Defining Depth
An in-depth study on the concept of depth in game design, and what makes the gameplay of a given title "deep".
Special Thanks and Credits:
https://twitter.com/aGrimVale - for discussing this stuff with me for months and helping me realise my stance on this stuff. Also for all the editing he did on my script. Huge help.
https://www.youtube.com/user/CerberusX10 - for helping me out with an example for one of the sections while I was stuck.
http://www.gatheryourparty.com/2014/06/17/rob-welch/ - for helping me refine my intro.
https://www.youtube.com/user/HyperBitHero, https://www.youtube.com/user/ZSlyzer, and https://www.youtube.com/user/Pafdingo - for footage of The Last of Us, Professor Layton and Ghost Trick respectively.
Follow me on twitter if you're into that sort of thing. https://twitter.com/Turbo_Button
Support me on Patreon if you're up for that https://www.patreon.com/turbobutton
http://www.gatheryourparty.com/
Music used:
The Sound Defects - Angels
Streets Of Rage 2 - Stage 1-1 (Go Straight)
Ratchet and Clank: A Crack in Time - Deep Space Jams 24
Bayonetta - Enzo and Drive
Metal Gear Solid 3 - (Radio) Sailor
Ratchet and Clank: A Crack in Time - Deep Space Jams 21
Nujabes - Tsurugi no Mai
Sonic Unleashed - Apotos, Windmill Isle (Night)
Paper Mario: Sticker Star - Boo Night Fever
Super Smash Bros. Melee - Target Stage
Gaming
#review
#Super Mario Bros. 3 (Video Game)
#Sonic The Hedgehog (Video Game Series)
#Vanquish (Video Game)
#Bayonetta (Video Game)
#The Legend Of Zelda: Skyward Sword (Award-Winning Work)
#Metal Gear Solid 3: Snake Eater (Video Game)
#Castlevania (Video Game Series)
#ori and the blind forest
#turbo button
#Video Game (Industry)