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Join Chris Hecker and Paul Sottosanti in a thought-provoking dialogue on the concept of "depth" in game design. Discover the nuances of player skill and meaningful gameplay elements as they examine competitive multiplayer experiences, leveraging examples from games like SpyParty, Go, and The Sims. This discussion will tackle the balance between accessibility and complexity, highlighting the importance of emergent mechanics and player engagement in both single-player and multiplayer formats. Let’s dive deep into what makes games not just playable but deeply engaging.
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A Dialogue on Depth A discussion led by Chris Hecker & Paul Sottosanti
But, maybe we can start to feel out the boundaries of the question...
I’m trying to make SpyParty… “a deep player-skill competitive multiplayer game about human behavior”
Blizzard’s “Depth-first, Accessibility-later” Design Methodology
Topics! mental physical hard complicated meaningful emergent wide deep vs. single-player vs. multi-player player-skill vs. avatar-skill Worth thinking about: Go, Poker, C-S, Sims, SMB, Shiren, DF, Braid, DVG, Thief, LBP