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Defining Depth

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Published on Dec 7, 2015

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/2014/0... - for helping me refine my intro.
https://www.youtube.com/user/HyperBit..., 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

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