Which Door Would You Choose? | Game/Show | PBS Digital Studios

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  • Опубликовано: 14 дек 2015
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    What's behind door number 1?
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    Doors have been a staple of great game design since the very beginning, but we often overlook their importance in the unfolding of a games' plot. Doors can give the player more control over the order of levels, limit control if you can't turn back, create tension and excitement by entering unknown situations, and much more. In this episode of Game/Show, "choose your own adventure" to dig deeper into what a simple door can do to enhance gameplay. And as always, please discuss your opinions in the comments!
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Комментарии • 95

  • @Gcrab71989
    @Gcrab71989 8 лет назад +21

    The broom closet ending is my favorite.

  • @Zerepzerreitug
    @Zerepzerreitug 8 лет назад +29

    For a moment I was afraid this would be _yet_ another video about the Monty Hall Problem, with the goats and sports cars and all that jazz.
    Glad I was wrong.

    • @pbsgameshow
      @pbsgameshow  8 лет назад +16

      +Arturo Gutierrez Aren't we all

  • @Unit645
    @Unit645 8 лет назад +7

    Exiting Vault 101 for the very first time... that's the best door ever.

  • @RDMracer
    @RDMracer 8 лет назад +11

    In Hotline Miami, doors are a weapon.

    • @pbsgameshow
      @pbsgameshow  8 лет назад +2

      +Roel de Meulder Good point!

    • @hemangchauhan2864
      @hemangchauhan2864 8 лет назад +1

      +Roel de Meulder And very powerful one, mind you

  • @mattwo7
    @mattwo7 8 лет назад +2

    I'm pretty sure that vault door in Fallout is pretty iconic.

  • @Chihiro_Fujisaki314
    @Chihiro_Fujisaki314 8 лет назад +4

    My personal favorite door is the Number 9 Door from 9 Hours, 9 Persons, 9 Doors. Not only does it serve as the escape route, but its complicated way of using deadly bracelets and numbers to find it causes rifts between you and the other "participants". This leads to deaths, betrayal, multiple timelines to consider and a greater sense of mystery to the story. Most of you won't understand a word I'm saying, but believe me, it's a grand door.

    • @ChakChakGuy
      @ChakChakGuy 8 лет назад +1

      +Chihiro Fujisaki i kinda prefere the number 9 door in Virtues Last reward as it is always looming over you from the very beginning making the escape seem even closer yet so far away.
      all the doors in the series are great though and i just can't wait for the 3rd game in the series releasing next summer.

    • @Chihiro_Fujisaki314
      @Chihiro_Fujisaki314 8 лет назад

      I understand your reasoning, but didn't a hidden door with the time limit of the ship "sinking" add some extra anxiety? There was hardly any time to create much of a plan. With VLR, the door was already there. It wasn't a search to find the door, just its key.

    • @ChakChakGuy
      @ChakChakGuy 8 лет назад +1

      i agree the feeling of danger and the urge to get out was way higher in 999. (though that might also be because of some of the more gory bits that were mostly missing in VLR)
      also you actually already had the key. It was more about who would manage to open the door and under what circumstances...

    • @hemangchauhan2864
      @hemangchauhan2864 8 лет назад +1

      +Chihiro Fujisaki I've not played VLR, but the door 9 was... *phew* was an incredible journey. I was sighing in joy when reached it!

  • @0ScienceIsAwsome0
    @0ScienceIsAwsome0 8 лет назад +4

    nice doorough explanation

  • @Henkz85
    @Henkz85 8 лет назад +1

    I like Bastion in this way. Every step you make is like opening a door, which is really cool.

  • @InMaTeofDeath
    @InMaTeofDeath 8 лет назад +1

    I always thought of doors in video games like backdoors in the 2nd matrix movie, you can never be quite sure where you're going to end up.

