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.
@@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."
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.
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.
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.
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
@@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.
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.
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.
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
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.
*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.
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.
@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
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.
@@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.
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.
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
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
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 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.
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.
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.
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.
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.
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.
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
@@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
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.
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
@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.
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
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.
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.
@@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.
@@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!"
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.
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.
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)
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
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.
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.
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.
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!
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
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 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"
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.
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.
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.
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.
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.
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.
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.
This is very interesting! I always imagined water being the most challenging! I’m gonna have to pay more attention to the doors next time I game. (Tonight, lol)
A good example of why life-size doors make it way harder to get through is minecraft, a single door is very hard to get through without hitting the sides, especially if it's an iron door with a stone button and you have limited time to get through before it closes
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.
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.
You can tell Bryan realy loves doors, he’s even got one in the back of his room.
Lol nice one
This should be pinned😂
Why is this funny
Lol 💀
My dad hates doors... he always leave the bathroom door open while he is inside doing a #2.
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.
Omg yes!!!
Agreed and doors are actually useful in Outlast unlike in many other games.
Yess. Also it was a game from 2013.
outlast deez nuts
eh, Amnesia did it just as well, even letting you hide behind the door if you have it all the way open inwards.
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".
Go ask The Thousand-Year Door's developers
I've always wanted to say that
@@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."
Dude wait until you hear about how a video game’s toilets mimic the design philosophy of the game
he told you how it started
I love the part at 3:53 where you tap a door to show that in real life everything is solid, top notch work
Then just make a better video and publish it, but keep your toxic comment for yourself
@@simplyshorts748 I was just making an innocent joke, if you can't tell the difference you're the toxic ones
@@simplyshorts748 you need to find a therapist or mental health professional sir
@@simplyshorts748 you have too much internet intake; here, have some grass.
this deserves more likes nc
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.
I had to reinstall a door 180 degrees from where it was for security reasons, it was a lot more involved than I anticipated...
I could happily spend days fitting door frames and hanging doors, and over the years I have. Sash windows likewise.
Beloved are the chisels.
I kept reading "elements" as "enemies". I wasn't sure if you were trying to flip it at the end.
Our physics engine and rendering is top notch. Sometimes the AI is glitchy but it auto fixes 🤣
And with years come, ground is slightly move, so sometime door are need to re-calibrate.. 😅
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.
This. My brother's a carpenter, I'm a software developer (games are my side hustle). We both hate making doors LOL
Reject doors. Return to cave habitation.
Half the doors in my house cant stay shut because my foundation is settled.
They gotta be installed just right too, if not it won't fully close, it'll drift open or scrape your floor.
Im a chippy too, and god doors were a nightmare when I just started haha
Tier -1: Going to a black sceen and spawning in the next room when pressing on a door
Good old Resident Evil.
Prototype when entering and leaving bases XD
@@bertschumacher2097 And Elder Scrolls
Pokemon has entered the chat
Early gta games with indicators: our time has come
All I know is that Cyberpunk is the most realistic, I always phase through doors in real life
Sus
Let’s see how many subs I can gain from this comment currently at 38 subs
@@galileogaming.5606 None
@@amoghus who are u and why so rude
@@galileogaming.5606 None
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.
Yeah
he is not animator
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
@@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.
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.
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.
These problems are not equivilent
@@ryn5336 Splinter cell isn't first person
@@ryn5336 what does that have to do with anything? Splinter cell is a 3rd person game series
Or Metal Gear Solid 5. You can knock out enemies with them and the enemies hear the sound if you bash them open.
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
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.
Welp still at least doors are doors and just makes the game more natural
Just have to wait like idk 50 years to make video game graphics sooo realistic and can also smell the air from the game
She was surprised to find🍽🥢🥤🥃🥂🍻🍺
‘Come, Little Red-Cap, here is a😫😪😯🤐😮😥😣
*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.
Imagine having a teammate, constantly looking at doors, running through them, opening and closing them... God it would be horrible :D
Huh sounds familiar lol
Can we appreciate the work that goes into making games 👌
I'm sure Devs have fun creating games and all
Idk but hope the door doesnt fly everywhere when its opened or closed
This knowledge has been really cool for somebody like me who is not a gamer
Remind me one of csgo video
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.
