Depth is seemingly why games like Chess and Go have persisted for centuries, yet we still don't have a unified definition and understand of what it even is. This essay explores the many definitions of depth that have been created, and the numerous ways we assess for depth both in the design and analysis of games.
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Contents
0:00 Definitions of Depth
2:18 Interesting Decisions
3:17 Risk vs Reward
3:34 Resource Engines
4:09 Movement Systems
4:55 Rock, Paper, Scissors
6:34 Mechanical Depth
- sensitive - versatile - combined - uniqueness -nuance - synergies - game feel
7:52 Situational vs Functional Game Design
-orthogonal unit differentiation - positional play
9:07 Scoring Systems vs Survival
10:38 Heuristics and High - Level Strategy
11:12 Uncertainty and Randomness vs Depth
- improvisational play vs strategic foresight
11:55 Depth vs Difficulty and Depth vs Balance
12:26 Emergence
13:34 A Pragmatic Map of Depth
14:27 Comparing Depth within and between Genres
15:21 Depth in Puzzle Games
16:09 Conclusion
Sources
- Depth in Strategic Games [ Ссылка ]
- Advanced Game Design, a Systems Approach , Michael Sellers
- Game Feel , Steve Swink
- Uncertainty in Games , Greg Costikyan
- A Theory of Fun for Game Design , Raph Koster
- Game Balance , Ian Schreiber , Brenda Romero
- A Basic introduction to depth , Celia Wagar [ Ссылка ]
- Meaningful Choice in Game Level Design, Matthias Worch GDC [ Ссылка ]
- Breaking Conventions with The Legend of Zelda , GDC Talk [ Ссылка ]
-Action Games without Borders , Platinum Games GDC [ Ссылка ]
- How to Play Virtua Fighter 5 DandyJ [ Ссылка ]
- DMC5 combo tutorial [ Ссылка ]
- Momentum Throttling F Zero tutorial [ Ссылка ]
-Rocket league Gameplay [ Ссылка ]
-Ikaruga Gameplay [ Ссылка ]
- Wipeout Zone mode [ Ссылка ]
- Mirrors Edge Movement Guide [ Ссылка ]
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