[HN Gopher] "The Door Problem" (2014)
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       "The Door Problem" (2014)
        
       Author : jsnell
       Score  : 81 points
       Date   : 2024-06-12 08:56 UTC (2 days ago)
        
 (HTM) web link (lizengland.com)
 (TXT) w3m dump (lizengland.com)
        
       | m-a-r-c-e-l wrote:
       | Ok, won't start at all then...
        
         | Dzugaru wrote:
         | Start with game jams. When you're constrained to make a
         | complete game in 48/72 hours, suddenly you start to understand
         | what's important and what's not. Granted, I haven't done any
         | doors in my jam games yet =)
        
       | ano-ther wrote:
       | Good example of "how hard can it be?"
        
         | benfortuna wrote:
         | Good example of how hard it can be, not that it must be that
         | hard.
        
           | prerok wrote:
           | What do you mean? The examples show use cases we have to
           | think of. When designing worlds, or at least rooms players
           | walk in freely, these questions about doors must be answered.
           | 
           | Ideally, of course, we could just physically model them, and
           | then: wooden doors can be hacked away with an axe, a steel
           | door could perhaps be forced using a crowbar but not if the
           | frame is reinforced, etc. But, the modelling based on actual
           | physical behavior is hard, both coding wise as well as
           | computationally wise. So, we accept that we must do a
           | simplified model and yet we must make it not too simple so
           | that it still believably acts as a door in the virtual world.
        
             | benfortuna wrote:
             | I mean surely you don't require that many "specialists" to
             | address all those concerns. It's like saying I need a chef
             | to salads, another to make condiments, one to work the
             | grill, etc.
        
               | prerok wrote:
               | Ah, so you were referring to the second section? I
               | considered that as a bit of a tounge in cheek, but
               | frequently AAA titles would create tasks for most of
               | these positions. In indie development, sure some or all
               | of these roles would be combined into a single or several
               | persons. That does not mean that all (most) of these
               | would not be done, though.
        
               | wavemode wrote:
               | It's just a list of roles. On a one-man project they will
               | all be done by the same person. But obviously as budget
               | scales up you can also split up the roles more and more.
        
         | gromgull wrote:
         | kinda nearby "Reality has a surprising amount of detail":
         | http://johnsalvatier.org/blog/2017/reality-has-a-surprising-...
        
       | cainxinth wrote:
       | >Programming is chaotic magic. There are no rules. You ask a game
       | dev "Can the player summon a giant demon that bursts from the
       | ground in an explosion of lava?" and they'll say "sure, that's
       | easy" and then you'll ask "can the player wear a scarf?" and
       | they'll go "oof"
       | 
       | -Alex Blechman
        
         | KMnO4 wrote:
         | Or, in XKCD form: https://xkcd.com/1425/
        
           | istultus wrote:
           | Yep, and even this comic is now out of date, "identify a bird
           | in the photo? easy!"
        
             | immibis wrote:
             | Because she got her research team and five years, and
             | shared the results with the world.
        
               | the_af wrote:
               | Yup. That comic is from 2014!
        
       | anotheraccount9 wrote:
       | Here's a door: [#]
        
       | abcde777666 wrote:
       | Game dev is one of the most unconstrained software domains. On
       | the one hand it's what makes it exciting and endlessly
       | interesting, but it's also what can make it a nightmare. Perhaps
       | most simply because computers are really not up to the task of
       | simulating worlds, and so much hackery and smoke and mirrors are
       | required.
        
       | dang wrote:
       | Related:
       | 
       |  _The Door Problem (2014)_ -
       | https://news.ycombinator.com/item?id=24313607 - Aug 2020 (11
       | comments)
       | 
       |  _The Door Problem (2014)_ -
       | https://news.ycombinator.com/item?id=16021509 - Dec 2017 (27
       | comments)
        
       | feoren wrote:
       | All of the answers to these problems are trivially easy. I
       | maintain my stance that "game designer" is not a real job and is
       | just a fanciful cushy position for people who were already
       | privileged in life to pretend like they're doing hard work.
       | Things like "do doors lock behind the player?" is not anywhere
       | close to as hard as the very easiest problem faced by the actual
       | programmers who are doing the actual work on your project.
       | 
       | "SOMEONE has to solve The Door Problem, and that someone is a
       | designer." -- it sounds like literally thirty minutes of work per
       | week. Just admit that your job is easy and cushy and the
       | programmers and artists are the only ones doing any actual work.
       | They make fun of you when you're not in the room. They add ducks
       | to animations just so that you can feel important by telling them
       | to take them out. You're a parasitic drain on the project, not a
       | "big idea man". Everyone already knew whether or not that door
       | should lock before you were asked.
        
         | wavemode wrote:
         | A game designer is just a type of product designer (the
         | product, in this case, being a game).
         | 
         | If you don't understand the role of product design in making a
         | successful product (and the difficulty involved in making
         | correct product design decisions), that speaks only to your own
         | inexperience.
        
       | consf wrote:
       | Game designers are magicians in some ways)
        
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