@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
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.
@@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.
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.
First game that comes to mind is Prince of Persia for gamecube/ps2 -- might be wrong tho
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
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
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...).
what game you working on?
@@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.
@@ColinLeet what's the name of the game with the doors?
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.
Can i know which coding language did you use ? And what software ? I'm also a developer but just web developer 😬
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.
Ha.
@@princeabs247 hakdog
Anytime a game gets delayed, I'm going to blame the doors.
Not every game needs same level of realism as TLOU, tho
Yeah that's what I'm gonna do with Cuphead lol
The real reason GTA 6 ain't out yet 😂
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.
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
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.
Shenmue came out 5 years before RE4 and had tier 3 doors.
Except when the game would teleport you through them, yeah lol
I've never thought about doors in video games or the complexity of doors before. This was really insightful.
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.
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
@@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
@@mancerrss GTA VI is still probably a long way off though.
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.
Or the one where you head to the red marker on GTA SA to leave your safehouse and teleport outside
People guessing which one was the hardest to animate: reloading animations, cutscene animation, player animation,...
Developers: Doors.
I bet the rope animation in TLOU 2 is much harder to do than the doors
@@vastta report it
bRoo
@@anggawiyana it's not an animation. It's called procedural animation, every rope movement is written in code no single animation.
@@AlexFord-gp7by usually even with procedural animations, developer created pose states are used
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.
Exactly
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
omgg this reminds me too of how resident evil village handled doors, they worked like this too!
but it that how you use a door in real life? just walk into it and hope fot the best?
@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.
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
Cool
Lol
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.
@@craigstephens93 they're not terrible, they're just simple, like this guy just said
@@craigstephens93 for a 2013 it's advanced
Mecha for illustrators.
Horses for animators.
Doors for game devs.
Strangely relatable. Game developer myself and I've been in at least a half dozen meetings where doors played a central role
Bryan Singh: "Doors are hard to make"
Naughty Dog: "I missed the part where that's my problem."
There is a joke for people bashing free fire because the game doesn't have door
@@raifikarj6698 pubg has tier 2 doors while free fire has tier 0 doors
Naughty Dog got it right probably because they crunched their employees
They also had tk overwork their employes to death so yeah it was hard
@@peenSuperLoser and compensated them for it
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.
The alternative would be then developing all those doors which would take resources away from other projects. You can't focus on everything
@@FraserSouris Or just not having those doors there at all...
@@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.
@@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!"
You look........very interesting 47...
i definitely appreciated the doors in TLOU2 and also how the character actually opened drawers while looting
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.
Game devs: buy our games and give us money
Gamers: Youll get our money when you fIX THIS DAMM DOOR!!
🤣🤣 ayt this is a great one that's easy to miss
Underrated comment
One of the Best use of this meme
Gamers: gonna cry EA junior?
he’s…good boy
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.
I think RDR2 did a really ggod job in respect with doors
Rdr2 did a good job in respect with everything
@@amiralimirhashemian6067 the game is so realistic it’s tedious at times
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)
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
Jokes on you, Minecraft door's is always on God Tier level
No animation, only sound and clicking 😂
Have been perfect for many years
FINNALLY A MINECRAFT MEME
gotta love climbing up a door by jumping and opening it at the same time
The in-between state is too complicated to deal with, so they just removed it completely 😎
others : graphics and animations are perfect
developers : Doors are perfect, game is perfect
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.
Let’s see how many subs I can gain from this comment currently at 38 subs
brooooo that moment gave me an heart attack 😂 those regenerator with its fk breathing are the most scary in re4
@@galileogaming.5606 none
YAY SOMEONE ELSE MENTIONED RESIDENT EVIL 4 ☺☺
nice to see a fellow door expert
Taking the term door man to a whole new level
Because of your teasing we obviously need a "Why video game ladders are so hard to get right"!
Vox, is getting better and better everyday
Eh, their non political content is really well done. Otherwise...
They've learned well from Johnny...
It's a subject that you like. That's the difference
Let’s see how many subs I can gain from this comment currently at 38 subs
@@galileogaming.5606 Shut
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.
Door STUCK!
The modern warfare doors are awesome with the peek feature
I appreciate game developers even more
Whenever someone talks about doors, I can hear
*"Doors stuck!Doors stuck!"*
Aw man, this comment got bombarded by bots.
