@TurboButton
  @TurboButton
Turbo Button | Defining Depth @TurboButton | Uploaded 8 years ago | Updated 3 hours ago
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:
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.
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.
youtube.com/user/HyperBitHero, youtube.com/user/ZSlyzer, and 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. twitter.com/Turbo_Button
Support me on Patreon if you're up for that 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
Defining DepthPlayable Cinematography: Video Games and Visual LanguageDonkey Kong Country: Tropical Freeze - Level DesignAlan Wake - Surrealism and UncertaintyNioh - A Cut AbovePlaying the Scripted Set PieceSplatoon and the State of ShootersMax Payne - Identity From AdversityF.E.A.R. - Level and Enemy DesignDragons Dogma and Enemy DesignHow God Hand Tests Your SkillNintendos Unsung Genius - Yoshiaki Koizumi

Defining Depth @TurboButton

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