through the game in almost the exact opposite direction that I did, and come out of it having as good a time as I did. [...] As I get older, it takes more and more for games to blow me away as they did when I was a kid. So any time a game can achieve what this game did, to get me to react to it with childlike wonder, I don't take it for granted. This is a special game, and the time I spent playing it is something that I'll treasure. They were 20-or-so hours that I won't forget about anytime soon.
Big G said:The Metal Gear franchise peaked on the Playstation 2, with the batshit insanity of Sons of Liberty and sheer brilliance of Snake Eater. Since then, the series has been on the decline, and I wasn't sure what to expect going into The Phantom Pain. As it turns out, it's the series strongest entry since those PS2 days, though I didn't reach that conclusion until after I'd run the gamut of emotions towards MGSV. It's a true "anti-Kojima" game, the sort of gameplay juggernaut with an understated narrative that I'd expect out of a Nintendo, but never from KojiPro. And through the first chapter, with all of the new systems that were constantly unlocking and the variety of ways to tackle each mission, I was a believer in this potentially being both the ultimate Metal Gear, and the ultimate stealth game.
And then Ch. 2 happened. It was clear that, regardless of whose fault it was -- Kojima's? Konami's? Both? -- this was an unfinished product, and the haphazardly thrown-together "conclusion" left me feeling sour towards the game. But I returned to it, replaying the missions over and over, figuring out how to get S-ranks on each of them. And in this sort of second look, I discovered the real heart of the game, something that I had been missing earlier: you are Big Boss, the world's best espionage operative, leader of the Diamond Dogs. In the same way that carrying out the perfect assassination as Agent 47 feels awesome, figuring out how to successfully complete each mission quickly and efficiently (not necessarily quietly!) made me feel like peak Snake for the first time.
None of this would have been possible if MGSV wasn't the best-playing game of 2015. It drove me to sink over 200 hours into getting the platinum trophy. For all of its flaws, and there are plenty, this is by far the game I spent the most time playing this year. And in his (likely) final go-round with the series, Kojima went out on a high note with his third great Metal Gear.
Big G said:If I was "rooting" for one game in 2013, not just for my own selfish interests but for the industry at-large, it was The Last of Us. "AAA", big budget console experiences became increasingly dumbed-down, safe and pandering over the course of the previous generation, leaving me wondering if this segment of the video game market could ever amaze me again. At the same time, the once-thriving survival horror genre has taken a huge beating over the past decade, with the flagship brands in that arena engaging in a race to see who could fuck everything up the fastest. A certain game that represented just about everything that is wrong with modern "AAA" gaming closed out 2012 with the unintentionally-sardonic tag-line, "No Hope Left".
And then there's The Last of Us. [...] There was a certain something that I wanted -- no, needed to get out of The Last of Us. [...] I wanted this to feel like a true war of attrition, and thankfully, the entire time it felt as though the game was always meant to be played that way. In every way that I had hoped that the game would be a brutal and unrelenting test of survival, it was. And that's just describing gameplay, the part of The Last of Us and other Naughty Dog games that often doesn't get the recognition it deserves. That said, the storytelling and presentation is as good, if not better.
On a moment-to-moment basis, The Last of Us is one of the most memorable single-player campaigns I've played. Every scene, area, and encounter feels as if it was meticulously constructed under the lens of a microscope. And the pace of the game is nearly perfect, ratcheting up the suspense little-by-little as it goes along before reaching a fever pitch in its final act, while ending on exactly the right note - something most video games still struggle to get right. I felt satisfied but also completely drained, as though I had survived a harrowing ordeal: the exact thing I was looking for. [...] Without hesitation, I'd rank this as one of the 3 or 4 best games of the generation.
Big G said:A lot of times you'll hear someone say, "Hey, this game had a really awesome story! But the gameplay really stinks..." Or you might hear someone say, "Hey, holy crap was this game incredibly fun to play! But I wish the storytelling wasn't such an afterthought..." Enter Portal 2, a game that excels at both game design and writing better than most games achieve in either one of those departments. The original game was an awesome few hours of puzzle-solving fun, but it always felt like a prototype for something greater. Portal 2 is the full-realization of that promise.
Sure, it starts off with a continuation of the first game's puzzle chambers, but over the course of the game it goes way, way above and beyond that initial set-up. The end result is a game that is constantly subverting your expectations and taking delight in the unpredictable, both incorporating within and surrounding the insanely creative portal chambers with a very entertaining narrative, strengthened by well-written dialogue that is consistently witty and oftentimes very funny.