@@featheryfemme Yes. also, why RUclips don't moderate bot instead demonize satire / wholesome video.
The running door animation in TLOU2 looks so amazing
Makes you appreciate the finesse and amount of effort put into detail in our simulation
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.
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
It’s like some sort of Jedi trick.
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.
Mario in the 90’s: I have no such weakness
or you may fall and break the😸😺💩🤖👾👽👻
the house, and thought🧗♀️🤹♀️🤹♂️🤺🤾♀️🤾♂️🤽♀️
fell asleep and began to snore🚵♀️🚵♂️🚴♀️🚴♂️🏋️♀️🏋️♂️⛹️♀️
what have you done
@@Marniv2002 lol bots are weird
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!
the new animation thing should make it easier?
right in unreal engine 5
What a worthwhile video
“I missed the part where that’s my problem”
- Bully Maguire
So THAT'S why Silent Hill had so many locked doors. Makes sense now.
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
@@jairomejia616 this was actually really cool to read through!!! thank you :) /gen
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.
I wouldn't say a perfect game, but the best game to date, on technical terms. Slightly beating RDR2.
I think some of simplicity comes down to underpowered CPU in PS4
@@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.
@@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"
Would really like to emphasise on the "technical" here. Storywise the ending was really wierd and felt forced.
Next you guys should do a video about walking up/down stairs. I feel like we are still a decades from getting that perfect.
yessssssssss
Geralt of Rivia approves of this message.
half life mastered that and doors
Exanima has amazing door control animation with real-time physics
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.
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.
after watching this, I think it's much harder to believe that we're living in a simulation
Hahaha
Nice profile pic 🔥
So simulation has succuded.
Nah because doors in real life are difficult to make aswell
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.
Splinter Cell had great door mechanics, where you could open them slowly or partially, just to see what was on the other side.
Never forget Resident Evil loading screen doors.
Well. Now I can never unsee the doors are gigantic.
I love the doors, such a great band!!
Now, respect for r* for doing it since gta 4 and RDR 2 is mind-blowing realism + it's an open world
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
HL Alyx really did doors well, you should try it out if you haven't already
Coding a triple A game sounds like a nightmare, glad that ain't my job lol
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.
I bet Minecraft doors were the easiest to make because they just open instantly.
Realistic door opening / closing Modder : I am joke to you ?
arent they basically tier 1 doors
@@mrxxbrian no, not automatic
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.
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.
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.
In real life too, we have to struggle with the doors of Opportunity
Good to know, could make a follow up explaining the use of the information
I knew that video games take a long time to make, but I think I sometimes forget just how much effort really goes in it
rdr2 has the most realistic feeling door opening
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.
RUclips is getting real comfortable with double 15 second unskipable ads
1:02 How about fixing those railings? Oof.
Finally, an explanation to why…
Shout out to all the LoU 2 devs. Amazing game.
I have a new found respect for crims who drive their cars into the burgershot doorway
Game devs: buy our games and give us money
Gamers: Youll get our money when you fIX THIS DAMM DOOR!!
A door game would be fun.
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.
**passes through closed door**
yes
Let’s see how many subs I can gain from this comment currently at 38 subs
@@galileogaming.5606 bruh
this is fascinating
Meanwhile me in my Minecraft world. Even an average animator like me can't animate open door properly.
Super mario 64 already had realistic door opening in 1996
Look at the doors in ReadyOrNot they definitely got that right!
This is very interesting! I always imagined water being the most challenging! I’m gonna have to pay more attention to the doors next time I game. (Tonight, lol)
The most amazing thing about the last of us doors is in my opinion, that they swing back realistically, when you run into them!
As a hobbyist solo developer, it's great to know that other professional developers also overthink every aspect.
Finally you guys have videos about the behind the scenes of video games
Appreciate how vox is making news about gaming industries. 👌
Splinter cell had amazing door controls since the early 2000s.
This makes sense but i lost my phone
Did you lost inside or outside your house?
Oh no, have you found it?
A good example of why life-size doors make it way harder to get through is minecraft, a single door is very hard to get through without hitting the sides, especially if it's an iron door with a stone button and you have limited time to get through before it closes
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.
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.