Gamasutra - Evaluating Game Mechanics For Depth

Shared Link | Saturday, August 29, 2020
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Former Insomniac designer Mike Stout takes shares a useful rubric for judging the depth of play mechanics, including checks for redundant ones, in this in-depth design article, which contains examples from the Ratchet & Clank series.

Site iconGame Developer — July 21, 2010

Game designer Mike Stout discusses how to build game mechanics with enough depth to stay interesting: tie them to varied and meaningful use of skills.

Tags: Shared Link, CREATOR: Mike Stout

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