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Nominee(1)
Reasons for nomination | The team successfully implemented a communication mechanism which creates no sense of time lag, achieving the network version of role-playing fighting games which requires strict timing. |
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Nominee(2)
Reasons for nomination | The team successfully developed a stable infrastructure, which networks arcade games installed in game centers across Japan, and which centrally controls information on the players, enabling rankings and games between players at different game centers. |
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Nominee(3)
Reasons for nomination | It is a little different from so-called “games,” but it can be classified as a game in a broader sense where people share content on the network and enjoy interaction. The team contributes to the game industry by not only offering a new way of enjoying games, but also by actively releasing back-end technologies. |
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Nominee(4)
Reasons for nomination | The team supported the development and management of many games, by supporting the safe and swift development of on-line games and by offering an environment where developers can concentrate on game design. The team’s Japanese-made network game engines have been adopted by many game makers. |
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Nominee(5)
Reasons for nomination | The team successfully brought to fruition a network-based 12 vs. 12 fighting action game where players control over 100 soldiers while maintaining their exhilaration of playing a standalone version. Implementing the game on a server-client system, instead of the P2P communication which is susceptible to cheating, also indicates the technological strength of the team. |
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