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'The Door Problem' of Game Design

An anonymous reader writes "Game design is one of those jobs everybody thinks they can do. After all, they've played a few games, and they know what they liked and disliked, right? How hard could it be? Well, professional game designer Liz England has summed up the difficulty of the job and the breadth of knowledge needed to do it in what she calls 'the door problem.' Quoting: 'Premise: You are making a game. Are there doors in your game? Can the player open them? Can the player open every door in the game? What tells a player a door is locked and will open, as opposed to a door that they will never open? What happens if there are two players? Does it only lock after both players pass through the door? What if the level is REALLY BIG and can't all exist at the same time?' This is just a few of the questions that need answering. She then goes through how other employees in the company respond to the issue, often complicating it. 'Network Programmer: "Do all the players need to see the door open at the same time?" Release Engineer: "You need to get your doors in by 3pm if you want them on the disk." Producer: "Do we need to give everyone those doors or can we save them for a pre-order bonus?"'"

18 of 305 comments (clear)

  1. Will the door have windows? by ciderbrew · · Score: 4, Funny

    I'd like little windows so people can see into the next room. These are always missing in games.
    ALSO, I want to shoot something through the doors and blow them up with things.
    #FeatureCreep

    1. Re:Will the door have windows? by ciderbrew · · Score: 4, Funny

      I'm going for a manager vibe. I've read the word json somewhere and I think all company use of HTML should in the Json now. So if you could just implement that and fill out this TPS report that would be great.

    2. Re:Will the door have windows? by BasilBrush · · Score: 4, Insightful

      I don't think so. What makes a good simulation of real life doesn't tend to make for a good game. Real life is mostly boring, which is why people turn to games in the first place.

      There are categories where maximum reality is desirable, but they tend to have "simulator" in the name. Flight Sim, Formula One Sim, Train Sim, Theme Park Sim.

      But what people usually want in games is problems to solve, and/or skills to develop, to make progress, all at a level that tests their ability at nearly all times, but doesn't overcome them. And trying to be more realistic only limits the amount to which you can do these things.

      Take the article's example of a door, and the question of how you can tell if it's a locked door or not. In reality, you can't tell whether a door is locked without trying to turn the handle and push it. But in games it's usually better if you can tell by looking whether a door is unlocked and openable. There are plenty of games that go for the reality route, and you have to try to open all the doors to find the openable ones. And it's a tedious task that rarely adds anything to the gameplay.

      Another example is the concept of health levels, multiple lives, and re-spawning. Remember the US army created a game of their own called "America's Army". It was as realistic as the could make it, including the fact that you get shot once, and you are dead, and you couldn't rejoin the multi-player game until it was over. And that made it a dull game, as you typically spent half the time waiting rather than playing.

      As you say, you like Metroid (I guess Metroid Prime?) which was far from realistic. But yes, a great game.

    3. Re:Will the door have windows? by BasilBrush · · Score: 4, Insightful

      It's funny. In he intervening years, text adventure authoring has come a long way. It's now possible to create games in a near English functional programming language.
      http://inform7.com/

      BUT the games compile down to the age old Infocom game file format, and so are limited to the ancient concepts of wandering between rooms and manipulating objects. And whilst the range of user input that can be understood has expanded, it's still just combinations of "verbing" and "object" or moving by compass directions.

      Still, some authors have managed to be creative even within this limited game engine, and create games that don't APPEAR to be simple rooms and objects games.

      I wonder, would a truly unlimited interactive novel be fun to play? It could be tested out by a kind of Turing test scenario. Have a player play such a game, and have a real novelist provide the "game" text. Of course such a thing would entail the player waiting a considerable time between "moves". But it would mean that their input would be boundless, they could do anything in the "game".

      Considering how hard it is for most authors to get things published and make a living whilst they are writing, this might even be a feasible real way of gaming, allowing authors to make a small income whilst doing their chosen activity. Though it would need to be a pay-per-move system.

  2. Article is empty by Noughmad · · Score: 4, Insightful

    The article doesn't really say anything. For starters, it took me a while to realize she's talking only about computer games, and then even more specifically only about first person adventures / RPGs. From what I understood from the list of problems, I got that you decide on game mechanics and then generally boss people around.

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    1. Re:Article is empty by O('_')O_Bush · · Score: 4, Insightful

      I couldn't distinguish her "doors problem" from any other mundane problem in a complex system that some of us deal with every day.

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    2. Re:Article is empty by tepples · · Score: 4, Insightful

      Perhaps the door analogy is her way of expressing what it's like to have a "mundane problem in a complex system" to someone who has never faced a system as complex as a video game.

    3. Re:Article is empty by bzipitidoo · · Score: 4, Interesting

      She skipped right past the first parts of game design to focus on minutae. Made good points, but about implementation details, not game design.

