Why video game doors are so hard to get right

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  • เผยแพร่เมื่อ 16 พ.ค. 2024
  • Doors are hard because all of game development is hard.
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    Doors are so common in the real world that you probably don’t stop to think about how to operate them.
    But for video game designers, that’s not the case. For a video game door to feel real, it takes a ton of challenging work. Video game doors have to interact seamlessly with their surroundings, make logical sense, and look good too. They have to strike a delicate balance between real-world accuracy and playability.
    All these factors mean designing a door usually requires work from every department at a game company.
    Different types of doors require different amounts of work. And these same challenges crop up as you try to add almost any element to a game.
    Like any great piece of art, the blood, sweat, and tears that go into doors are often invisible. The best doors are the ones that work seamlessly, and go unnoticed. In this video, we talk to Bryan Singh, a game developer, about why doors are so tricky.
    Great coverage by our colleagues at The Verge: www.theverge.com/22328169/gam...
    The Door Problem by Liz England: lizengland.com/blog/2014/04/t...
    Further reading on why ladders are horrible: egmnow.com/video-game-ladders...
    And more about why doors make combat difficult to design: andrewyoderdesign.blog/2019/0...
    Even more on developers gripes with doors: www.ign.com/articles/putting-...
    And info about exaggerated door sizes in games: www.gamesradar.com/why-are-th...
    Vox.com is a news website that helps you cut through the noise and understand what's really driving the events in the headlines. Check out www.vox.com.
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ความคิดเห็น • 2.5K

  • @erik-2428
    @erik-2428 2 ปีที่แล้ว +17993

    You can tell Bryan realy loves doors, he’s even got one in the back of his room.

    • @lituru
      @lituru 2 ปีที่แล้ว +122

      Lol nice one

    • @shaunm9025
      @shaunm9025 2 ปีที่แล้ว +91

      This should be pinned😂

    • @demiurge2501
      @demiurge2501 2 ปีที่แล้ว +17

      Why is this funny

    • @yunglordz5907
      @yunglordz5907 2 ปีที่แล้ว +6

      Lol 💀

    • @paulngo4946
      @paulngo4946 2 ปีที่แล้ว +38

      My dad hates doors... he always leave the bathroom door open while he is inside doing a #2.

  • @ClarenceSampang
    @ClarenceSampang 2 ปีที่แล้ว +5707

    The doors from Outlast should have been an honorable mention. Since it's a horror game, the slow turn of knobs and being able to control how the door is opened really adds to the tension. And when you're running for your life, slamming against a door to open it feels so frantic and satisfying.

    • @alfvina
      @alfvina 2 ปีที่แล้ว +82

      Omg yes!!!

    • @Lazer-bp9lf
      @Lazer-bp9lf 2 ปีที่แล้ว +170

      Agreed and doors are actually useful in Outlast unlike in many other games.

    • @dickyramadhan8657
      @dickyramadhan8657 2 ปีที่แล้ว +66

      Yess. Also it was a game from 2013.

    • @lmao3911
      @lmao3911 2 ปีที่แล้ว +79

      outlast deez nuts

    • @klayman2
      @klayman2 2 ปีที่แล้ว +36

      eh, Amnesia did it just as well, even letting you hide behind the door if you have it all the way open inwards.

  • @Riku16994
    @Riku16994 2 ปีที่แล้ว +1168

    I love the part at 3:53 where you tap a door to show that in real life everything is solid, top notch work

    • @simplyshorts748
      @simplyshorts748 2 ปีที่แล้ว +3

      Then just make a better video and publish it, but keep your toxic comment for yourself

    • @Riku16994
      @Riku16994 2 ปีที่แล้ว +128

      @@simplyshorts748 I was just making an innocent joke, if you can't tell the difference you're the toxic ones

    • @user-dv9fd5hl6m
      @user-dv9fd5hl6m 2 ปีที่แล้ว +33

      @@simplyshorts748 you need to find a therapist or mental health professional sir

    • @__Hanasei__Levinus__
      @__Hanasei__Levinus__ 2 ปีที่แล้ว +45

      @@simplyshorts748 you have too much internet intake; here, have some grass.

    • @SmokiiMoc
      @SmokiiMoc 2 ปีที่แล้ว +3

      this deserves more likes nc

  • @WikiSnapper
    @WikiSnapper 2 ปีที่แล้ว +417

    Doors are really hard to make in real life too. Getting multiple pieces of wood to work together without twist or cup, in an environment that is vastly different depending on the side of the door it is on. All while getting it to fit nicely in a frame without pinching, that doesn't let the elements slip through. All of this is very challenging.

    • @spencerdyson8575
      @spencerdyson8575 2 ปีที่แล้ว +30

      I had to reinstall a door 180 degrees from where it was for security reasons, it was a lot more involved than I anticipated...

    • @Elephantstonica
      @Elephantstonica 2 ปีที่แล้ว +5

      I could happily spend days fitting door frames and hanging doors, and over the years I have. Sash windows likewise.
      Beloved are the chisels.

    • @mud213
      @mud213 2 ปีที่แล้ว +1

      I kept reading "elements" as "enemies". I wasn't sure if you were trying to flip it at the end.

    • @JL-qf3hq
      @JL-qf3hq 2 ปีที่แล้ว +2

      Our physics engine and rendering is top notch. Sometimes the AI is glitchy but it auto fixes 🤣

    • @borneowisnu2404
      @borneowisnu2404 2 ปีที่แล้ว +3

      And with years come, ground is slightly move, so sometime door are need to re-calibrate.. 😅

  • @OmarDelawar
    @OmarDelawar 2 ปีที่แล้ว +4205

    I can't even imagine how the conversation must've gone: "Yes hi, I work at Vox and I am looking for a video-game door expert".

    • @jell-ofell-o5091
      @jell-ofell-o5091 2 ปีที่แล้ว +59

      Go ask The Thousand-Year Door's developers
      I've always wanted to say that

    • @Mercure250
      @Mercure250 2 ปีที่แล้ว +20

      @@jell-ofell-o5091 *enters a building*
      *door and front wall fall*
      Which reminds me of the best joke I've seen about the game :
      "[Professor Frankly's] home has three walls, a ceiling, and a floor. Because once you enter, the fourth wall is gone."

    • @louisp8561
      @louisp8561 2 ปีที่แล้ว +9

      Dude wait until you hear about how a video game’s toilets mimic the design philosophy of the game

    • @F17A
      @F17A 2 ปีที่แล้ว +1

      he told you how it started

  • @kennooo535
    @kennooo535 2 ปีที่แล้ว +2431

    Tier -1: Going to a black sceen and spawning in the next room when pressing on a door

    • @bertschumacher2097
      @bertschumacher2097 2 ปีที่แล้ว +160

      Good old Resident Evil.

