The "door problem" describes the frequent difficulty game developers face when implementing interactive doors. While seemingly simple, doors present a surprising array of design and technical challenges, impacting player experience, AI navigation, level design, and performance. These include considerations like which side the door opens, how it's animated, whether it can be locked or blocked, how the player interacts with it, and how AI characters navigate around it. This complexity often leads to significant development time being dedicated to a seemingly mundane object, highlighting the hidden intricacy within game development.
In a 2014 blog post entitled "The Door Problem," game designer Liz England meticulously dissects a seemingly trivial aspect of video game design: interactive doors. She begins by establishing the ubiquitous nature of doors in games, noting their function as both literal and metaphorical gateways, serving to control pacing, reveal new environments, and even contribute to narrative tension. England then proceeds to unpack the unexpectedly complex web of technical and design considerations that underlie the implementation of interactive doors.
She elucidates the myriad ways in which players might interact with a door, ranging from simple clicks to more complex contextual actions like lock-picking or forcing entry. This exploration delves into the nuances of player expectations, highlighting the importance of clear visual and auditory feedback to communicate the state of a door (locked, unlocked, open, closed) and the player's progress in interacting with it. England emphasizes the crucial role of animation and sound design in creating a satisfying and believable interaction, preventing the door from feeling like a mere obstacle and instead integrating it seamlessly into the game world.
The blog post further examines the challenges of synchronizing door animations with player movement and camera control, particularly in third-person perspectives. This discussion touches upon the complexities of collision detection and pathfinding, noting the potential for frustrating player experiences if these elements are not carefully implemented. England also considers the implications of different door types, from simple wooden doors to elaborate mechanized gates, and how their operation might vary within the game's established mechanics and lore.
Expanding beyond the purely technical aspects, England explores the narrative potential of doors. She discusses how doors can be employed to create suspense, conceal secrets, or even serve as symbolic barriers between different stages of a character's journey. She argues that thoughtfully designed door interactions can contribute significantly to the overall player immersion and narrative engagement. The piece concludes by reiterating the surprising depth of complexity hidden within this seemingly mundane game element, demonstrating that even the simplest interactive object can harbor a wealth of design challenges and opportunities. Ultimately, England advocates for a more mindful and nuanced approach to door design, encouraging developers to consider the multifaceted ways in which doors can enrich the player experience.
Summary of Comments ( 4 )
https://news.ycombinator.com/item?id=42908879
HN commenters largely agree with the premise of the article, which discusses the frequent overcomplexity of in-game doors and their associated scripting. Several recount their own experiences with finicky door mechanics in various games, both as players and developers. Some offer alternative solutions for smoother door interactions, such as automatic opening or simpler trigger volumes. A few suggest that the "door problem" is a symptom of deeper engine limitations or poor design choices, rather than a problem with doors specifically. One commenter humorously highlights the irony of complex door systems in games often contrasted with incredibly simple and unrealistic breaking-and-entering mechanics elsewhere. Another points out that "good" doors often go unnoticed, while problematic ones create memorable (negative) experiences, emphasizing the importance of seamless functionality. The thread also touches upon accessibility considerations and the challenges of balancing realism with player convenience.
The Hacker News post titled "The Door Problem (2014)" has a vibrant discussion with numerous comments exploring various facets of the original blog post about level design choices, specifically focusing on the use of doors.
Several commenters delve into the technical and design implications of doors in video games. Some discuss the use of doors as loading screens, highlighting how they were historically necessary to manage memory constraints and how they can be used effectively to create a sense of anticipation or mystery. Others point out that doors can serve as pacing mechanisms, allowing developers to control the flow of gameplay and introduce elements of surprise or tension. The technical challenges of implementing interactive doors are also touched upon, with commenters mentioning collision detection, animation, and sound design as important considerations.
A recurring theme is the psychological impact of doors on players. Some suggest that doors tap into primal instincts related to shelter and security, making them inherently intriguing. The idea of doors as "liminal spaces" is also explored, with commenters arguing that the brief pause before opening a door can heighten the player's sense of immersion and anticipation. Several comments analyze how different types of doors, such as locked doors or doors that burst open, can evoke different emotional responses in players.
The discussion also extends to broader level design principles. Commenters debate the merits of "environmental storytelling," with some arguing that doors can be used effectively to convey information about the game world and its inhabitants. The use of doors to create choke points for combat encounters is also mentioned, along with the importance of balancing realism with gameplay considerations.
Some commenters offer practical advice for aspiring game developers, suggesting ways to use doors effectively in their own projects. Others share anecdotes about their experiences playing games with memorable door mechanics. There's even a humorous thread about the frustration of poorly implemented doors, such as those that open too slowly or get stuck on the environment.
A few commenters critique the original blog post, arguing that it overstates the significance of doors in game design. However, these criticisms are generally met with counterarguments from other commenters who defend the author's points. Overall, the discussion is thoughtful and engaging, offering a variety of perspectives on the subtle but important role that doors play in shaping the player experience.