  • @Sayoko-Von-Silve
    @Sayoko-Von-Silve 8 лет назад +2

    A favorite door in gaming...
    The whirling vortex to Sovngarde on the summit of Skuldafn having spent the last hour plunging my way through its ruins, moments after killing the dragon priest and the two dragons guarding it - at the same time - During a Strom-Bah-Qo storm that I summoned. Followed immediately by stepping in to the vortex and entering into the final conflict with Alduin.
    That first time through - it was a very satisfying experience. .. Though the actual fight with Alduin? Wasn't nearly as... Satisfying... I would have much preferred if it was a desperate bid to survive on that last fight... It was much harder prior to that on the doorway itself. (Talk about anticlimax feeling...) Still, I really enjoyed the doorway and fight prior.
    -_I'll Be Watching, Friend._

  • @nonaerenada
    @nonaerenada 8 лет назад +2

    My favorite doors are probably the doors from Kingdom hearts. The whole game revolves around you opening a closing doors and the application. Will this door lead to another area, do I have to lock this door, is a boss going to be behind this door, This is a door to a new world, etc. But i guess the same can be said for a lot of games

  • @DragoSonicMile
    @DragoSonicMile 8 лет назад +1

    Sometimes a video is just a video. That in itself is not wrong.

  • @ThePoptartster
    @ThePoptartster 8 лет назад +2

    When I became an admin on an RPG server a fellow admin said there was a door on the server I wanted to open with my admin powers, and not to open it. He was right. I opened it. It lead nowhere.
    You don't want to know what's behind the curtain.

    • @BlazingMagpie
      @BlazingMagpie 8 лет назад +1

      +ThePoptartster I will remember this for future reference.

  • @hydromorph1602
    @hydromorph1602 8 лет назад +1

    9 Hours 9 Persons 9 Doors: The game uses a mechanic where a door can only be opened by certain combinations of people, so when the game asks you to choose which door you want to go through, you are directly impacting the narrative in the sort of challenges that await beyond that door but also which of your comrades you trust enough to face those things with you, effecting the games overall ending. The sequel, Zero Escape: Virtue's Last Reward, also used doors to dictate the narrative. Would definitely recommend checking both games out before the third installment launches Summer 2016.

  • @frankmy18
    @frankmy18 8 лет назад +1

    The narrator as an active element in game design would be an interesting topic. Like in The Stanley Parable or in Portal.
    Btw.: Nice video :)

    • @pbsgameshow
      @pbsgameshow  8 лет назад

      +Frank Meyer Hmmm, interesting thought... -jj

  • @flamingcokecans
    @flamingcokecans 8 лет назад +2

    First
    Door

  • @KibblezanBitz
    @KibblezanBitz 8 лет назад

    Who remembers the doors on High Charity in Halo 2? The distinct look, the layers, that sound effect. My favourite video game door.

  • @litcrit1624
    @litcrit1624 8 лет назад +1

    Interesting. Behind every door was the same thing: a BEST BUY ad. Did I win the holidays?

  • @night1952
    @night1952 7 лет назад

    I like the doors in the first DMC that try to grab you and can actually hurt you.

  • @ajgonzalezs
    @ajgonzalezs 8 лет назад +2

    Name of the game at min 2:57? You guys should consider putting the names of the games you feature in the description!

  • @Plainclothes
    @Plainclothes 8 лет назад

    Favorite doors - the paintings in Super Mario 64

  • @rumelismorende8177
    @rumelismorende8177 8 лет назад

    Dungeon of the Endless has excellent door design. Every door you open is a "turn" in the game, with heavy risk behind every door due to monster attacks. The tension of each door mounts in the late game, where some enemies can break open doors without your consent, leading to more risk.

  • @jt8467
    @jt8467 8 лет назад

    it´s a lot like Campbell's theory about the Hero's Journey: the hero must cross the threshold to enter the new world. So when we cross the door in a videogame we know we are entering something new

  • @thearchknightdelacruz2289
    @thearchknightdelacruz2289 8 лет назад

    not once was the symbolism of the Dark Souls fog gates mentioned

  • @reinhartgregory
    @reinhartgregory 8 лет назад

    The only channel that can make doors so interesting damn.....

  • @ROOKTABULA
    @ROOKTABULA 8 лет назад

    2:03 those doors weren't loading "ponderously" but were in fact used to mitigate/hide the wait for the next room to load. fyi

  • @vulcan_nova
    @vulcan_nova 8 лет назад

    My early experiences with doors was in Croc: Legend of the Gobbos, and Spyro the Dragon on the PS1. Those were the more strong experiences because they only unlocked when you completed certain challenges and collected all the items in a level.
    Doors also helped us recognize what we would see next. Going back to Croc, if you saw a well, you'd know almost all the time what obstacles and bad guys you would encounter.
    Dead Space had doors for that chilling atmosphere. The ones that spiked tension, and then those that made you feel safe (like the subway). I guess what I'm saying is that the doors in games started to feel like they educated you on what to expect from them and in turn added to the experience.
    On the contrary though: today, I think video games use doors as a way to load areas in the game more often as that symbolism earlier games had.