    • @sabikikasuko6636
      @sabikikasuko6636 2 ปีที่แล้ว +32

      Prototype when entering and leaving bases XD

    • @oldvlognewtricks
      @oldvlognewtricks 2 ปีที่แล้ว +90

      @@bertschumacher2097 And Elder Scrolls

    • @swagnostic132
      @swagnostic132 2 ปีที่แล้ว +49

      Pokemon has entered the chat

    • @ManjotSingh-sf2ri
      @ManjotSingh-sf2ri 2 ปีที่แล้ว +8

      Early gta games with indicators: our time has come

  • @drv4543
    @drv4543 2 ปีที่แล้ว +471

    I noticed this guy's work in TLOU2. Some of the smoothest/most memorable animations involve doors, in game and in cutscene. So awesome to see a face behind the guy behind the mechanics.

    • @JmMateo933
      @JmMateo933 2 ปีที่แล้ว

      Yeah

    • @loremipsum3147
      @loremipsum3147 2 ปีที่แล้ว

      he is not animator

    • @braidena1633
      @braidena1633 2 ปีที่แล้ว +11

      I don't remember the door animations or opening of doors in tlou2, which means they did a good job. But I do remember when it looks ridiculous -- eg Hitman doors. So, good job to games that dont make me think about it

    • @drv4543
      @drv4543 2 ปีที่แล้ว +4

      @@braidena1633 should clarify, the realism of the doors only adds to my immersion in said cutscenes. Maybe play the game again lol there is one very famous scene in particular that involves opening a door, and besides that, just many transitions in combat involve some pretty detailed door animations. But again, they are flawlessly done, so I can understand if you were so immersed and they were so well done you didn't notice them at all.

  • @Nick930
    @Nick930 2 ปีที่แล้ว +997

    Its maddening how "Splinter Cell" and Rainbow Six arent even mentioned despite perfecting doors decades ago...
    You can open them, bash them open to knock out enemies, peek under them, and even slowly peek them open in the old splinter cell games. And in rainbow six raven shield, you can scroll the mouse wheel to easily manipulate how much of the door is opened
    Last of us 2s doors are not nearly as interactive.

    • @ryn5336
      @ryn5336 2 ปีที่แล้ว +111

      its completely different for first person shooters in comparison to third person, since in first person its relatively easier to make it look realistic in comparison to third person where you can see pretty much every thing. and also the movement of the player camera is also something first person doesnt have to deal with.

    • @robadc
      @robadc 2 ปีที่แล้ว +33

      These problems are not equivilent

    • @darkincognito3826
      @darkincognito3826 2 ปีที่แล้ว +126

      @@ryn5336 Splinter cell isn't first person

    • @Nick930
      @Nick930 2 ปีที่แล้ว +66

      @@ryn5336 what does that have to do with anything? Splinter cell is a 3rd person game series

    • @BuraiTributeKing
      @BuraiTributeKing 2 ปีที่แล้ว +16

      Or Metal Gear Solid 5. You can knock out enemies with them and the enemies hear the sound if you bash them open.

  • @SpeedyRV
    @SpeedyRV 2 ปีที่แล้ว +2842

    As someone who has installed, estimate and designed doors in real life. I can tell you for a fact that doors are actually very complicated in real life also. There are a lot of codes about how doors can work and there are an extremely large amount of hardware options that all effect how a door works. And there are a lot of different kinds of doors.

    • @mandisaw
      @mandisaw 2 ปีที่แล้ว +307

      This. My brother's a carpenter, I'm a software developer (games are my side hustle). We both hate making doors LOL

    • @mokonono5903
      @mokonono5903 2 ปีที่แล้ว +189

      Reject doors. Return to cave habitation.

    • @MChronicleSword
      @MChronicleSword 2 ปีที่แล้ว +31

      Half the doors in my house cant stay shut because my foundation is settled.

    • @alwaystired1
      @alwaystired1 2 ปีที่แล้ว +13

      They gotta be installed just right too, if not it won't fully close, it'll drift open or scrape your floor.

    • @raphaelpinoy1994
      @raphaelpinoy1994 2 ปีที่แล้ว +2

      Im a chippy too, and god doors were a nightmare when I just started haha

  • @rick3280
    @rick3280 2 ปีที่แล้ว +4902

    All I know is that Cyberpunk is the most realistic, I always phase through doors in real life

    • @parushmadaan7336
      @parushmadaan7336 2 ปีที่แล้ว +77

      Sus

    • @galileogaming.5606
      @galileogaming.5606 2 ปีที่แล้ว +20

      Let’s see how many subs I can gain from this comment currently at 38 subs

    • @amoghus
      @amoghus 2 ปีที่แล้ว +238

      @@galileogaming.5606 None

    • @galileogaming.5606
      @galileogaming.5606 2 ปีที่แล้ว +8

      @@amoghus who are u and why so rude

    • @techmad8204
      @techmad8204 2 ปีที่แล้ว +99

      @@galileogaming.5606 None

  • @PaulGuy
    @PaulGuy 2 ปีที่แล้ว +128

    This reminds me of a game from like 15 years ago where they were doing something vaguely related. They were trying to all the character models to go up and down stairs correctly, instead of the usual glide thing they normally do. They wanted the feet to go on the actual steps correctly. Not sure if they ever succeeded, and now I can't even remember what game it was.

    • @lilian1812
      @lilian1812 2 ปีที่แล้ว +12

      @Beenii to be exact, inverse kenimatic is an animation technic. It means that you can move the hand of a character and the arms will follow (see the moment in the video where they talk about grabbing the handle of the door, you can see a character grabbing a door and the user only move it's hand). The other technic is called forward kinematic and with it you have to rotate each limbs one by one. The advantage of Inverted kinematic is that you can then define the position of the hands or feet in real time depending on the environment. The rest of the leg/arm will follow. The first game to use it was shadow of the colossus iirc

    • @erosion7618
      @erosion7618 2 ปีที่แล้ว +11

      I remember GTA IV being one of the first AAA games to actually make it realistic when you walk up or down the stairs. Their new RAGE engine was pretty remarkable back in 2008.

    • @rishi857
      @rishi857 2 ปีที่แล้ว +8

      @@erosion7618 Even the vehicle suspension reacts to steps and staircases. If you just ride a bike over steps in GTA 4 the bike reacts to the steps and bumps.

    • @benharrison5816
      @benharrison5816 2 ปีที่แล้ว +2

      I remember there there's a Bruce Lee game on the original Xbox, and whenever Bruce walks up and down stairs in the game (and there were a lot of stairs), he takes little tiny steps, hitting every stair. It was funny to watch.

    • @braidena1633
      @braidena1633 2 ปีที่แล้ว

      First game that comes to mind is Prince of Persia for gamecube/ps2 -- might be wrong tho

  • @musicdev
    @musicdev 2 ปีที่แล้ว +29

    This is why details fascinate me. The small stuff is always so complicated. Sure, video games today are already impressive. But what’s even more impressive is fixing up all the little cracks of interactivity between

    • @twstdreality
      @twstdreality 2 ปีที่แล้ว

      I thought RDR2 was amazing with that. I’m still discovering little details that make the game extremely realistic even though I’ve played it for years now

  • @ComicalRealm
    @ComicalRealm 2 ปีที่แล้ว +1799

    Now I know why some games that were set to release at a certain date end up releasing releasing years later with multiple delays. It’s cause of those pesky doors

    • @Oblivisci........
      @Oblivisci........ 2 ปีที่แล้ว +7

      Nah its still just promising everything so we buy their games that are still almost just tech demos. And I for one haven't bought a new game in over a year. And my disappointment is now almost always relegated to my lack of social grace.

