Why video game doors are so hard to get right

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  • čas přidán 24. 07. 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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Komentáře • 2,5K

  • @erik-2428
    @erik-2428 Před 2 lety +17981

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

    • @lituru
      @lituru Před 2 lety +122

      Lol nice one

    • @shaunm9025
      @shaunm9025 Před 2 lety +91

      This should be pinned😂

    • @demiurge2501
      @demiurge2501 Před 2 lety +17

      Why is this funny

    • @yunglordz5907
      @yunglordz5907 Před 2 lety +6

      Lol 💀

    • @paulngo4946
      @paulngo4946 Před 2 lety +38

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

  • @ClarenceSampang
    @ClarenceSampang Před 2 lety +5703

    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 Před 2 lety +82

      Omg yes!!!

    • @Lazer-bp9lf
      @Lazer-bp9lf Před 2 lety +170

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

    • @dickyramadhan8657
      @dickyramadhan8657 Před 2 lety +66

      Yess. Also it was a game from 2013.

    • @lmao3911
      @lmao3911 Před 2 lety +79

      outlast deez nuts

    • @klayman2
      @klayman2 Před 2 lety +36

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

  • @WikiSnapper
    @WikiSnapper Před 2 lety +422

    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 Před 2 lety +31

      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 Před 2 lety +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 Před 2 lety +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 Před 2 lety +2

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

    • @borneowisnu2404
      @borneowisnu2404 Před 2 lety +3

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

  • @Riku16994
    @Riku16994 Před 2 lety +1173

    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 Před 2 lety +4

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

    • @Riku16994
      @Riku16994 Před 2 lety +129

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

    • @user-dv9fd5hl6m
      @user-dv9fd5hl6m Před 2 lety +33

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

    • @__Hanasei__Levinus__
      @__Hanasei__Levinus__ Před 2 lety +45

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

    • @SmokiiMoc
      @SmokiiMoc Před 2 lety +3

      this deserves more likes nc

  • @OmarDelawar
    @OmarDelawar Před 2 lety +4208

    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 Před 2 lety +59

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

    • @Mercure250
      @Mercure250 Před 2 lety +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 Před 2 lety +9

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

    • @F17A
      @F17A Před 2 lety +1

      he told you how it started

  • @kennooo535
    @kennooo535 Před 2 lety +2431

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

  • @drv4543
    @drv4543 Před 2 lety +474

    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 Před 2 lety

      Yeah

    • @loremipsum3147
      @loremipsum3147 Před 2 lety

      he is not animator

    • @braidena1633
      @braidena1633 Před 2 lety +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 Před 2 lety +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 Před 2 lety +1000

    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 Před 2 lety +110

      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 Před 2 lety +33

      These problems are not equivilent

    • @darkincognito3826
      @darkincognito3826 Před 2 lety +126

      @@ryn5336 Splinter cell isn't first person

    • @Nick930
      @Nick930 Před 2 lety +66

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

    • @BuraiTributeKing
      @BuraiTributeKing Před 2 lety +17

      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 Před 2 lety +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 Před 2 lety +309

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

    • @mokonono5903
      @mokonono5903 Před 2 lety +190

      Reject doors. Return to cave habitation.

    • @MChronicleSword
      @MChronicleSword Před 2 lety +31

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

    • @alwaystired1
      @alwaystired1 Před 2 lety +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 Před 2 lety +2

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

  • @BienvenidoAlHoloceno
    @BienvenidoAlHoloceno Před 2 lety +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.