It is an incredibly smart game, in terms of its design and its ambitions, and it is more than happy to allow you to feel smart along the way. The game never tells you what is or isn't possible, but if you think for one second that something off-the-wall just might work, it typically does. Playing a hunch and then ending up being correct is one of the most gratifying things you can get out of a game. Portal 2 is always being creative and is never predictable, and this is really something that every video game should set out to achieve.
Big G said:Right from the moment I got off of the Great Plateau, Breath of the Wild made me feel like a kid again, losing myself in a world full of mystery and wonder. This version of Hyrule felt huge in the way that Ocarina of Time's Hyrule did for me back in 1998. Back in those middle-school days, my friends and I would talk about "how awesome Zelda was going to be on the Dolphin!" The Zelda game that only existed in my dreams back then? This is that game.
It's not that everything here is totally brand new. A lot of it isn't, actually. But Nintendo looked hard at what games like Far Cry and The Elder Scrolls were doing, and smartly borrowed from the things they got right, but also avoided many of the things they were doing wrong. In Breath of the Wild, you climb towers to fill-in portions of the map. Every Ubisoft game ever does this. But rather than covering the map with icons representing the "important stuff", only the geography and topography of the region is revealed. It's now on you to actually use the map and decide for yourself what looks interesting enough to explore. It seems like a trivial change, but it actually makes a big difference.
These sorts of smart design choices can be evidenced all throughout the game. Like being able to climb anything in the world, regardless of the surface, with no invisible walls. It doesn't seem like it would be a big deal, but it changes everything about exploration. I can look at the map and plot a course for the next thing I want to do, but if I see something interesting along the way and I want to take a detour to go check it out, I just go over there and do it and it's no big deal. Even if I had to jump off of a cliff to get there, it's wouldn't deter me at all because I can get right back to where I was without much of a hassle. The combination of the paraglider and being able to climb anything makes exploring and getting around the world so much easier and more fun.
But what impressed me the most about Breath of the Wild is how it managed to reap the benefits of open-world design, while having virtually none of the drawbacks. It doesn't have that clear drop in quality in terms of game design, or level design, or polish. It has the consistent quality of a 3D Zelda game that you'd expect, but on a much more gargantuan scale. It still feels as densely packed with compelling content, even at that much larger scope. The overall world design, with all of its distinctive landmarks, establishes a strong sense of place to the point where I always know where I am in the world and rarely have to even look at the map. The level design out in the world is still strong and memorable, giving it a bespoke feel to a degree not normally seen in games of this magnitude. And in over 200 hours with the game, I didn't encounter a single glitch, framerate issues notwithstanding. No floating NPCs, or Link getting stuck on random geometry somewhere. Open-world games just don't do all of the same things Breath of the Wild does, with a world that still manages to feel handcrafted, and to anywhere near the same level of polish.
I've never been more excited about the future of the Zelda series than I am now. [...] Not because this game set a new standard for open-world design or because it restored the Zelda series to greatness. It's because somehow, remarkably, it managed to do both of these things. It's one of the best games Nintendo has ever made, and it's the best open-world game that I've ever played.
Big G said:Bloodborne is a master class in game design, level design, art design, combat and progression; each plays an integral part in creating the ever-present and unending nightmare which serves as the backdrop for the entire game. [...] Death and dread permeate every single facet of the world; each place you explore reeks of it. Yharnam and the surrounding areas are dripping with a macabre and foreboding atmosphere, and the game's cast of monstrosities can't be described as anything other than ghastly (whether it's the traditional werewolf/vampire-inspired brand of gothic horror that you're initially introduced to, or the game's eventual shift into cosmic horror).
This was my first "Souls" game. And although I fully expected to like this game going in, I wasn't prepared to fall in love with it (and by extension, the Souls-like sub-genre) the way that I did. [...] It's a game that had its hooks in me from the start, and managed to occupy my thoughts for nearly every second that I wasn't playing the game. At work the day after failing the same boss fight 20 straight times? There I was, sitting around thinking about what to do differently the next chance I'd get to face him. In the middle of a five hour drive to go visit family? "I've got, like, six possible paths I can explore at this point in Bloodborne. When I get back home, what order should I tackle these in?"
When I was playing it, I wanted to keep playing it. If I wasn't playing it, I wished that I was. It's maybe the closest any video game has gotten to being an addictive drug for me. I found progressing through the game to be immensely rewarding and satisfying, from the punishing-yet-satisfying combat to the real sense of relief upon discovering a new safe area. I couldn't get enough of it. It kept me coming back for more in a way that very few games do.