    • @samuraiboi2735
      @samuraiboi2735 2 ปีที่แล้ว

      Welp still at least doors are doors and just makes the game more natural

    • @samuraiboi2735
      @samuraiboi2735 2 ปีที่แล้ว +1

      Just have to wait like idk 50 years to make video game graphics sooo realistic and can also smell the air from the game

    • @f-ckmyr0fil788
      @f-ckmyr0fil788 2 ปีที่แล้ว

      She was surprised to find🍽🥢🥤🥃🥂🍻🍺

    • @f-ckmyr0fil788
      @f-ckmyr0fil788 2 ปีที่แล้ว

      ‘Come, Little Red-Cap, here is a😫😪😯🤐😮😥😣

  • @xdev_henry
    @xdev_henry 2 ปีที่แล้ว +1887

    Imagine having a teammate, constantly looking at doors, running through them, opening and closing them... God it would be horrible :D

    • @danielkoontz6732
      @danielkoontz6732 2 ปีที่แล้ว +23

      Huh sounds familiar lol

    • @seraphimsforge-master5433
      @seraphimsforge-master5433 2 ปีที่แล้ว +34

      Can we appreciate the work that goes into making games 👌
      I'm sure Devs have fun creating games and all

    • @samuraiboi2735
      @samuraiboi2735 2 ปีที่แล้ว +8

      Idk but hope the door doesnt fly everywhere when its opened or closed

    • @icost4671
      @icost4671 2 ปีที่แล้ว

      This knowledge has been really cool for somebody like me who is not a gamer

    • @isanarditama
      @isanarditama 2 ปีที่แล้ว +3

      Remind me one of csgo video

  • @sandweiler4640
    @sandweiler4640 2 ปีที่แล้ว +18

    RE4 was pretty amazing regarding doors as the game came out almost 20 years ago. You could kick the door and hit / hurt an enemy behind, you could shoot through doors, enemies will open doors to follow you or attack you, you could gently open a door or kick it to open it fast and so on… Not to mention that the game was automatically adapting to your skill level no matter the difficulty you chose when beginning it.

    • @loggiebear
      @loggiebear 2 ปีที่แล้ว +1

      I prefer how the OG games did it tbh, it gave you this sense of dread and mystery every time you go to a new room and it’s just cool

    • @PaschanTOPs
      @PaschanTOPs 2 หลายเดือนก่อน

      Yeah, RE4 door mechanics were amazing. Still are. The only thing I loved about RE4 were the Regenerators though. Everything else wasn't really scary imho.

    • @LBPreviews
      @LBPreviews 2 หลายเดือนก่อน

      Shenmue came out 5 years before RE4 and had tier 3 doors.

  • @makaipost260
    @makaipost260 2 ปีที่แล้ว +27

    I've never thought about doors in video games or the complexity of doors before. This was really insightful.

  • @dannyzero692
    @dannyzero692 2 ปีที่แล้ว +2386

    People guessing which one was the hardest to animate: reloading animations, cutscene animation, player animation,...
    Developers: Doors.

    • @anggawiyana
      @anggawiyana 2 ปีที่แล้ว +16

      I bet the rope animation in TLOU 2 is much harder to do than the doors

    • @isakayyik966
      @isakayyik966 2 ปีที่แล้ว +1

      @@vasta2651 report it

    • @stare4539
      @stare4539 2 ปีที่แล้ว

      bRoo

    • @AlexFord-gp7by
      @AlexFord-gp7by 2 ปีที่แล้ว +3

      @@anggawiyana it's not an animation. It's called procedural animation, every rope movement is written in code no single animation.

    • @AllisonGhost
      @AllisonGhost 2 ปีที่แล้ว

      @@AlexFord-gp7by usually even with procedural animations, developer created pose states are used

  • @BienvenidoAlHoloceno
    @BienvenidoAlHoloceno 2 ปีที่แล้ว +416

    *What makes video game doors so difficult?*
    Ah yes, another Vox question I never before asked myself but somehow feel like I need to know the answer to.

  • @adamalarcon4973
    @adamalarcon4973 2 ปีที่แล้ว +171

    I actually remember my first experience with "next-gen video game doors"
    It was GTA 5 and even though it's probably very basic compared to the other games on this video, I remember being amazing at how they implemented the character animations for door interaction. How they actually change animations whether you were walking or running etc.
    Because of that GTA 5 became my standard for video game doors and something in the back of my mind would always be disappointed if a game didn't meet those standards hhahahah

    • @JmMateo933
      @JmMateo933 2 ปีที่แล้ว

      Cool

    • @haydencassidy9536
      @haydencassidy9536 2 ปีที่แล้ว

      Lol

    • @craigstephens93
      @craigstephens93 2 ปีที่แล้ว +3

      Gta door animations are terrible. The only animation is that the player will put their hand up to push the door. They don't use handles and none if the doors are pulled open.

    • @agustingiacomelli
      @agustingiacomelli 2 ปีที่แล้ว +22

      @@craigstephens93 they're not terrible, they're just simple, like this guy just said

    • @ChandranPrema123
      @ChandranPrema123 2 ปีที่แล้ว +5

      @@craigstephens93 for a 2013 it's advanced

  • @rickywinterborn
    @rickywinterborn 2 ปีที่แล้ว +16

    i definitely appreciated the doors in TLOU2 and also how the character actually opened drawers while looting

  • @old_H
    @old_H 2 ปีที่แล้ว +531

    Anytime a game gets delayed, I'm going to blame the doors.

    • @De_Elias
      @De_Elias 2 ปีที่แล้ว +1

      Not every game needs same level of realism as TLOU, tho

    • @kinnikuzero
      @kinnikuzero 2 ปีที่แล้ว

      Yeah that's what I'm gonna do with Cuphead lol

    • @privacyadvisor
      @privacyadvisor 2 ปีที่แล้ว +2

      The real reason GTA 6 ain't out yet 😂

  • @ColinLeet
    @ColinLeet 2 ปีที่แล้ว +812

    As a VR developer I can 100% confirm all of this... I've personally spent weeks just trying to develope a oneway lockable/openable swinging physical enabled doors to work correctly in VR (it had to work in FPS as well seamlessly). Eventually each doors in the level had to be individually, hand tested, and corrected to find where that door's natural ("max open angle") was at just to make them "stick" at that point when they were interacted with by a fps interface... Just so they didn't constantly bounce the door back in their face when they gave the initial push. Weeks of work for something which will never be noticed by the player. Honestly just figuring which direction to push the doors was very difficult and took constant guessing and checking. (I was recreating a real world location with around 30 two-to-six-floor buildings...).