      What game designers must do before worrying about doors is, well, design. What is the game about? Killing bad guys? Racing against competitors? Collecting money or points? Solving puzzles? Exploring worlds? Building things? The tricky part is picking the mechanisms. The question isn't which doors are supposed to open or have windows, it's whether doors are an appropriate and fun method to make reaching the goals, whatever they are, challenging without being impossible. Or they are a necessary evil to deal with limitations.

      To find out if a game play element is possible and balanced and fun requires analysis and testing. It can be done in an agile way, making some elements, testing the game play, then making changes. For one example of unbalanced games, can look way back to the early Ultima games. In Ultima 2 and 3, the heroes were so powerful they could easily kill all the non-player characters in an entire city, without consequence, because to reduce memory usage on the computers of that era, the design simply loaded the initial state every time a city was entered. (Not that they couldn't have easily set aside just one bit, an "evil bit", to track whether the heroes were no longer heroes, but for whatever reason, they didn't.) Consequently, an easy way to get more money was kill the enitre town and take all the treasure, exit then reenter and do it all over again, until the player was satisified with the haul of loot. Tedious but effective. Not what the designers wanted, I'm sure, but they did go so far as to make the best of the problem by making a few towns especially juicy to loot. Ultima 3 especially was criticized for being too easy.

      Or, design is often done in an ad hoc manner. As an example, many fantasy MMORPGs have a crafting system which the players can use to make equipment. These are a sideline to the main goals of progressing through the fantasy world, doing quests and gaining levels. The way MMORPGs implement it, crafting is dull, tedious, and limited. The players can't employ imagination to create novel items, they are restricted to a small set of fixed recipes. The game designers couldn't allow much latitude on crafting, or the players could and would make items so powerful that they completely unbalance the main game. It'd be rather like crafting and using machine guns, while the rest of the fantasy world continues to use swords and bows. Or the whole fanatsy world advances, and then it's not fantasy anymore. A crafting system that is just a little more realistic could inadvertently allow such things. After all, in real life, what stopped the people of the Middle Ages from having guns? Lack of knowledge, nothing more. The players will all know about modern technology, and will not be held back through ignorance, so the game designers have to resort to other methods. Science Fiction is not much help. A crafting system that allows novelty could likely still be used to break the game.

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  3. um by Charliemopps · · Score: 4, Insightful

    Those issues sound like any feature in any other software project I've worked on...

    Are there "Save" buttons in your application?
    Can the user click them?
    Can the user click every button in the application?
    What tells a user a button is click-able?
    What happens if there are two user?
    Does it become read only after both users click it?
    What if the UI is REALLY BIG and controls can't all exist at the same time?'
    'Network Programmer: "Do all the users need to see the record save at the same time?
    Release Engineer: "You need to get your buttons in by 3pm if you want them on the disk.
    Producer: "Do we need to give everyone those buttons or can we save them for phase 2?

    1. Re:um by thesandtiger · · Score: 5, Informative

      This article isn't for actual software engineers, but "idea guys" who think making games is easy and don't actually understand what goes into real game design.

      I know a ton of people like that - they have an idea for some awesome next level stuff, but it's only a very vague idea with a few neat things in there, without any of the actual work that is needed to turn it into a game design, let alone a spec, let alone a game. Seriously, everyone I know who is a gamer and not an engineer is constantly babbling about how games should do X or Y or Z or whatever, but when you ask them questions about how any of it would actually work, they wave their hands and say it isn't important because the IDEA that they took a whole 30 seconds coming up with and articulating is somehow the hard part.

      The idea is the easy part - I can toss out hundreds of ideas for games that would be amazing. Turning that amazing idea into anything resembling a useful thing is another kettle of fish entirely.

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  4. Easy answers by DeathToBill · · Score: 4, Insightful

    I'm not convinced by TFS. The answers are, roughly:

    1. 1. Are there doors in your game? Let's say for the moment there are.
    2. 2. Can the player open them? Yes. If you have doors in a 3D game and they don't behave like doors, you have failed.
    3. 3. Can the player open every door in the game? Yes. See point 2.
    4. 4. What tells a player a door is locked and will open, as opposed to a door that they will never open? It's a door. It opens.
    5. 5. What happens if there are two players? Doors behave the same for all players. It's a door. See point 2.
    6. 6. Does it only lock after both players pass through the door? See point 5.
    7. 7. What if the level is REALLY BIG and can't all exist at the same time? Then your technology is not good enough to implement your vision and one or the other needs to change. See point 2.