  • @MathAndComputers
    @MathAndComputers 8 лет назад +1

    "Maybe I should go in here. Lo and behold, Link gets a sword." FUUUUUUUUUuuuuuuuu........ I made it into the first dungeon without a sword, and thought to myself "Damn, this is a hard game! I wonder when I'm finally supposed to get a sword." I didn't make it much farther.

    • @pbsgameshow
      @pbsgameshow  8 лет назад +1

      +Neil G. Dickson Amusing anecdote. Thanks for sharing! -jj

  • @FromRussiaWithLuv007
    @FromRussiaWithLuv007 8 лет назад

    The Mario Green Pipe is a door

  • @RockosBos
    @RockosBos 8 лет назад

    The Door at the end of paper Mario the thousand year door. The game is named off of it and leads to a completely different region of the game that has mystery and challenge which is unprecedented throughout the entire game.

  • @halimlorette2742
    @halimlorette2742 8 лет назад

    Doors are huge for Dungeons and Dragons as well, and I've been playing that for 20 years, so I never really thought of doors in games as just doors. They're probably simultaneously the most meta-game-y game object and the most exciting one. You know it means the end of the space your at, so you've solved the previous challenge, but you also know that either a new challenge or a reward is ahead. Unless the door is locked or broken, then the door is the challenge. My other favourite door is in the original Legend of Zelda, when you blow up the wall with the bomb, every time you go through the hole you can think, "I made that!"😊

  • @CVN-lx4km
    @CVN-lx4km 6 лет назад

    Deep!

  • @ElbowFeverFurman
    @ElbowFeverFurman 8 лет назад

    Destiny's Vault of Glass entrance door. How can you not get hyped after finally opening this huge door into a place of such mystery; a place where time itself has no reference and gods of time await your fight.

  • @PranavDhunnoo
    @PranavDhunnoo 8 лет назад

    Doors are one of the many things a lot of us take for granted in video games. If you didn't make this video, I probably wouldn't even think about them so much, unless it was striking, like in Resident Evil. The latter really did help in building the atmosphere! So I think that doors are integral parts a game's environment and that's why a lot of attention might not be given, unless they are made obvious that it's a door behind which something major lies behind. Like in the Zelda games, the boss door is made differently, more striking compared to other doors in the dungeon so that you know that the boss lurks behind it. Even the key is more grandiose and you have to go all the way through the whole dungeon to get it.

  • @MerlinCheng
    @MerlinCheng 8 лет назад

    I realize in Dragon Age Inquisition, doors in your HQ Skyhold act as a "loading screen". I guess it is more of a technical thing than a design thing.

  • @VodKaVK
    @VodKaVK 8 лет назад

    It's really interesting how R6 Siege is using doors - or barricades - to give you a layer of depth when breaching into a room: you don't know what's on the other side, but there are plenty of ways to figure it out. To the point that if you feel/know that a door is too dangerous, you can just blow up a wall and improvise a door - sorta.
    Just like doors, windows are a very useful to show the player events and keeping them separate from the action. Bioshock uses this to show the bottom of the sea, and so does Half-life 2 at some points, although not specifically through a window.
    or what if you can use windows like a door? mind blown.

  • @quinson93
    @quinson93 8 лет назад +1

    Fog gates in Dark Souls titles.

    • @pbsgameshow
      @pbsgameshow  8 лет назад +2

      +Quinson93 Always nerve-racking! Also those doors that caught you off guard by leading to a back entrance to someplace you didn't expect were great. -jj

  • @MrCaretCaret
    @MrCaretCaret 8 лет назад

    All hail the mighty door!

  • @kit6041
    @kit6041 8 лет назад

    I just watched this whole video through

    • @pbsgameshow
      @pbsgameshow  8 лет назад +1

      +Kit Caboodle The choice not to choose. -jj

  • @FrozenSpector
    @FrozenSpector 8 лет назад

    "JACK, rip that door!"