    • @favscripts7680
      @favscripts7680 2 ปีที่แล้ว +3

      what game you working on?

    • @ColinLeet
      @ColinLeet 2 ปีที่แล้ว +25

      @@favscripts7680 Most of my time is spent developing my own original IP, an as of yet unannounced VR music based workout game. The project with the doors I finished three years ago.

    • @LucasGonzalezTube
      @LucasGonzalezTube 2 ปีที่แล้ว +6

      @@ColinLeet what's the name of the game with the doors?

    • @klayman2
      @klayman2 2 ปีที่แล้ว +9

      didn't Boneworks and Half Life Alyx give doors realistic physics and movements? There was a vr sandbox on oculus quest as well where depending on the size of the door you either push normally or have to shove with both hands for bigger doors.

    • @aimannazri6472
      @aimannazri6472 2 ปีที่แล้ว +1

      Can i know which coding language did you use ? And what software ? I'm also a developer but just web developer 😬

  • @AnaisIsAce
    @AnaisIsAce 2 ปีที่แล้ว +20

    I absolutely love these video game insights on Vox. They’re always so utterly niche but in such an interesting way. I’m obsessed with games and TLOU is my all-time favourite franchise, so it was a real pleasure to get an insight into the hard work that goes into all the details that make TLOU one of the most realistic and stunning games of all time. (Please don’t reply to my comment to diss TLOU, I’m simply not interested)

  • @alsojohnson
    @alsojohnson 2 ปีที่แล้ว +4

    Thanks for this fascinating video. I play videogames all the time, and doors are something I've noticed subconsciously (like ones that open both ways) but never really gave it much thought.

  • @joermnyc
    @joermnyc 2 ปีที่แล้ว +620

    GTA V, the characters push doors, but they seem to open both ways, still it’s better than the older GTA games where the doors just fly open when you bump into them.

    • @mancerrss
      @mancerrss 2 ปีที่แล้ว +27

      I feel like with all that GTA V money Rockstar Games got, and all the hype with GTA VI and the fact that TLOA2 shown it's best technical implementation yet.
      I feel like they feel responsible to get doors right too on that world, considering how ultra realistic GTA V already is

    • @vikhyatdogra4796
      @vikhyatdogra4796 2 ปีที่แล้ว +42

      @@mancerrss i think the money they made from GTA V was used in RDR2 for more immersion and realism and that's why we haven't heard of GTA 6 as the main focus was RDR2 and Online

    • @joermnyc
      @joermnyc 2 ปีที่แล้ว +11

      @@mancerrss GTA VI is still probably a long way off though.

    • @FraserSouris
      @FraserSouris 2 ปีที่แล้ว +12

      Honestly, I feel the older approach was better. Stopping to open doors slows the pace and costs development resources that could be used elsewhere. Plus, unlike something like Splinter Cell or TLOU where there is gameplay tied around doors, GTA doesn't even use doors for gameplay so spending any more resources than necessary on them is a waste.

    • @bmhater1283
      @bmhater1283 2 ปีที่แล้ว +3

      Or the one where you head to the red marker on GTA SA to leave your safehouse and teleport outside

  • @abdulhameedal-sikafi8944
    @abdulhameedal-sikafi8944 2 ปีที่แล้ว +1488

    Imo red dead redemption 2 doors are so realistic, you just go in without pressing a button or storm through one too. It does it best.

    • @nick15684
      @nick15684 2 ปีที่แล้ว +33

      Exactly

    • @KrishnamKumawat
      @KrishnamKumawat 2 ปีที่แล้ว +176

      I agree! It's so intuitive and the gameplay is so smooth that I almost forgot how perfect they were during gameplay! One of the features of a good game is how it takes away the finicky stuff and let's the gamer focus on the story, visuals and control

    • @mrmensje1
      @mrmensje1 2 ปีที่แล้ว +12

      omgg this reminds me too of how resident evil village handled doors, they worked like this too!

    • @lukey666lukey
      @lukey666lukey 2 ปีที่แล้ว +7

      but it that how you use a door in real life? just walk into it and hope fot the best?

    • @stefananderson6180
      @stefananderson6180 2 ปีที่แล้ว +24

      @Raheb pretty sure the choice to have you press a button is a conscious effort to make the player be in control of the door in TLOU2 considering we often have combat and stealth happening when they’re present, you can also just run through them to open them without pressing a button lol.

  • @neuroxik
    @neuroxik 2 ปีที่แล้ว +1

    Makes you appreciate the finesse and amount of effort put into detail in our simulation

  • @Kable10
    @Kable10 2 ปีที่แล้ว +65

    The Last of Us Part 2 is one of my favorite games of all time.

    • @tjedaniel7098
      @tjedaniel7098 2 ปีที่แล้ว

      oh... hey!

    • @Orincaby
      @Orincaby 2 ปีที่แล้ว +20

      That's nice, I'm gonna go get Dora and find who asked.

    • @justanotheridiot3862
      @justanotheridiot3862 2 ปีที่แล้ว

      Mine too

    • @simonforfan
      @simonforfan 2 ปีที่แล้ว

      wish i could play those two games...

    • @fumomofumosarum5893
      @fumomofumosarum5893 2 ปีที่แล้ว +1

      i hope you live on the other side of the globe from me.

  • @verisimilitone
    @verisimilitone 2 ปีที่แล้ว +261

    While taking classes at Columbia, I had the honor of learning from multiple Golden Age Bioware/Obsidian developers, and the funniest glitch I'd heard in the orthographic games catalogue was how often Doors would murder people with unstoppable damage.

  • @Speculaas
    @Speculaas 2 ปีที่แล้ว +840

    Bryan Singh: "Doors are hard to make"
    Naughty Dog: "I missed the part where that's my problem."

    • @raifikarj6698
      @raifikarj6698 2 ปีที่แล้ว +21

      There is a joke for people bashing free fire because the game doesn't have door

    • @Subhrajyoti
      @Subhrajyoti 2 ปีที่แล้ว

      @@raifikarj6698 pubg has tier 2 doors while free fire has tier 0 doors

    • @peenSuperLoser
      @peenSuperLoser 2 ปีที่แล้ว +5

      Naughty Dog got it right probably because they crunched their employees

    • @Literallyryangosling777
      @Literallyryangosling777 2 ปีที่แล้ว +1

      They also had tk overwork their employes to death so yeah it was hard

    • @BlackParade01
      @BlackParade01 2 ปีที่แล้ว

      @@peenSuperLoser and compensated them for it

  • @kieran8921
    @kieran8921 2 ปีที่แล้ว +25

    The early splinter cell games did doors well as you could 'stealth' open the door by grabbing onto the door and opening it at a slow rate or quick rate and everything in between whilst peaking into the room as it opens up, there was also an option to bash the door knocking out anyone on the other side and if you played around too much with the door and there were AI on the other side they would bash the door taking you out

  • @OGshmo
    @OGshmo 2 ปีที่แล้ว +14

    As someone who has been making a game for the past few years where lots of gameplay occurs around & within doors, I appreciate this video. Yes, doors are difficult to get right. However, something fascinating worth thinking about, is that in VR doors all of a sudden become so much easier. The interaction issues that typical games have are completely natural and eliminated in VR. HL Alyx does an amazing job with their doors and making it feel just like real life.