Not many games knock it out of the park in every single respect, whether it's being enjoyable to play, or having well-designed and memorable levels, or nailing a particular aesthetic to its fullest extent; Bloodborne does. [...] It is a triumph of artistic vision becoming fully realized, and is one of the most immersive games out there.
Big G said:Super Mario Galaxy and Super Mario Galaxy 2 are my "1A/1B" when it comes to the best platformers of all time. They're the best games of the previous generation, and it's not hard to see why. [...] They are as good as it gets, two wonderful "best of both worlds" 3D platformers that do it all, from precision platforming stages to the exploratory nature of prior 3D entries.
But what exactly makes them so special? Between the time when Mario's early foray into 3D was a new open-ended take on the platforming genre, and the more recent approach which has blended classic 2D Mario gameplay into 3D environments, there was a period of intense experimentation with the series and its genre, and the fruits of this became Super Mario Galaxy and Super Mario Galaxy 2.
It's still "Super Mario", but this time it came out of the design mindset that "nothing is too crazy or out of place". [...] Through the implementation of gravity effects, and building the games entirely around this concept, they feature levels designed in such a way that I never thought was possible, because it hadn't ever been done quite like this before. Nothing was off-limits, and at just about any moment in the game, I'd find myself doing something I've never done before in any game. And that this was a concept that extended over not just one game, but across two games, is mind-boggling. I've always treated them as two halves of one incredible whole, and collectively they pretty much rewrote the book on what can and cannot be done in a 3D platformer.
Now, was Super Mario Galaxy 2 as impressive as the first game? No. In 2007, Super Mario Galaxy was positively mindblowing and revolutionary, and felt fresh and new; the second game feeling like a similar experience was unavoidable. That said, Galaxy 2 showcases a number of improvements over what the prior game established, including wilder and more creative level designs, the addition of Yoshi to the gameplay, and the Green Star challenges (which were a much more substantial and worthwhile reward for completion than what Galaxy had - sorry, Luigi!) Much like the first game, I've struggled to find flaw with any aspect of this game. It still delivers the magic and sheer fun of its predecessor. Perhaps its sole flaw is precisely that it happened to be the second game, and thus wasn't as "fresh and new".
But I still hold Super Mario Galaxy 2 very near and dear to my heart. It means a lot to me because of the circumstances in which I played it. At the time, I was in the midst of a 2-3 year period where I played very few games at all, and was left disappointed by the ones I did play. I had little interest in gaming, and on the few occasions I actually sat down to play something, I got no enjoyment from it. I was fairly certain that I was done with videogames as a hobby, and was all set to get rid of all of my games/consoles. But I decided to give it one last shot, because I knew if I couldn't get into this game, then it was over. I'm glad that I did. Not only did this game break me out of my funk, it rekindled in me a passion for games that I hadn't had before. The dozens and dozens of great games - new and old - that I've played in the years since, I may never have played any of them were it not for the time I spent with this.
I've often credited Ocarina of Time for being the first time I really discovered the "magic of videogames." Super Mario Galaxy 2 is where I rediscovered it.
Big G said:The first time I had heard of The Witness was when Jonathan Blow showed it off at Sony's PS4 reveal conference, and immediately it became one of my most-anticipated games. And why wouldn't it? Myst was one of the defining games of my childhood, a game that left me in awe of its gorgeous, surrealistic world and also left me just as equally confounded by its puzzles. Having not played a game of that sort in quite some time, I was very excited for this one, a passion project from the designer of Braid. But while the final product does call back to Myst at a high-level -- it's a first-person game set on a mysterious island filled with puzzles -- The Witness is something much different altogether, and also much better. When a game is in development for roughly seven years and releases without compromise, this is what you get.
It is a masterpiece of game design, a game that very meticulously teaches the player about the rules of the island and its puzzles, while respecting the player in the same way that a great teacher respects its students, inspiring them to want to learn and be better. The Witness teaches the basic fundamentals in a natural way without beating you over the head, and then it's all on you to go do something with it -- your progress is only gated by your own knowledge of the island's rules, and how you progress through the game is entirely up to whichever way you wish to tackle it. And your reward for making progress is not something like gaining experience points, but by feeling a genuine sense of accomplishment in learning something new, and that this new knowledge is now a valuable asset that can be applied somewhere else on the island. This happens all the time in The Witness. "I just learned something new, and it was awesome."