    Am I the only one who finds arbitrary restrictions in games, either because the technology couldn't cope, or because the game designer knows how you want to play better than you do, or just because, really annoying? If there's a door there, it should open. If it won't open, there shouldn't be a door there. How hard is this? Putting a door there that's never going to open just frustrates the player and destroys the suspension of disbelief. It reminds them that they're not really in this world they can see, they're in some arbitrarily limited construct devised by a "product manager" at some company to try to screw a few bob out of them. Of course there need to be some limits on the world, because the technology isn't infinite; good game design should make those limits look natural so that the player never even notices that the limit is there.

    Tomb Raider games are amazingly annoying - some things you can jump and grab, some things you can't. The only way to tell is to jump and try grabbing it. If it doesn't work, maybe you can't jump and grab that thing, or maybe you just didn't quite get it right. I know, I know, this is not the point of Tomb Raider games, Lara is, but still...

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    1. Re:Easy answers by mwvdlee · · Score: 5, Informative

      I like your world where no locked doors exist; it's so very much like reality where I also need no keys to unlock doors.
      Also in reality nobody can ever block a door. If somebody else (let's call him "player 2") blocks the door from opening, I'm still able to open the door. Because "It's a door. It opens", the door will magically pass right through the other person.
      Also; what is behind every opened door? If there are doors behind an opened door, they should open too, right?

      In my world, a locked door is normal. How can I see if a door is locked in real life? If it has a hole for a key and closed, it's probably locked.

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    2. Re:Easy answers by Anonymous Coward · · Score: 4, Insightful

      Sorry, DeathToBill, but you failed her test.You're making the classic wannabe game designer mistake of putting technical issues and your interpretation of realism above all else, because you don't like "arbitrary restrictions." So, so many games have failed because of designers who thought that way.

      What you're saying is that you can't build a game with doors unless they're all openable and there's actual stuff behind them. For starters, that just blew your level design budget by 2x, so you need to trim somewhere else to make that back. Second, you don't want players getting bored walking into all these useless areas that you added just so there wouldn't be unopenable doors, and now you need to work that area into the game design itself. Your scripting budget has just gone up substantially.

      While one person has a hang-up about doors, other people will be obsessed with arms clipping door frames (requiring some kind of IK solution), that you're putting things into a backpack that wouldn't fit in real life, and others will hate the fact that cars have infinite petrol. The end result is you make an unfun mess that a couple of purists praise as "realistic."

    3. Re:Easy answers by ildon · · Score: 4, Insightful

      In real life, there are plenty of doors for which you will never find the key lying around. More importantly there, are millions (billions?) of doors that are of no interest to you, ever. In a video game, it would be very difficult to set up a series of long term societal detriments for going around trying to open every door, or to easily express to the player why the character they're playing has no interest in one door vs. another, or why what's behind most doors is not of interest to the gameplay or the plot of the game. But it'd also be extremely strange to walk down a city street environment and have there be no doors into any of the surrounding buildings. So we put up false doors as window dressing so the environment looks familiar, but then we build a visual metaphor that lets players see at a glance which doors are unimportant so they don't bother to try them. This can be by leaving them as a flat texture instead of modeled, making openable doors a different color or have specific lighting or highlights, making openable doors have handles and unopenable ones not have handles, or as the article suggests, putting rubble or something (depending on the context of the game) in front of unopenable doors. You can even make unopenable doors make a specific sound effect when approached, such as the sound of a handle jiggling on a locked door, or the sound of the character specifically saying "It won't open," etc. (although only communicating it once the door is approached can be tedious for the player).

    4. Re:Easy answers by rainmaestro · · Score: 4, Funny
  5. A similar piece from Clint Hocking by Sockatume · · Score: 5, Interesting

    Clint Hocking (of Far Cry 2) wrote a similar article last month, using the design of reload systems as an example:

    http://www.edge-online.com/fea...

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  6. Re:RPG Games by Remus+Shepherd · · Score: 5, Funny

    I spell it CDO, because it doesn't annoy me as much when it's in alphabetical order.

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  7. Manager vibe, you say? by Anonymous Coward · · Score: 4, Funny

    In games industry it's more like this: "I don't like the main character, change it to something more contemporary, a special-ops operative maybe? I don't care it doesn't fit with your theme of magic unicorn land, make the other magical creatures into taliban and we're sorted, right? Well then make it an FPS, no one plays plaforming games any more anyway. Oh, and throw in some realistic explosions, fancy mo-cap and destructible environment. No, you can't have more money. Just make sure the story is coherent and up-to-date. I don't know, look at the last 3 CoD titles' storylines and mix it up a bit. Heck, I DON'T NEED TO TELL YOU WHAT TO DO - YOU'RE THE DESIGNER HERE! NOW MAKE IT HAPPEN! And fix me up with a Gantt chart so that I have something to fiddle with while I'm talking to you next time..."