  • @redalchemy7322
    @redalchemy7322 2 ปีที่แล้ว +171

    Strangely relatable. Game developer myself and I've been in at least a half dozen meetings where doors played a central role

  • @chucklebutt4470
    @chucklebutt4470 2 ปีที่แล้ว +1488

    "Doors are hard because games are hard." Ah yes, the most Vox answer possible.

    • @ncrranger6327
      @ncrranger6327 2 ปีที่แล้ว +3

      I wonder what Mr. Yoko Taro's answer would be

    • @merouanehoumel7738
      @merouanehoumel7738 2 ปีที่แล้ว +42

      That was the whole point of the original argument. The example of a door being hard is because every little detail in game dev has to be thought about, including how a door should interact with the environment/player

    • @casedistorted
      @casedistorted 2 ปีที่แล้ว +3

      Need those videos for the ad revenue

    • @darylb889
      @darylb889 2 ปีที่แล้ว +1

      Game development rather than games

    • @dylanzrim3635
      @dylanzrim3635 2 ปีที่แล้ว +5

      Actually the most vox answer is “doors are hard, because men are rapists”

  • @jerryjacobsunny5574
    @jerryjacobsunny5574 2 ปีที่แล้ว +3

    Exanima has amazing door control animation with real-time physics

  • @crimsonghost235
    @crimsonghost235 2 ปีที่แล้ว +2

    When they mentioned ladders, it reminded me of call of duty, where for the longest time you couldn't hold a weapon while climbing, and someone at the top would shoot you, until modern warfare (2020) came out, and at least in the campaign you could weild a pistol on a ladder. Was an interesting feature that bugged me for a while.

  • @thePronto
    @thePronto 2 ปีที่แล้ว +671

    "Your CS degree cost me $250k, son. What do you do in your career?"
    "I program doors in computer games, Dad. It's really hard work. Really..."

    • @SurprisinglyDeep
      @SurprisinglyDeep 2 ปีที่แล้ว +60

      SON: "They paid me tens of thousands of dollars in overtime money to fix issues with creating virtual doors inside the virtual world of the video game I'm working on"
      DAD: "While I stilldon't understand what you actually do for a living and I still wish you had become a doctor or lawyer instead, I'm glad you've got steady employment and that my investment was money well spent."

    • @monkeymaster8342
      @monkeymaster8342 2 ปีที่แล้ว +5

      @@SurprisinglyDeep what is this reddit ßhiezze

    • @phuctrinh2589
      @phuctrinh2589 2 ปีที่แล้ว +7

      no cs degree cost you 250k

    • @mintesnotmelese6552
      @mintesnotmelese6552 2 ปีที่แล้ว +5

      @@phuctrinh2589 It cost me nothing... I actually get paid instead LOL I love Software Enginerring

    • @warpdrive9229
      @warpdrive9229 2 ปีที่แล้ว +5

      Who tf with a CS degree becomes a game developer?!! You become a software developer or a machine learning engineer or something.

  • @Nogarda_
    @Nogarda_ 2 ปีที่แล้ว +263

    My biggest peeve with videogame doors are the ones that are just painted on a wall. fire escapes especially. not much of an issue these days, but the hilariousness of a invincible wooden door when you have a shotgun also boggles the mind.

    • @FraserSouris
      @FraserSouris 2 ปีที่แล้ว +18

      The alternative would be then developing all those doors which would take resources away from other projects. You can't focus on everything

    • @MaxElkin
      @MaxElkin 2 ปีที่แล้ว +8

      @@FraserSouris Or just not having those doors there at all...

    • @FraserSouris
      @FraserSouris 2 ปีที่แล้ว +30

      @@MaxElkin Then you have an environment where there aren't any doors where there should be and looks weird.
      Imagine a level set in an apartment or office building and the only doors were ones you could use. It would look odd that there were no doors for other officies/rooms or bathrooms or fire escapes.
      What about an Open World game like GTA V, imagine if every house, building and store you couldn't enter didn't even have a door.
      Basically, y'all would complain there aren't any doors.

    • @FockeWulfFW200
      @FockeWulfFW200 2 ปีที่แล้ว +6

      @@MaxElkin following that logic, then we would not have anything in-games "at all"....
      "Oh I can't interact with this X aesthetic feature... Oh lets remove it then!"

    • @Mii..
      @Mii.. 2 ปีที่แล้ว

      You look........very interesting 47...

  • @colaot9575
    @colaot9575 2 ปีที่แล้ว +1

    Good to know, could make a follow up explaining the use of the information

  • @karmapolice247
    @karmapolice247 2 ปีที่แล้ว +1

    in Unity, i just use a raycast on crosshair and get the rigidbody component on the door. when you aim at the door and scroll mousewheel up , the door will add torque. it doesn't mess with navmesh as enemy hitbox pushes the door, or breaks it down.

  • @atreus5366
    @atreus5366 2 ปีที่แล้ว +294

    Game devs: buy our games and give us money
    Gamers: Youll get our money when you fIX THIS DAMM DOOR!!

  • @orangecat6951
    @orangecat6951 2 ปีที่แล้ว +1117

    Jokes on you, Minecraft door's is always on God Tier level

    • @DNO7GhastpollYT
      @DNO7GhastpollYT 2 ปีที่แล้ว +173

      No animation, only sound and clicking 😂

    • @alisquared3730
      @alisquared3730 2 ปีที่แล้ว +59

      Have been perfect for many years

    • @baffledwaffle6319
      @baffledwaffle6319 2 ปีที่แล้ว +20

      FINNALLY A MINECRAFT MEME

    • @nathanlakeland2953
      @nathanlakeland2953 2 ปีที่แล้ว +29

      gotta love climbing up a door by jumping and opening it at the same time

    • @Ceereeal
      @Ceereeal 2 ปีที่แล้ว +33

      The in-between state is too complicated to deal with, so they just removed it completely 😎

  • @felixgarcia2184
    @felixgarcia2184 2 ปีที่แล้ว

    Finally you guys have videos about the behind the scenes of video games

  • @Icewind007
    @Icewind007 2 ปีที่แล้ว +3

    As a hobbyist solo developer, it's great to know that other professional developers also overthink every aspect.

  • @tahamayo8861
    @tahamayo8861 2 ปีที่แล้ว +117

    I think RDR2 did a really ggod job in respect with doors

    • @amiralimirhashemian6067
      @amiralimirhashemian6067 2 ปีที่แล้ว +51

      Rdr2 did a good job in respect with everything

    • @OnixMint
      @OnixMint 2 ปีที่แล้ว +1

      @@amiralimirhashemian6067 the game is so realistic it’s tedious at times

  • @himangshubrahma9136
    @himangshubrahma9136 2 ปีที่แล้ว +46

    others : graphics and animations are perfect
    developers : Doors are perfect, game is perfect

  • @salty8918
    @salty8918 2 ปีที่แล้ว

    That's why games that are really immersive is impressive. Since every detail and every interaction must be coded for, imagine the amount of effort that they put in.