But The Witness isn't 2016's best game simply because it's a great collection of puzzles -- it's also because of the place they are contained within. Rarely has any video game environment felt so perfectly in sync with its gameplay, where both the world design and the game design rely implicitly on the other, a symbiosis that forms the backbone of the entire experience. Every single thing that exists on the island is there for a reason, and each serves to reveal something more about the world. And yeah, then there's the "HOLY SHIT" moment of the year, which forces you to view everything in an entirely new light. Wherever you are standing on the island, chances are high that you'll discover something new and meaningful. That the very last thing I did in the game ended with a (WARNING: END GAME SPOILERS) once-in-a-lifetime stroke of luck that is probably the single-most rewarding moment I've ever experienced in a video game was just icing on the cake.
It's the best puzzle game I've ever played, and among the smartest-designed games I've played in my life.
As many of you might've noticed, we've been reviewing every year of the past decade in gaming (2010-2019) and it's all been leading to this. Game of the Year votes have always been popular, but now we're doing something special: The community will have the chance to decide the GAME OF THE DECADE!
The same team behind our retrospective of notable games from the past decade (shout out to tgr_williams) are to thank for this event as well. We'd like to thank not only tgr_williams, but Muzy, Hecht, Rösti, DownUnderCoder, ColdSun and B-Dubs for their contributions to this effort.
Furthermore, this vote marks the first time that we will be using our new Ballots voting tool! Previously we relied on a hodgepodge collection of bots and scrapers to run Game of the Year votes; this involved a lot of work and manual effort every time. Thanks to our tech team we have now developed a native voting tool incorporated directly into the forum software which will make it easier to vote and easier to organize votes.
Please review the announcement thread and/or the instructions below, as the new tool works differently and has necessitated some changes in the rules (most notably, ballots are no longer ranked choice due to the way the software counts votes).
InformationWe ask each user to limit their choices to their 15-20 favorite games of the last decade. Any more than that and the vote will get far too unwieldy for everyone involved.
Pay attention to the instructions below because voting works very differently this year as a result of the new vote counting method.
As you can see, with Ballots active the thread now runs a constant countdown until the end of the vote tally. This countdown is available at the top and bottom of each page, so it is impossible to miss. If need be, the length can be adjusted at our discretion (if members are having a hard time making their choices, for example).
If we zoom in on the Quick Reply Box at the bottom of the page, we will see a small button marked [Vote]. If you click that you will be brought to the section of your post where you input the games you want to vote for.
It is a simple fill-in field that will create another fill-in once text appears in it. Just click to the next box and fill in your choices.
There is a special feature here though.
You'll be able to see the choices that everyone has made so far. So if someone has already voted for the one of the games on your list, all you need to do is find it and check the box in order to vote for it!
When you're all done a post will be created that looks like this. No more worrying about how to format your posts, Ballots will do that for you.
When you are putting in how you feel about the games on your list, just put your thoughts in the basic reply box. They will appear above your list and will not affect how your vote is counted at all.
InformationIf you decide part way through the voting that you would like to change your vote, just use the vote tool to cast another vote. The tool will only count a user's most recent vote in the thread, so even if you cast multiple ballots only a single one will be counted.
IN ADDITION: There is no more ranked choice in voting. The order you choose does not matter. While this tool greatly simplifies the amount of effort all of you need to go through in order to vote, it does not allow for a point value to be awarded to individual votes. So picking something first on your list isn't going to affect how well it does, just pick your favorites games as you think of them.
------ FAQ ------
Is (insert game here) eligible?
So long as the game was originally published in the last decade (2010-2019) it is eligible. Ports don't count, so if an Xbox360 game was published in 2009 and it's PC port was published in 2010 it is not eligible.
Are Early Access games eligible?
No, Early Access, beta, demo, and Greenlight games are not eligible. PC games must reach full release, or version 1.0 in order to be eligible.
Can I talk about somebody else's list?
Discussion is encouraged! Want to talk about another poster's list? Quote it.
Can I use images in my ballot? I want it to be BEAUTIFUL!
Absolutely. You can do whatever you want to your voting post, so long as you DO NOT touch the actual vote created by the vote tool. If you do, it will likely cause a bug and your vote might not be counted.
My ballot is too long! Can I split it into two posts?
You should NOT split your ballot into two posts as the vote tool will only count the most recent post's vote.
I want to change my list. Do I have to make a new post?
No, but it would probably be easier for you if you did.
My ballot was disqualified! Why?
Most likely, you didn't follow the rules above. What you probably did: You didn't number things correctly. You didn't write any comments. You listed the same game more than once. You didn't follow the formatting rules.
Can I order my list from 10 to 1?
It doesn't matter, so go nuts.
OMG what about Resident Evil 2 and Kingdom Hearts III? Lots of people are using Arabic numerals. Will they be counted?
We'll be fairly lenient on variations, but the only way to guarantee that your vote will be counted is to copy-and-paste from the spreadsheet. But again, just because a game isn't listed doesn't mean you can't vote for it if you're sure it's a 2010-2019 title. Just use the most complete and official title available.