  • @PaulGuy
    @PaulGuy Před 2 lety +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 Před 2 lety +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 Před 2 lety +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 Před 2 lety +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 Před 2 lety +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 Před 2 lety

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

  • @musicdev
    @musicdev Před 2 lety +30

    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

    • @Mster_J
      @Mster_J Před 2 lety

      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

  • @rick3280
    @rick3280 Před 2 lety +4896

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

  • @ComicalRealm
    @ComicalRealm Před 2 lety +1800

    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........ Před 2 lety +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 Před 2 lety

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

    • @samuraiboi2735
      @samuraiboi2735 Před 2 lety +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 Před 2 lety

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

    • @f-ckmyr0fil788
      @f-ckmyr0fil788 Před 2 lety

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

  • @sandweiler4640
    @sandweiler4640 Před 2 lety +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 Před 2 lety +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 Před 5 měsíci

      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 Před 4 měsíci

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

  • @makaipost260
    @makaipost260 Před 2 lety +27

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

  • @old_H
    @old_H Před 2 lety +532

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

    • @De_Elias
      @De_Elias Před 2 lety +1

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

    • @kinnikuzero
      @kinnikuzero Před 2 lety

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

    • @privacyadvisor
      @privacyadvisor Před 2 lety +2

      The real reason GTA 6 ain't out yet 😂

  • @xdev_henry
    @xdev_henry Před 2 lety +1887

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

    • @danielkoontz6732
      @danielkoontz6732 Před 2 lety +23

      Huh sounds familiar lol

    • @seraphimsforge-master5433
      @seraphimsforge-master5433 Před 2 lety +34

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

    • @samuraiboi2735
      @samuraiboi2735 Před 2 lety +8

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

    • @icost4671
      @icost4671 Před 2 lety

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

    • @isanarditama
      @isanarditama Před 2 lety +3

      Remind me one of csgo video

  • @rickywinterborn
    @rickywinterborn Před 2 lety +16

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

  • @adamalarcon4973
    @adamalarcon4973 Před 2 lety +170

    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 Před 2 lety

      Cool

    • @haydencassidy9536
      @haydencassidy9536 Před 2 lety

      Lol

    • @craigstephens93
      @craigstephens93 Před 2 lety +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 Před 2 lety +22

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

    • @ChandranPrema123
      @ChandranPrema123 Před 2 lety +5

      @@craigstephens93 for a 2013 it's advanced

  • @dannyzero692
    @dannyzero692 Před 2 lety +2385

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

    • @anggawiyana
      @anggawiyana Před 2 lety +17

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

    • @isakayyik966
      @isakayyik966 Před 2 lety +1

      @@vasta2651 report it

    • @stare4539
      @stare4539 Před 2 lety

      bRoo

    • @AlexFord-gp7by
      @AlexFord-gp7by Před 2 lety +4

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

    • @AllisonGhost
      @AllisonGhost Před 2 lety +1

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

  • @ColinLeet
    @ColinLeet Před 2 lety +809

    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 Před 2 lety +3

      what game you working on?

    • @ColinLeet
      @ColinLeet Před 2 lety +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 Před 2 lety +6

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

    • @klayman2
      @klayman2 Před 2 lety +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 Před 2 lety +1

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

  • @Kable10
    @Kable10 Před 2 lety +64

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

  • @AnaisIsAce
    @AnaisIsAce Před 2 lety +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)

  • @joermnyc
    @joermnyc Před 2 lety +619

    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 Před 2 lety +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 Před 2 lety +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 Před 2 lety +11

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

    • @FraserSouris
      @FraserSouris Před 2 lety +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 Před 2 lety +3

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

  • @verisimilitone
    @verisimilitone Před 2 lety +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.

  • @kieran8921
    @kieran8921 Před 2 lety +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

  • @neuroxik
    @neuroxik Před 2 lety +1

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

  • @abdulhameedal-sikafi8944
    @abdulhameedal-sikafi8944 Před 2 lety +1487

    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 Před 2 lety +32

      Exactly

    • @KrishnamKumawat
      @KrishnamKumawat Před 2 lety +175

      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 Před 2 lety +11

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

    • @lukey666lukey
      @lukey666lukey Před 2 lety +7

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

    • @stefananderson6180
      @stefananderson6180 Před 2 lety +23

      @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.

