Building a better shovel: depth in competitive videogames
In this feature for The Meta, Kill Screen's esports vertical, I discuss the slippery concept of depth in competitive videogames with League of Legends Lead Game Designer Greg Street, NYU Game Center director Frank Lantz, BaraBariBall developer Richard Terrell, and Avalanche Studios designer Rob Meyer.
What do we mean when we say "depth?" How does one design a "deep" game?
Building a better shovel: depth in competitive videogames - The Meta
Photo: BaraBariBall