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Nominee(1)

On-line version of role-playing fighting game
“Virtua Fighter 5 Online (Virtua Fighter 5 Live Arena)” Development Team (SEGA)

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.

Nominee(2)

Offering excellent on-line infrastructure for arcade games
“e-Amusement Service” Development Team  (Konami Digital Entertainment Co., Ltd.)

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.

Nominee(3)

Creating a new way of enjoying games on networks
“Niko Niko Doga” Development Team (Niwango Inc.)

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.

Nominee(4)

A network game engine supporting multiple platforms
“VCE” Development Team (Community Engine Inc.)

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.

Nominee(5)

Fighting action that does not compromise the exhilaration of a standalone version
“Dynasty Warriors Online (Shin Sangoku Musou Online)” Development Team (Koei Co., Ltd.)

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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