  • @Speculaas
    @Speculaas Před 2 lety +839

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

    • @raifikarj6698
      @raifikarj6698 Před 2 lety +21

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

    • @Subhrajyoti
      @Subhrajyoti Před 2 lety

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

    • @peenSuperLoser
      @peenSuperLoser Před 2 lety +5

      Naughty Dog got it right probably because they crunched their employees

    • @Literallyryangosling777
      @Literallyryangosling777 Před 2 lety +1

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

    • @BlackParade01
      @BlackParade01 Před 2 lety

      @@peenSuperLoser and compensated them for it

  • @alsojohnson
    @alsojohnson Před 2 lety +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.

  • @crimsonghost235
    @crimsonghost235 Před 2 lety +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.

  • @atreus5366
    @atreus5366 Před 2 lety +294

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

  • @Nogarda_
    @Nogarda_ Před 2 lety +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 Před 2 lety +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 Před 2 lety +8

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

    • @FraserSouris
      @FraserSouris Před 2 lety +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 Před 2 lety +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.. Před 2 lety

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

  • @OGshmo
    @OGshmo Před 2 lety +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.

  • @jerryjacobsunny5574
    @jerryjacobsunny5574 Před 2 lety +3

    Exanima has amazing door control animation with real-time physics

  • @thePronto
    @thePronto Před 2 lety +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 Před 2 lety +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 Před 2 lety +5

      @@SurprisinglyDeep what is this reddit ßhiezze

    • @phuctrinh2589
      @phuctrinh2589 Před 2 lety +7

      no cs degree cost you 250k

    • @mintesnotmelese6552
      @mintesnotmelese6552 Před 2 lety +5

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

    • @warpdrive9229
      @warpdrive9229 Před 2 lety +5

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

  • @redalchemy7322
    @redalchemy7322 Před 2 lety +171

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

  • @Icewind007
    @Icewind007 Před 2 lety +3

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

  • @TheAlexanderkl
    @TheAlexanderkl Před 2 lety +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.

  • @tahamayo8861
    @tahamayo8861 Před 2 lety +117

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

    • @amiralimirhashemian6067
      @amiralimirhashemian6067 Před 2 lety +51

      Rdr2 did a good job in respect with everything

    • @OnixMint
      @OnixMint Před 2 lety +1

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

  • @chucklebutt4470
    @chucklebutt4470 Před 2 lety +1486

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

    • @ncrranger6327
      @ncrranger6327 Před 2 lety +3

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

    • @merouanehoumel7738
      @merouanehoumel7738 Před 2 lety +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 Před 2 lety +3

      Need those videos for the ad revenue

    • @darylb889
      @darylb889 Před 2 lety +1

      Game development rather than games

    • @dylanzrim3635
      @dylanzrim3635 Před 2 lety +5

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

  • @salty8918
    @salty8918 Před 2 lety

    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.

  • @giraffeman326
    @giraffeman326 Před 2 lety +4

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

  • @orangecat6951
    @orangecat6951 Před 2 lety +1117

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

    • @DNO7GhastpollYT
      @DNO7GhastpollYT Před 2 lety +173

      No animation, only sound and clicking 😂

    • @alisquared3730
      @alisquared3730 Před 2 lety +59

      Have been perfect for many years

    • @baffledwaffle6319
      @baffledwaffle6319 Před 2 lety +20

      FINNALLY A MINECRAFT MEME

    • @nathansnail
      @nathansnail Před 2 lety +29

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

    • @Ceereeal
      @Ceereeal Před 2 lety +33

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

  • @himangshubrahma9136
    @himangshubrahma9136 Před 2 lety +46

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

  • @felixgarcia2184
    @felixgarcia2184 Před 2 lety

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

  • @M3GAMAN3
    @M3GAMAN3 Před 2 lety +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.

  • @potatomatop9326
    @potatomatop9326 Před 2 lety +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 Před 2 lety +2

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

    • @KazehayaKhai
      @KazehayaKhai Před 2 lety +1

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

    • @n4mel3ssw0lf8
      @n4mel3ssw0lf8 Před 2 lety +1

      @@galileogaming.5606 none

    • @ollie2111
      @ollie2111 Před 2 lety

      YAY SOMEONE ELSE MENTIONED RESIDENT EVIL 4 ☺☺

  • @HelloEarthling
    @HelloEarthling Před 2 lety +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 Před 2 lety +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.

