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Gamasutra Name Their Top 10 Game Developers Of 2015

Respected online gaming publication Gamasutra has listed their top ten favourite video game developers of 2015. We’ve had some great games from a number of talented developers so it’s certainly interesting to see their picks. Nintendo fans will be glad to learn that Monolith Soft and Nintendo EPD have been listed along with the likes of Bethesda and Blizzard. Here’s their picks for the best game developers of 2015.

  • Bethesda Game Studios

    We noticed something about Fallout 4 after it launched. We noticed the same thing a couple weeks after launch…and we continue to notice it a month later. People, across all different tastes and backgrounds are still talking about Fallout 4, and likely will be for the foreseeable future. The game is inescapable; its popularity hitting a kind of critical mass that has outdone most other, if not all, triple-A games this year.

    Bethesda-style RPGs already are inclined to provide emergent gameplay and personalized experiences, but throw in user-generated content, and launch it on multiple platforms that allow for easy game streaming, you get a thoroughly shareable game that finally feels like it’s at home.

  • Blizzard Entertainment

    But beyond its market savvy, Blizzard deserves to be recognized for cultivating an environment where developers can work on a variety of projects with different scales, stakes, and design challenges. (…)
    Blizzard continues to experiment with new ideas and embrace popular shifts in the market while supporting its venerable franchises (and the developers who work on them), and for that we recognize it as a top developer of the year.

  • Colossal Order

    We recognize Colossal Order as a standout developer of the year not just because it made a great city management game, but because it did so with less than 20 people, one-upping entrenched market leader SimCity in the process. The studio saw an opening, recognized there was an underserved audience, and capitalized on that fact brilliantly.

  • Davey Wreden, Everything Unlimited, Ltd.

    With The Beginner’s Guide, Davey Wreden made a game that was ostensibly about game development, but it was in fact more purely about creating things and handing partial ownership of those things over to other people. It’s a game that walks the line between “about game development” and “about the existential crisis of a creator” and it often loses balance, finding itself on either side of that line at different points in time. It’s all deliberate and brilliantly authored, and it resonated strongly with game developers.

  • Kojima Productions

    Here’s a doozy of a challenge for you: Take a beloved franchise, nearly two decades old, and known for its deep narrative and very specific style of handcrafted gameplay, and adapt it for the modern era of open-world games—without killing its soul or alienating its fans, and yet make it accessible and appealing to the players of today.

    The original 1998 Metal Gear Solid was itself a recapitulation of everything that made the first two 8-bit Metal Gear games into 1980s classics — but reinterpreted for the original PlayStation, in 3D, and with an entirely new form of creative expression.

    Metal Gear Solid V may not be as epoch-making as that game, but it does prove that things like a singular creative vision, handcrafted levels, and an eye for idiosyncratic detail can thrive in an open-world game. These were not settled questions, by any means. If this is Kojima’s last game for Konami, so be it — there can be no question it was executed with the care and creativity we’d expect.

  • Moppin

    In a broader sense, Fumoto deserves to be recognized as an example of the sort of talent and creativity that’s brewing in the Japanese indie scene. His success this year with Downwell is a welcome one, and we look forward to seeing what he and his contemporaries do next.

  • Monolith Soft

    The secret to understanding this it to consider that the “Xeno” series mastermind, Tetsuya Takahashi, has never lacked for ambition—though his reach, in the past, exceeded his grasp. Not so this time. It’s clear that it’s the simple result of careful planning, long development experience, and hard work.

    And if Xenoblade Chronicles X had a mission statement, it would be “show the world that the Japanese RPG can stand toe-to-toe with Western ones.” Outside of the struggling Final Fantasy series, there are so few examples of the genre that can truly be classified as triple-A; yet here’s a game that has a truly staggering breadth of content (including both passive and active online modes alongside a deep and long single-player campaign) and which can legitimately wear that moniker.

  • Nintendo EPD

    Nintendo’s internal development studio hit hard this year with two standout titles that were, in many ways, polar opposites.

    Super Mario Maker may sound like a gimme, but realistically, to execute on this premise so well, it requires the patient craft of experienced developers and creative leadership who fully understand the soul of their own franchise.