  • @Soluchi-InfiniteCoCreatorGod
    @Soluchi-InfiniteCoCreatorGod 2 ปีที่แล้ว +3

    Fascinating. 😊

  • @potatomatop9326
    @potatomatop9326 2 ปีที่แล้ว +171

    The only wrong door in video game history is that door when you forget to bring your rocket launcher and that regenerator surprises you in resident evil 4.

    • @galileogaming.5606
      @galileogaming.5606 2 ปีที่แล้ว +2

      Let’s see how many subs I can gain from this comment currently at 38 subs

    • @KazehayaKhai
      @KazehayaKhai 2 ปีที่แล้ว +1

      brooooo that moment gave me an heart attack 😂 those regenerator with its fk breathing are the most scary in re4

    • @n4mel3ssw0lf8
      @n4mel3ssw0lf8 2 ปีที่แล้ว +1

      @@galileogaming.5606 none

    • @ollie2111
      @ollie2111 2 ปีที่แล้ว

      YAY SOMEONE ELSE MENTIONED RESIDENT EVIL 4 ☺☺

  • @HelloEarthling
    @HelloEarthling 2 ปีที่แล้ว +71

    Yea I won't be looking at doors the same way, especially in RDR 2. IT seems so seamless I can only imagine how much time they put in. Then again it is the best looking and aesthetically satisfying game there is so it wouldn't be a surprise.

  • @alejandromorazan3420
    @alejandromorazan3420 2 ปีที่แล้ว +1

    i remember back in 2008 when Grand Theft Auto IV came out, the characters interacted with the doors, doors had physics where a bullet can cause the door to open or close and speed depended on where you hit the door, also cars and explosions can open and close the doors.

  • @burningknight7
    @burningknight7 2 ปีที่แล้ว

    I really wish they mentioned Thief remake, the way you could actually peep and open the doors only slightly or completely according to your wish was really great mechanic.

  • @variant0076
    @variant0076 2 ปีที่แล้ว +96

    Vox, is getting better and better everyday

    • @mouricecheeks5215
      @mouricecheeks5215 2 ปีที่แล้ว +22

      Eh, their non political content is really well done. Otherwise...

    • @ojonasplima
      @ojonasplima 2 ปีที่แล้ว +1

      They've learned well from Johnny...

    • @Zeno7741
      @Zeno7741 2 ปีที่แล้ว +19

      It's a subject that you like. That's the difference

    • @galileogaming.5606
      @galileogaming.5606 2 ปีที่แล้ว

      Let’s see how many subs I can gain from this comment currently at 38 subs

    • @quokka_yt
      @quokka_yt 2 ปีที่แล้ว +1

      @@galileogaming.5606 Shut

  • @vazeyo
    @vazeyo 2 ปีที่แล้ว +79

    Because of your teasing we obviously need a "Why video game ladders are so hard to get right"!

  • @M3GAMAN3
    @M3GAMAN3 2 ปีที่แล้ว +4

    This made me think of the original Resident Evil games, where Capcom just had doors as a whole cutscene, and the rooms were just still images.

  • @DePistolero
    @DePistolero 2 ปีที่แล้ว

    Hey thanks, didn't really think much of it until I started making CQB fps room clearing game, with door mechanics in the very center of the entire thing :) totally right and totally worth the effort!!! First splinter cell had scroll wheel door open mechanics and it was one of the best mechanics in the game.

  • @guyisku58
    @guyisku58 2 ปีที่แล้ว +38

    I appreciate game developers even more

  • @bryan.w.t
    @bryan.w.t 2 ปีที่แล้ว +14

    The running door animation in TLOU2 looks so amazing

  • @namename8004
    @namename8004 2 ปีที่แล้ว +1

    I hadn't thought of doors specifically, but I have been thinking about something similar lately. The added complexity jumping gives to a game. I started thinking about it when I played the Elden Ring demo and it's came back to my mind now that I'm playing the game for real. Sure, previous Souls games had a weird running jump, but it was not nearly as exploitable as the jump in Elden Ring. It's allowed for some amazing exploration opportunities with well hidden secrets, but it's also let me go out of bounds at least twice. I'm probably underrating the Souls jump, but compare it to another recent high profile game, RE8. Really, the whole RE series doesn't really get out of bounds options for speedruns, afaik, as the movement in the game is really limited (not that it needs to or should be different). There's a whole dimension of difficulty that you don't have to deal with when you don't give the player a jump button.

  • @imran809
    @imran809 2 ปีที่แล้ว

    Appreciate how vox is making news about gaming industries. 👌

  • @VARIOUShorses
    @VARIOUShorses 2 ปีที่แล้ว +106

    Half-Life: Alyx's doors offer I think the most interesting and impressive work on doors I can think of - being a VR title Alyx's hands can be in so many different positions, moving at a nearly infinite amount of different speeds and have locks and latches that 'feel' like they are working, and do so incredibly well given you're actually some dork wearing goggles waving little chunks of plastic around.
    I love Alyx - there's a reason I've made 2 videos about it - but with all of the same problems other games have plus the ones VR titles have I think it's pretty impressive. Funnily enough they still couldn't quite get ladders right, but that seems to be a tradition for Valve.

  • @burper-oe6tm
    @burper-oe6tm 2 ปีที่แล้ว +40

    As a gamer I was super impressed at the Last of Us animation because I’m so used to my character just waving at the door and it moving

    • @pompidoudog
      @pompidoudog 2 ปีที่แล้ว +5

      It’s like some sort of Jedi trick.

    • @stiankleppe8296
      @stiankleppe8296 2 ปีที่แล้ว +3

      That is my prefer door. No animation locking at all, I prefer the doors I can just run straight through. Every other door is a bore.

  • @badams4982
    @badams4982 2 ปีที่แล้ว

    Whats funny is hanging real doors in a preexisting door jamb, especially if the hinges are thicker and you have to chisel, can be a very tedious task as well. If even one hinge is slight too high or low or angled or too far out or in, it can throw off the whole door and then you have to figure out which hinge and what direction you need to go. One of those things you take for granted, also doors warp to their door jamb, so if you take off several doors and mix them up, it is just an extra layer of annoying

  • @TheAlexanderkl
    @TheAlexanderkl 2 ปีที่แล้ว +4

    I like that the first last of us door we see has a hydraulic on it that it connected at the base and the end of the arm to the wooden door, and none of it is connected to the frame as intended.

  • @1KJRoberts
    @1KJRoberts 2 ปีที่แล้ว +3

    I haven't played video games in 20 years. However, that didn't stop me from being fascinated by this aspect of video games. Good stuff.