  • @karmapolice247
    @karmapolice247 Před 2 lety +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.

  • @vazeyo
    @vazeyo Před 2 lety +79

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

  • @jaiden1279
    @jaiden1279 Před 2 lety +96

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

    • @f-ckmyr0fil788
      @f-ckmyr0fil788 Před 2 lety

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

    • @f-ckmyr0fil788
      @f-ckmyr0fil788 Před 2 lety

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

    • @f-ckmyr0fil788
      @f-ckmyr0fil788 Před 2 lety

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

    • @Marniv2002
      @Marniv2002 Před 2 lety +4

      what have you done

    • @jaiden1279
      @jaiden1279 Před 2 lety +1

      @@Marniv2002 lol bots are weird

  • @burningknight7
    @burningknight7 Před 2 lety

    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.

  • @colaot9575
    @colaot9575 Před 2 lety +1

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

  • @bryan.w.t
    @bryan.w.t Před 2 lety +14

    The running door animation in TLOU2 looks so amazing

  • @isle-unto-thyself
    @isle-unto-thyself Před 2 lety +20

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

    • @jairomejia616
      @jairomejia616 Před 2 lety +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 Před 2 lety

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

  • @spencerdyson8575
    @spencerdyson8575 Před 2 lety

    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.

  • @sterlingodeaghaidh5086
    @sterlingodeaghaidh5086 Před 2 lety +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.

  • @VARIOUShorses
    @VARIOUShorses Před 2 lety +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.

  • @variant0076
    @variant0076 Před 2 lety +96

    Vox, is getting better and better everyday

    • @mouricecheeks5215
      @mouricecheeks5215 Před 2 lety +22

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

    • @ojonasplima
      @ojonasplima Před 2 lety +1

      They've learned well from Johnny...

    • @Zeno7741
      @Zeno7741 Před 2 lety +19

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

    • @galileogaming.5606
      @galileogaming.5606 Před 2 lety

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

    • @quokka_yt
      @quokka_yt Před 2 lety +1

      @@galileogaming.5606 Shut

  • @badams4982
    @badams4982 Před 2 lety

    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

  • @Xaiando
    @Xaiando Před 2 lety +1

    Taking the term door man to a whole new level

  • @arush6778
    @arush6778 Před 2 lety +61

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

    • @featheryfemme
      @featheryfemme Před 2 lety +4

      Aw man, this comment got bombarded by bots.

    • @michaeljonathan9715
      @michaeljonathan9715 Před 2 lety +1

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

  • @guyisku58
    @guyisku58 Před 2 lety +38

    I appreciate game developers even more

  • @strongindependentblackwoma1887

    nice to see a fellow door expert

  • @equanimity92
    @equanimity92 Před 2 lety +1

    In real life too, we have to struggle with the doors of Opportunity

  • @1KJRoberts
    @1KJRoberts Před 2 lety +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.

  • @CBrown
    @CBrown Před 2 lety +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 Před 2 lety +10

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

    • @vadnegru
      @vadnegru Před 2 lety +4

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

    • @Onaterdem
      @Onaterdem Před 2 lety +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 Před 2 lety +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 Před 2 lety +3

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

  • @Tonatiuth
    @Tonatiuth Před 2 lety +1

    I remember playing Harry Potter 1 for PS1 and they did had the door animation correct and that was back in 2000s (bad thing is that every door leaded to a loading screen)

  • @MlleKnobs
    @MlleKnobs Před 2 lety

    loved this video!

  • @Crushenator500
    @Crushenator500 Před 2 lety +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 Před 2 lety

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

  • @burper-oe6tm
    @burper-oe6tm Před 2 lety +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 Před 2 lety +5

      It’s like some sort of Jedi trick.

