“The Door Problem”. Delightful allegory from game designer Liz England showing how even the simplest sounding concepts in games - like a door - can raise dozens of design questions and create work for a huge variety of different roles.
- Can doors be locked and unlocked?
- What tells a player a door is locked and will open, as opposed to a door that they will never open?
- Does a player know how to unlock a door? Do they need a key? To hack a console? To solve a puzzle? To wait until a story moment passes?
[...]
Gameplay Programmer: “This door asset now opens and closes based on proximity to the player. It can also be locked and unlocked through script.”
AI Programmer: “Enemies and allies now know if a door is there and whether they can go through it.”
Network Programmer : “Do all the players need to see the door open at the same time?”
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