Game design involves planning numerous important and often mundane details. For example: Doors.
Game design involves planning numerous important and often mundane details.
They bring you to new challenges, new levels, new lands. Simple details that can make the difference between a approachable game and a confusing one.
In an excellent blogpost, Liz England discusses what she calls "the door problem." Here, she offers a list of questions that a game designer must answer about something as simple as having a door in their game. For example:
- Are there doors in your game?
- Can the player open them?How do they know?
- Can the player open every door in the game?
- Or are some doors for decoration?
- Can doors be locked and unlocked?
- What tells a player a door is locked and will open, as opposed to a door that is for decoration and can never be opened?
With games, you are essentially creating a world for others to enjoy. But what good is a world if the doors to it won't open?
You might also like Game Design Ed's More Than Just Having Good Ideas.