    • @stiankleppe8296
      @stiankleppe8296 Před 2 lety +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.

  • @DePistolero
    @DePistolero Před 2 lety

    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.

  • @Shannxy
    @Shannxy Před 2 lety

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

  • @notbomba
    @notbomba Před 2 lety +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.

  • @ReclusiveEagle
    @ReclusiveEagle Před 2 lety +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.

  • @Soluchi-InfiniteCoCreatorGod

    Fascinating. 😊

  • @bulman07
    @bulman07 Před 2 lety

    I like the doors in Modern Warfare with the peek vs open vs bash

  • @Vack91
    @Vack91 Před 2 lety +4

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

  • @wenzjayy
    @wenzjayy Před 2 lety +102

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

    • @EricToTheScionti
      @EricToTheScionti Před 2 lety +2

      Hahaha

    • @MIGHTYxMUKESH
      @MIGHTYxMUKESH Před 2 lety

      Nice profile pic 🔥

    • @csibesz07
      @csibesz07 Před 2 lety +2

      So simulation has succuded.

    • @alisquared3730
      @alisquared3730 Před 2 lety +1

      Nah because doors in real life are difficult to make aswell

    • @rememberedtoys
      @rememberedtoys Před 2 lety

      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.

  • @TheDigger76
    @TheDigger76 Před 2 lety

    2:32 Great choice of an example: Door opens both ways with a mechanism to let it open only one way in the top corner of the door!!!

  • @senecauk8363
    @senecauk8363 Před 2 lety +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!

  • @ShogunTairaMusic
    @ShogunTairaMusic Před 2 lety +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 Před 2 lety

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

  • @elgigante7081
    @elgigante7081 Před 2 lety +3

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

  • @corrinflakes9659
    @corrinflakes9659 Před 2 lety +1

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

  • @randomslavicguy2166
    @randomslavicguy2166 Před 2 lety

    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

  • @jduke93
    @jduke93 Před 2 lety +9

    I love the doors, such a great band!!

  • @rolfcabilan8379
    @rolfcabilan8379 Před 2 lety +56

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

    • @michaeljonathan9715
      @michaeljonathan9715 Před 2 lety +4

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

    • @mrxxbrian
      @mrxxbrian Před 2 lety +1

      arent they basically tier 1 doors

    • @SDSypher
      @SDSypher Před 2 lety +1

      @@mrxxbrian no, not automatic

    • @lexico_yosafatwirayudha8679
      @lexico_yosafatwirayudha8679 Před 2 lety +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.

  • @liquidthex
    @liquidthex Před 2 lety

    "In real life everything is solid"
    Me: *takes careful notes*

  • @xxxxRouvenxxxx
    @xxxxRouvenxxxx Před 2 lety +1

    As a game dev I can say, this applies not only to doors and ladders, but also on sooo much more things. Adding one simple mechanic often is affecting many more departments and people.

  • @haikalrifqinandika8724
    @haikalrifqinandika8724 Před 2 lety +6

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

  • @Kenny_Blender
    @Kenny_Blender Před 2 lety +12

    Meanwhile me in my Minecraft world. Even an average animator like me can't animate open door properly.

  • @youtubeadsarecancer785

    I animated a door opening animation in ue4 for my hw and it costed me 2 days. And I'm just using the tier 0 door... cant believe how much work is needed for tier 3

  • @Olzone
    @Olzone Před 2 lety +1

    "composer: I made a theme song for the door"
    Theres Door themes out there?

  • @lamborgini86
    @lamborgini86 Před 2 lety +21

    rdr2 has the most realistic feeling door opening

  • @Jameslauu
    @Jameslauu Před 2 lety +4

    I have a new found respect for crims who drive their cars into the burgershot doorway

    • @Lily-bn3ce
      @Lily-bn3ce Před 2 lety

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

  • @tillschwein
    @tillschwein Před 2 lety +16

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

  • @galadirk7843
    @galadirk7843 Před 2 lety

    starting today, im gonna love doors and take a screenshot of it when i saw one