A Theory of Depth for Game Design

By The Game Overanalyser

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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. Support on Patreon https://www.patreon.com/gameoveranalyser 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 Dep

Tags: game design, depth in games, interesting decisions, video game analysis, the game overanalyser, a theory of depth for game design

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