Editor’s Note: I have slightly edited some of these conversations to be slightly more clear in the absence of context, and to elaborate more on details.
Um, Contra is deep? Always thought of it as very constrictive rather than “deep.” Is your argument that the (slightly) different weapons add depth?
Yes, it’s deep. No, I don’t mean the slightly different weapons, I’m more talking about the movement around enemies and the enemy variety and attack patterns. It’s about micro-positioning, same as Zelda 1.
Depth doesn’t just mean the explicit technical stuff. I defined it as relating to tiny game states because I wanted to capture the difference between say Mario’s jump and a castlevania jump, but acknowledgement of redundancy is necessary too, otherwise more restrictive sets of options like the castlevania jump are ruled out completely because something like mario’s jump can totally dwarf it in complexity, and castlevania’s jump works really well in the context of the game it is, allowing certain types of challenges to exist that could not in Mario. So Mario’s jump is invariably deeper of the two, allowing for a massively larger range of expression, but it shouldn’t be judged as exponentially better just because it can produce exponentially more measurable state. A lot of those states are different but achieve similar results.
Also I meant the Contra series, not just Contra 1. Continue reading →