Video summary
I Analyzed 20+ Years of Video Game Awards Data. Here's What I Learned...
Main summary
Key takeaways
Overview
The video summarizes what the author claims to have learned from analyzing 20+ years of “Game of the Year” outcomes across major award ceremonies. It then argues that these awards reflect “institutional acceptance” more than true, long-term greatness.
Current ceremony example + the core question
- In the 2024 Game Awards, Astro Bot won Game of the Year over major competitors such as:
- Balatro
- Elden Ring: Shadow of the Erdtree
- Metaphor: ReFantazio
- Final Fantasy VII Rebirth
- fan-favorite Black Myth: Wukong
After the show, a translated statement from Feng Ji (GameScience) circulated, criticizing unclear Game of the Year criteria and expressing frustration that they felt they “came here for nothing.”
The video frames the central question as:
What actually determines Game of the Year?
Award shows: what they measure (and what they don’t)
The author argues award shows “don’t matter” in the sense that they don’t directly guarantee critical acclaim, sales, or cultural impact. However, award consideration still tends to require games to show at least some of those qualities.
Winning signals institutional acceptance: the industry believes the winner best represents what the medium is currently offering.
The analysis avoids deciding whether awards are “right,” and instead looks at patterns in nominations/winners across years.
The five award shows analyzed (and how they decide)
The author studies five long-running “Game of the Year” awards covering roughly 2004–2024 (about 21 years):
-
The Game Awards (Geoff Keighley / jury + heavy-weighted public vote)
- No strict publisher submission requirement
- Expansions/DLC/remasters can qualify
-
DICE Awards (Academy of Interactive Arts & Sciences)
- Publisher submissions
- Peer panels narrow to finalists
- Finalists voted by academy members
-
Game Developers Choice Awards (GDCA)
- ICAN developer network
- Members nominate
- A committee selects finalists
- Voting involves ICAN + committee
-
BAFTA Games Awards
- BAFTA interactive branch
- Large member vote workflow
- Longlist → finalists → final vote
-
Japan Game Awards
- Sanctioned by Japan’s government ministry
- Eligibility follows Japan’s fiscal year
- Considers categories like design/programming/graphics/sound/scenario
- Also includes public poll and commercial performance
- Ties can occur
Historical results + dominance patterns
Across 21 years, the author reports:
- 110 awards to 74 games
- Winners often come from recognized franchises or familiar “series formulas,” not necessarily brand-new ideas
“Sweep” years
The video highlights years where one game wins multiple GOTY awards (at least 3), including:
- Half-Life 2
- Uncharted 2
- Skyrim
- The Last of Us
- Overwatch
- Breath of the Wild
- God of War
- Hades
- Elden Ring
- Baldur’s Gate III
- Astro Bot
Proposed pattern
The video argues that sweep winners tend to:
- Take established genre/franchise foundations
- Re-present them in a fresh, expanded way
- new perspectives
- new mechanics
- new pacing
- worldbuilding
- or structure
- Often with strong “character” and overall polish
The author’s “winning profile” (what winning games tend to share)
The video claims statistically that average GOTY winners align with:
- Release timing: average release date around May 27; spring/fall are common
- Presentation: mostly 3D graphics, commonly third-person perspective
- Game structure: mostly single-player, often with a defined ending
- (Japan Game Awards are noted as more tolerant of “endless” or ongoing-structure games)
- Camera/gameplay style: many use melee or guns
- fewer tend toward platformers/puzzles
- simulation/sports/racing/fighting/horror are generally less represented
- Content ratings: typically “Teen” across major regions
- roughly maps to ESRB T / PEGI 12 / CERO B
- Player-character authorship: most feature authored characters, often with authored male leads
The author summarizes the “average GOTY” as roughly:
a single-player action-adventure RPG-leaning game, usually third-person, releasing around May 27, featuring an authored male protagonist who uses melee/firearms, with Teen-appropriate content, and about 47 hours of playtime (based on HowLongToBeat).
What awards tend to exclude or mishandle
The analysis emphasizes multiple limitations:
- Genre neglect: some genres rarely get GOTY attention even when acclaimed
- notably simulation/strategy/racing/sports/fighting/horror
- Sequels aren’t consistent: sequels to previous GOTY winners don’t reliably dominate
- some examples are said to underperform or vary by show
- Timing/eligibility rules: expansions and cutoffs can prevent certain works from being considered
- eligibility windows can shift which year a game qualifies for
- Popularity/visibility bias: voters need early awareness
- some influential-but-less-visible indies may be overlooked
- examples cited: Undertale, Hollow Knight, Braid
- Long-term impact mismatch: awards reflect “what’s best right now,” but may not predict what becomes historically important
Explaining the Japan Game Awards + Monster Hunter
A dedicated segment examines why Monster Hunter wins so often in Japan (8 of 27 Japan Game Award winners).
The proposed explanation:
- Monster Hunter’s Japan-specific social appeal
- it thrives on togetherness
- its PSP-era portability supported playing with many people
- The committee also considers public opinion and sales, reinforcing Monster Hunter’s performance
Final takeaway: awards as conversation, not verdict
The author concludes that awards are an aggregation of many individual opinions, which can produce a generic definition of GOTY—often converging on familiar templates (T-rated action-adventure RPG-ish, weapon-wielding character leads).
Because games are deeply personal and interactive, the author argues awards are essentially honorifics: enjoyable to discuss and celebrate, but they don’t change a player’s lived experience or guarantee future significance.
The video ends with the sentiment that winning would be fun—but awards are not the end of the conversation.
Presenters or contributors
- Geoff Keighley — host/producer/figurehead of The Game Awards (referenced in the video’s discussion)
- Feng Ji — CEO of GameScience (cited via translated post after Black Myth: Wukong)
- Toshi Nakamura — Kotaku writer (referenced regarding Monster Hunter’s popularity and “togetherness” in interviews)