  • @arush6778
    @arush6778 2 ปีที่แล้ว +61

    Whenever someone talks about doors, I can hear
    *"Doors stuck!Doors stuck!"*

    • @featheryfemme
      @featheryfemme 2 ปีที่แล้ว +4

      Aw man, this comment got bombarded by bots.

    • @michaeljonathan9715
      @michaeljonathan9715 2 ปีที่แล้ว +1

      @@featheryfemme Yes. also, why TH-cam don't moderate bot instead demonize satire / wholesome video.

  • @sterlingodeaghaidh5086
    @sterlingodeaghaidh5086 2 ปีที่แล้ว +8

    Anything that interacts with a video game's avatar is difficult to get right. Humans can manipulate things in so many ways but trying to simulate that without the tactile response needed is near impossible. Then there is proportioning too that you have to worry about.

  • @randomslavicguy2166
    @randomslavicguy2166 2 ปีที่แล้ว

    If you ask me, best door experience is in amnesia:the dark descent. It seems to be very unintuitive for some but i somehow got it instantly and had so much fun with them. I to this day remember this one jumpscare. I heard the doors creek as I was slowly opening them with a gentle mouse push, just to get a small peek of what was behind them. They were about half open when suddenly from the shadows a shape of a monster could be seen. He made a terrifying roar. I retracted the mouse back with a swift motion and the door instantly slammed and made a loud noise. It was impossible that this beast didn't hear it. I started running...
    10/10 would slam again

  • @jaiden1279
    @jaiden1279 2 ปีที่แล้ว +96

    Mario in the 90’s: I have no such weakness

    • @f-ckmyr0fil788
      @f-ckmyr0fil788 2 ปีที่แล้ว

      or you may fall and break the😸😺💩🤖👾👽👻

    • @f-ckmyr0fil788
      @f-ckmyr0fil788 2 ปีที่แล้ว

      the house, and thought🧗‍♀️🤹‍♀️🤹‍♂️🤺🤾‍♀️🤾‍♂️🤽‍♀️

    • @f-ckmyr0fil788
      @f-ckmyr0fil788 2 ปีที่แล้ว

      fell asleep and began to snore🚵‍♀️🚵‍♂️🚴‍♀️🚴‍♂️🏋️‍♀️🏋️‍♂️⛹️‍♀️

    • @Marniv2002
      @Marniv2002 2 ปีที่แล้ว +4

      what have you done

    • @jaiden1279
      @jaiden1279 2 ปีที่แล้ว +1

      @@Marniv2002 lol bots are weird

  • @isle-unto-thyself
    @isle-unto-thyself 2 ปีที่แล้ว +20

    So THAT'S why Silent Hill had so many locked doors. Makes sense now.

    • @jairomejia616
      @jairomejia616 2 ปีที่แล้ว +3

      In the time of the first Silent Hill and Resident Evils the equipment way to low to make a lot of things. One of the reasons why there is this huge fog all the time in Silent Hill is because the machine cannot create much space out of the character. The same happen with the mechanism to open doors in the first RE, you have to press a button and then you see an animation of the door opening, during this time, the machine is loading the new environment because it cannot be done before.
      Now days, there are teraflops for a lot of things, however, Uncharted 2 and the endless train uses too an incredible and practical way of thinking to make it last enough until the character do everything what is has to do. It is quite amazing the different tricks behind "doors" :v

    • @isle-unto-thyself
      @isle-unto-thyself 2 ปีที่แล้ว

      @@jairomejia616 this was actually really cool to read through!!! thank you :) /gen

  • @spencerdyson8575
    @spencerdyson8575 2 ปีที่แล้ว

    There's still something so haunting about the doors in the Resident Evil 1 remake. That moment where you "disconnect" from the scene, and enter the uncertain door opening realm, is what consistently got to me when playing it as a kid.

  • @giraffeman326
    @giraffeman326 2 ปีที่แล้ว +4

    “I missed the part where that’s my problem”
    - Bully Maguire

  • @notbomba
    @notbomba 2 ปีที่แล้ว +10

    Next you guys should do a video about walking up/down stairs. I feel like we are still a decades from getting that perfect.

    • @lucasqwert1
      @lucasqwert1 2 ปีที่แล้ว +1

      yessssssssss

    • @DavidCarillet
      @DavidCarillet 2 ปีที่แล้ว +1

      Geralt of Rivia approves of this message.

    • @monkeymaster8342
      @monkeymaster8342 2 ปีที่แล้ว

      half life mastered that and doors

  • @wenzjayy
    @wenzjayy 2 ปีที่แล้ว +102

    after watching this, I think it's much harder to believe that we're living in a simulation

    • @EricToTheScionti
      @EricToTheScionti 2 ปีที่แล้ว +2

      Hahaha

    • @MIGHTYxMUKESH
      @MIGHTYxMUKESH 2 ปีที่แล้ว

      Nice profile pic 🔥

    • @csibesz07
      @csibesz07 2 ปีที่แล้ว +2

      So simulation has succuded.

    • @alisquared3730
      @alisquared3730 2 ปีที่แล้ว +1

      Nah because doors in real life are difficult to make aswell

    • @rememberedtoys
      @rememberedtoys 2 ปีที่แล้ว

      We’re probably not living in a simulation. We have not yet created a “super simulation” intelligent enough to make their own decisions and create additional simulated worlds/people. Therefore, we are either real or the last world in a long chain of super simulations that has not yet created a super simulation. The likelihood of us being the last in that long chain is low. So we’re probably real.

  • @elgorithum
    @elgorithum 2 ปีที่แล้ว

    Fascinating, esoteric stuff!

  • @senecauk8363
    @senecauk8363 2 ปีที่แล้ว +1

    Ha, this is something I've always wondered about. There are loads of examples of doors being odd in games. In Max Payne, for example the doors always seemed a bit too large. The second of the new Wolfenstein games just...doesn't have doors. In countless games, a door opening into your character is certain death. Hoping this video will shed some light!

  • @ReclusiveEagle
    @ReclusiveEagle 2 ปีที่แล้ว +5

    2:17 You can tell Vox is not a gaming channel based on how they list Tier lists.
    They basically called "No doors" god tier.

  • @CBrown
    @CBrown 2 ปีที่แล้ว +120

    From a technical perspective, TLOU2 might be a perfect game. No significant bugs, gorgeous visuals, and nails tons of little things, like doors. I'd LOVE a sandbox in that engine.

    • @Onaterdem
      @Onaterdem 2 ปีที่แล้ว +10

      I wouldn't say a perfect game, but the best game to date, on technical terms. Slightly beating RDR2.

    • @vadnegru
      @vadnegru 2 ปีที่แล้ว +4

      I think some of simplicity comes down to underpowered CPU in PS4

    • @Onaterdem
      @Onaterdem 2 ปีที่แล้ว +2

      @@vadnegru PS4's CPU isn't underpowered, I highly highly doubt that any game uses more than 50% CPU. Games don't really use CPU nowadays.