    Few teams can make a bold, playable, and distinctive game in a new genre the first time they tackle it; few games have as strong an identity as Splatoon, and certainly almost none approach its quality from a design perspective.

    Pulling all of this together shows the formidable skill of Nintendo’s internal development teams, indeed.

  • Psyonix

    In a year that saw many developers try their hands at emulating established successes, we recognize Psyonix for sticking with — and ceaselessly iterating on — a set of core concepts that it knew, internally, would make for a great game if brought together in just the right way. Such tenacity in itself is admirable, so much more so when it brings about a game like Rocket League that will be played and talked about for years to come.

  • Tale of Tales

    Even if the studio never made another game, the fact would remain that Tale of Tales is a developer that inspired and influenced a modern design apparent in games like Gone Home from Fullbright and SOMA from horror game studio Frictional Games, among others. And those games, and games like them, will continue to reach and inspire ever more developers.

    Source / Via

13 thoughts on “Gamasutra Name Their Top 10 Game Developers Of 2015”

    1. Unlike most (not all) major publications that get their GOTY, DOTY, and other lists out as soon as possible for the most clicks (or just to be first like the common YouTube commenter), it’s almost as if they actually tried and did well with their list (and I’m not just praising this list because it has Nintendo it).

      1. I honestly can’t believe Bethesda is so well rated by journalists. Their games suck! Shallow to the point of being action games, while being completely incompetent at making fun action and also completely incoherent worlds. Did anyone that praises Skyrim even play it past 30 hours? Its the same thing for all Bethesda games. Not only that, but most good things that FO 4 has going for it (FO4 is, admittedly, a pretty good game and Bethesda’s best so far) were introduced on FONV.

        Was Fallout 4 even close in quality to The Witcher 3? I don’t think so. It looks like they are rating popularity in the case of FO and Bethesda. A little unfair in this case if you ask me, given how well Bethesda operates the hype machine. Only reason their unbalaced, broken, shallow games can get GOTY so often.

        Also, why was Tale of Tales selected (a pair of bad artists that completely fail to understand how to use video games, use repeated to exhaustion clichés and arguments and reduced art in their last game to a dumb binary decision system) and not CD Projekt? Hell, why were they selected and not Frictional Games? I don’t think the influence was too heavy to be honest, and in anyway, Frictional made a much better, very well executed and designed game that seriously raised the bar (although not a ton of people played it, sadly), with a much more accomplished and “artful” story than anything ToT ever did.

  1. Jaded Ridley X3 {I'm not whining, you suckers... *cough* ..poor souls! I've just been driven insane by Nintendo failing me one too many times this gen!}

    Monolith Soft being 100% bought by Nintendo, essentially becoming a 1st party development team under the Nintendo brand, might have been the best thing to ever happen to it & maybe even arguably to Nintendo itself. With XCX finished, Monolith Soft now has more time for Project X Zone 2 & Legend of Zelda for Wii U.

    1. Monolith isn’t working on Zelda U lol. Monolith has a 3DS game in the works and has started their next game already.

      1. Actually we have no idea what they arent working on (obviously.) We didnt know that they were part of the development of Skyward Sword and New Leaf but they were, so them helping with Zelda U isnt out the realm of reality.

    2. It surprises me that, given how evident it was with Xenosaga and Xenogears that Monolith Soft and Takahashi know what they are doing, no other company wanted to take the chance and try to buy them. Maybe it happened and I can’t remember.

      Right now, I think Monolith is easily one of the top developers out there, and a top 5 or top 3 in the RPG scene.

      Now if only Nintendo would hire Kojima…

      1. Jaded Ridley X3 {I'm not whining, you suckers... *cough* ..poor souls! I've just been driven insane by Nintendo failing me one too many times this gen!}

        Before Nintendo 100% owned them, Bandai Namco did actually have some of the rights to the dev company so that company did take a chance. But luckily they sold all of their stock to Nintendo for some reason.

        And my god… If Nintendo wouldst to hire Kojima as a full time developer… @.@ Konami fucked up big time when they pretty much fired him. Idiots…

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