Door Problem
The "door problem," coined by Liz England, highlights the complexity of seemingly simple game features, revealing that tasks like adding doors require significant design and technical considerations across various disciplines.
Read original articleThe "door problem" is an analogy in video game development that highlights the complexity of seemingly simple tasks, such as implementing a door in a game. Coined by game designer Liz England in 2014, the term illustrates how the perceived simplicity of adding a feature can mask the multifaceted challenges involved. England explains that while adding a door may seem trivial, it requires consideration of various factors, including game mechanics, audio effects, and player interactions. Different roles within a development team, such as designers, audio engineers, and quality assurance testers, approach the task from unique perspectives, each adding layers of complexity. Real-life examples from game developers, including those from "The Last of Us Part II" and "BioShock Infinite," reveal that implementing basic elements like doors or elevators often takes more time and effort than anticipated. Developers have shared frustrations over the intricacies involved, such as ensuring realistic animations and interactions, which can lead to unexpected challenges during the development process. The door problem serves as a reminder that even simple features can require significant design and technical considerations, making it a relevant concept across various fields beyond gaming.
- The "door problem" illustrates the complexity behind seemingly simple game features.
- Coined by Liz England, the term emphasizes the multifaceted nature of game design tasks.
- Different team roles contribute unique challenges to implementing basic elements.
- Real-life examples show that adding doors or elevators can be time-consuming and complex.
- The concept is applicable to various disciplines beyond video game development.
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