    • @vadnegru
      @vadnegru 2 ปีที่แล้ว +1

      @@Onaterdem First of all saying that your 6-7 core CPU working at 50% means nothing. All cores working for 20% or its 3 cores peg at 100%? Second, Jaguar core is even less capable that desktop Bulldozer (FX family) (did you saw FX in minimum requirements lately?). Third, it's not that complicated to run game at 30 fps but if you want to have it locked 60, there is not that much AAA games out there. Frostpunk, all Ubisoft games basically. Read their answers in article Assassin’s Creed Unity meets gaming’s “great frame rate debate” or
      "Why can't Destiny 2 run at 60fps on PS4 Pro"

    • @sunnys437
      @sunnys437 2 ปีที่แล้ว +3

      Would really like to emphasise on the "technical" here. Storywise the ending was really wierd and felt forced.

  • @wyatthumphreys4046
    @wyatthumphreys4046 2 ปีที่แล้ว +1

    The modern warfare doors are awesome with the peek feature

  • @corrinflakes9659
    @corrinflakes9659 2 ปีที่แล้ว +1

    Mecha for illustrators.
    Horses for animators.
    Doors for game devs.

  • @rolfcabilan8379
    @rolfcabilan8379 2 ปีที่แล้ว +56

    I bet Minecraft doors were the easiest to make because they just open instantly.

    • @michaeljonathan9715
      @michaeljonathan9715 2 ปีที่แล้ว +4

      Realistic door opening / closing Modder : I am joke to you ?

    • @mrxxbrian
      @mrxxbrian 2 ปีที่แล้ว +1

      arent they basically tier 1 doors

    • @SDSypher
      @SDSypher 2 ปีที่แล้ว +1

      @@mrxxbrian no, not automatic

    • @lexico_yosafatwirayudha8679
      @lexico_yosafatwirayudha8679 2 ปีที่แล้ว +1

      Other games designer: Doors are very hard to design it working and interact with player.
      Minecraft designer: You can place and use doors everywhere you desire it.

  • @ShogunTairaMusic
    @ShogunTairaMusic 2 ปีที่แล้ว +8

    I should probably elaborate a bit as a burgeoning game developer myself: this really is only a problem you face depending on how complex the game is. For a game like RDR 2 and TLoU2, it IS absolutely hellish to consider and code every possibility of a character interacting with a door. Same goes for any other game that places a heavy emphasis on hyperrealism; like of course a game that wants to emulate real life will want doors to be the same way.
    For games that are any difficulty level below three, this process takes maybe upwards of a week if you know exactly what you want out of your doors. Unreal Engine's blueprint and level sequence system, as an example, makes this insanely easy and intuitive to make. Even with the example of Hitman, that can be made easy too by having multiple conditions be checked (does the player have a key? Are they wearing the right uniform? Simple boolean to check for)
    Interesting random topic as always!

    • @abdAlmajedSaleh
      @abdAlmajedSaleh 2 ปีที่แล้ว

      the new animation thing should make it easier?
      right in unreal engine 5

  • @soldierboy933
    @soldierboy933 2 ปีที่แล้ว

    We need more videos like this 👍🏻👍🏻👍🏻👍🏻👍🏻👍🏻👍🏻👍🏻👍🏻❤️❤️❤️❤️❤️

  • @nsahandler
    @nsahandler 2 ปีที่แล้ว +1

    The doors in all Rockstar open world games must open both directions - unless it is part of a cut scene, where it will operate as intended.
    In Red Dead 2, you can stealthily open a door from one side with a cool animation, but the animation is not present on the opposite side - the character simply pushes it and the door opens at the speed of the player movement.

  • @jduke93
    @jduke93 2 ปีที่แล้ว +9

    I love the doors, such a great band!!

  • @Vack91
    @Vack91 2 ปีที่แล้ว +4

    Splinter Cell had great door mechanics, where you could open them slowly or partially, just to see what was on the other side.

  • @Renegade8o8
    @Renegade8o8 2 ปีที่แล้ว

    Working in the creative industry this is just validation that folks don't know how much effort goes into creating the smallest details.

  • @felixcossette668
    @felixcossette668 2 ปีที่แล้ว +1

    My favorite door is the one from the save room in resident evil

  • @Crushenator500
    @Crushenator500 2 ปีที่แล้ว +8

    Doors in VR must be a serious challenge. I remember opening a locker the first time I played Boneworks and it made me feel sick getting up close to it

    • @eldafint
      @eldafint 2 ปีที่แล้ว

      HL Alyx really did doors well, you should try it out if you haven't already

  • @VincentChan
    @VincentChan 2 ปีที่แล้ว +53

    this is fascinating

    • @thePronto
      @thePronto 2 ปีที่แล้ว +1

      No. Solving the protein folding problem is fascinating. This is just a documentary on 'rabbit holes'.

  • @moondev369
    @moondev369 2 ปีที่แล้ว

    Max respect to all the game Devs!!

  • @MlleKnobs
    @MlleKnobs 2 ปีที่แล้ว

    loved this video!

  • @haikalrifqinandika8724
    @haikalrifqinandika8724 2 ปีที่แล้ว +6

    Now, respect for r* for doing it since gta 4 and RDR 2 is mind-blowing realism + it's an open world

  • @elgigante7081
    @elgigante7081 2 ปีที่แล้ว +3

    When playing the newer resident evil games I always find myself appreciating how they handled doors

  • @tillschwein
    @tillschwein 2 ปีที่แล้ว +17

    The most amazing thing about the last of us doors is in my opinion, that they swing back realistically, when you run into them!

  • @Shannxy
    @Shannxy 2 ปีที่แล้ว

    The first 3 notes of the video gave me flashbacks to the oldschool runescape Harmony sountrack

  • @insertnamehere9836
    @insertnamehere9836 2 ปีที่แล้ว +31

    Finally, an explanation to why…

  • @Hashbrowniepie
    @Hashbrowniepie 2 ปีที่แล้ว +7

    Shout out to all the LoU 2 devs. Amazing game.

  • @peterw1534
    @peterw1534 2 ปีที่แล้ว

    Truly fascinating. Who would have thought when making a game you need a dedicated door guy lol. Talk about unsung heroes.

  • @Lego4KilIer
    @Lego4KilIer 2 ปีที่แล้ว

    In Hunt:Showdown tho you are not physically touching the door it still is the most immersive why I've seen doors in video games. It is also a first person experience.
    There are multiple types of doors. Heavy metal draw or sliding doors have to be opened by turning a crank wheel until it is completely open and locks or else it will close by itself again while the crank wheel spins out of controll. They can be closed by doing the same or smashing the crank wheel, thus letting it spin out under the weight of the door, letting it shut much faster and must louder.
    Normal swinging doors open only one way and can be opened in 3 manners. Those are crouched, standing or thru a melee attack. This effects how fast the door opens (slow, normal and smashed) and how loud it opens. Some of those swinging doors can also be bolted shut with a wooden beam.
    All this also applies to things like window shutters of which there are multiple types aswell or metal gate doors.