When will the results be posted?
As soon as is possible given the copy-paste technology at our disposal.
Happy voting, everyone!
As many of you might've noticed, we've been reviewing every year of the past decade in gaming (2010-2019) and it's all been leading to this. Game of the Year votes have always been popular, but now we're doing something special: The community will have the chance to decide the GAME OF THE DECADE!
The same team behind our retrospective of notable games from the past decade (shout out to tgr_williams) are to thank for this event as well. We'd like to thank not only tgr_williams, but Muzy, Hecht, Rösti, DownUnderCoder, ColdSun and B-Dubs for their contributions to this effort.
Furthermore, this vote marks the first time that we will be using our new Ballots voting tool! Previously we relied on a hodgepodge collection of bots and scrapers to run Game of the Year votes; this involved a lot of work and manual effort every time. Thanks to our tech team we have now developed a native voting tool incorporated directly into the forum software which will make it easier to vote and easier to organize votes.
Please review the announcement thread and/or the instructions below, as the new tool works differently and has necessitated some changes in the rules (most notably, ballots are no longer ranked choice due to the way the software counts votes).
InformationWe ask each user to limit their choices to their 15-20 favorite games of the last decade. Any more than that and the vote will get far too unwieldy for everyone involved.
Pay attention to the instructions below because voting works very differently this year as a result of the new vote counting method.
As you can see, with Ballots active the thread now runs a constant countdown until the end of the vote tally. This countdown is available at the top and bottom of each page, so it is impossible to miss. If need be, the length can be adjusted at our discretion (if members are having a hard time making their choices, for example).
If we zoom in on the Quick Reply Box at the bottom of the page, we will see a small button marked [Vote]. If you click that you will be brought to the section of your post where you input the games you want to vote for.
It is a simple fill-in field that will create another fill-in once text appears in it. Just click to the next box and fill in your choices.
There is a special feature here though.
You'll be able to see the choices that everyone has made so far. So if someone has already voted for the one of the games on your list, all you need to do is find it and check the box in order to vote for it!
When you're all done a post will be created that looks like this. No more worrying about how to format your posts, Ballots will do that for you.
When you are putting in how you feel about the games on your list, just put your thoughts in the basic reply box. They will appear above your list and will not affect how your vote is counted at all.
InformationIf you decide part way through the voting that you would like to change your vote, just use the vote tool to cast another vote. The tool will only count a user's most recent vote in the thread, so even if you cast multiple ballots only a single one will be counted.
IN ADDITION: There is no more ranked choice in voting. The order you choose does not matter. While this tool greatly simplifies the amount of effort all of you need to go through in order to vote, it does not allow for a point value to be awarded to individual votes. So picking something first on your list isn't going to affect how well it does, just pick your favorites games as you think of them.
------ FAQ ------
Is (insert game here) eligible?
So long as the game was originally published in the last decade (2010-2019) it is eligible. Ports don't count, so if an Xbox360 game was published in 2009 and it's PC port was published in 2010 it is not eligible.
Are Early Access games eligible?
No, Early Access, beta, demo, and Greenlight games are not eligible. PC games must reach full release, or version 1.0 in order to be eligible.
Can I talk about somebody else's list?
Discussion is encouraged! Want to talk about another poster's list? Quote it.
Can I use images in my ballot? I want it to be BEAUTIFUL!
Absolutely. You can do whatever you want to your voting post, so long as you DO NOT touch the actual vote created by the vote tool. If you do, it will likely cause a bug and your vote might not be counted.
My ballot is too long! Can I split it into two posts?
You should NOT split your ballot into two posts as the vote tool will only count the most recent post's vote.
I want to change my list. Do I have to make a new post?
No, but it would probably be easier for you if you did.
My ballot was disqualified! Why?
Most likely, you didn't follow the rules above. What you probably did: You didn't number things correctly. You didn't write any comments. You listed the same game more than once. You didn't follow the formatting rules.
Can I order my list from 10 to 1?
It doesn't matter, so go nuts.
OMG what about Resident Evil 2 and Kingdom Hearts III? Lots of people are using Arabic numerals. Will they be counted?
We'll be fairly lenient on variations, but the only way to guarantee that your vote will be counted is to copy-and-paste from the spreadsheet. But again, just because a game isn't listed doesn't mean you can't vote for it if you're sure it's a 2010-2019 title. Just use the most complete and official title available.
When will the results be posted?
As soon as is possible given the copy-paste technology at our disposal.
Happy voting, everyone!