felbot said:
the more complexity the more depth, more choices could also make the game deeper.
in before "b-but extra credits said complexity does not equal depth" well extra credits is a shit show and you're shit for watching it.
I don't watch Extra Credits.
I still say complexity doesn't equal depth.
Needing to navigate through four Excel spreadsheets to tell one character to equip an axe and attack a goblin doesn't make for a deep game, but it does make for a complex one.
Not needing to memorize twenty-five different keybindings and map out everything yourself because the game has a shite in-game map and no indication of where you should be heading doesn't make a space-sim have less depth than
X[sup]3[/sup].
For more "mainstream" examples:
Crysis 2 wasn't more shallow than
Crysis because the nanosuit modes suddenly had hotkeys, or because it didn't have the illusion of an open-world that was in reality completely empty aside from your objective locations.
Mass Effect 2 wasn't more shallow than
Mass Effect because it removed all of the pointless "+1% to [Stat]" of leveling up and the annoying busywork of trying to sift through the useless inventory to find the one item that was a slight upgrade over what you already had equipped. Conversely, while
Mass Effect 3 did have a more shallow dialogue system, the leveling and equipment management was probably the deepest in the entire franchise because it actually mattered for once instead of just slapping on the best stuff and calling it a day.
OT: Depth, to me, is something that makes me think. If I'm presented with something, be it a tangible choice or otherwise, that makes me stop and consider what happened, what will happen, and what might have an impact on it, I consider there to be depth, however slight, behind the game.
If I can just run through willy-nilly non-stop with zero regard for my actions, I don't feel it's a particularly deep game. There's nothing wrong with that, though. Some of my favorite games of all time (
Banjo-Kazooie,
Sonic the Hedgehog) are built off of that style of simple, quick fun. It's a shallow experience, but it doesn't need to be deep to be fun or interesting.
Alternatively, there can be mechanical depth in something like an RPG or stealth-action game when you're presented with obstacles that can be overcome no matter how you've built your character, provided you know what you're doing. When archers, rogues, warriors, and mages are all equally viable in any given encounter, I feel the game has sufficient depth and balance, because I don't feel a game should punish a person for wanting to play in a specific way. If a mage has to pull out a sword and engage in melee combat to beat a boss or something, the game loses some of its depth to me.