Doors

Doors

Game design involves planning numerous important and often mundane details. For example: Doors.

Game design involves planning numerous important and often mundane details.

For example:

Doors

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?

The list goes on...

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.