Quoted from gweempose:I guess it all depends how one defines "depth". It's clear from this thread that there is more than one interpretation.
Like most things, for sure.
I think the two features of depth are complexity (how much is there), which to me would be more linear and static and is wizard mode focused, and interactivity (how the how much that is there interacts), which would be more geometric and dynamic in variations, and is mode focused.
TZ to me is higher on the interactivity. The interaction of modes seems endless.
LOTR - higher on complexity. A lot to accomplish, but interactivity less than TZ.
WH20 - not too complex, but a great deal of interactivity.
TSPP - probably higher on both, accomplishing this game to me is like the holy grail of pinball and maybe why many consider it the deepest of all because it maximizes both factors.
There could be another factor out of the design of a game that isn't really complexity or interacivity, but just how demanding the game is on skills, and this feels like depth, but probably isn't. But could be if you consider the depth of skill needed to accomplish the task of the game.
MM - moderate complex, not really a lot of interactivity for the player to manipulate, but can be difficult for some and so is deemed deep.
CFTBL- little complexity, minimal interactivity but the playfield design requires great skill to survive and makes it almost impossible to thrive.
So, depth I think can be complex of task, interactivity of modes, required skill level, or a combination of the three. In a more rigid definition, I would exclude skill level.
Sorry the list of examples is short, but my breadth of game exposure is really limited to those I own.
Dan