  • @VineetKumarX
    @VineetKumarX 8 лет назад

    You can't talk about doors without featuring or atleast talking about the original 8-bit Wolfstein!
    Incredible doors! Doors.. and Moar doors!

  • @halimlorette2742
    @halimlorette2742 8 лет назад

    I have actually thought "this game designer is killing it" many times during Halo campaigns. Doors in the Halo series are handsome, well placed, and atmospheric. Whenever the Flood takes over, the yucky fungal growth on a key door fills me with dread.

  • @ZombieRat8bit
    @ZombieRat8bit 8 лет назад

    Halo: Combat Evolved and Morrowind has the best doors. Always loved the description "Wooden door to Balmora".

  • @ianterada6821
    @ianterada6821 8 лет назад

    interesting ideas! thanks

  • @Reubs1
    @Reubs1 8 лет назад

    The real doors in Portal are the Emancipation Grids, those particle fields that reset your portals and vaporize any objects that pass through. These are thresholds that most definitely fit the role of event boundaries as you described in your video, because puzzle elements like portals and cubes cannot normally pass through, signifying a break in the problem solving process. I recently played through Portal Stories: Mel after hearing about it from the Game Awards, and many of its puzzles incorporate these emancipation grids with the ability to turn them on and off, further adding another level of mind-screwing. Really interesting to think about.

    • @pbsgameshow
      @pbsgameshow  8 лет назад +1

      +Reuben Cheung Good point! -jj

  • @meco2181
    @meco2181 8 лет назад

    Every time I played Metroid Prime I thought that who ever designed its doors was killing it. That sweet animation, the variation of doors with its own opening mechanism... The doors that got stucked for a small amount of time as if they had some type of mechanical failure meanwhile the game used the extra time to load the next room...
    To be completely honest to this day I don't understand why we don't see more games without any load times(With animations that make sense during all of then instead of a boring loading screen.)

  • @MrAzulmagia
    @MrAzulmagia 8 лет назад

    My personal favorite were the legend of zelda's door, simple design but I think they affected my gameplay by quite a lot

  • @JaeshaunDT
    @JaeshaunDT 8 лет назад

    ever since i played a certain crash bandicoot game cant remember exactly which one but multiple levels had a left and right path and a few times the crystal always lie on the left path so now my rule is to always go left rather than right if no other evidence is presented to do otherwise

  • @Rodspulloff
    @Rodspulloff 8 лет назад

    No mention of the doors in Metroid?

  • @Holobrine
    @Holobrine 8 лет назад

    Anyone else think Jamin looks like JJ Abrams?

  • @laughingfurry
    @laughingfurry 8 лет назад

    Door or bridge, they both play the same function as a vital role in transitioning from one segment of the game to the next. Though, I'm thinking from a designer perspective more than a player perspective. Even when playing, I still look at holes and windows as just more doors.
    I say bridge as well due to games with drawbridges, much like in some of the Castlevania games. They serve a function similar to a door. Just the same, a collapsed bridge is usually no different from a door that can't be opened after passing through. Same with building or placing a bridge being as necessary as finding the key to a locked door.
    Likewise, both can serve as additional choices, given that the added choices are built into the game. Perhaps more so with a bridge, given that the option can always be to travers over or under the bridge, whereas a door you can only travel through. Unless you're given the option to take the door with you, in which case a wooden door can be a bridge or making energy doors would be much like what's shown in portal.

  • @StalemateZ
    @StalemateZ 8 лет назад

    Spooky's House of Jumpscares ;p

  • @SebastianHay
    @SebastianHay 8 лет назад

    Best example of a door I can think of in recent history is PT. What's your favourite door in a game, and why?

    • @pbsgameshow
      @pbsgameshow  8 лет назад

      +Sebastian Hay I still gotta play that. Oh, wait.. -jj

  • @bonaventura1519
    @bonaventura1519 8 лет назад

    Gates are older than doors, as are posts and cairns marking territory and paths. The door/gate/post/cairn indicator has not just practical power as a physical object but also practical symbolic power, symbolic of making choices about direction and accepting consequences. It bears to human experience not just that something will happen but the meaning behind what will happen. This is one reason why I like the gates in Skyrim. There is usually something happening at the entrance gate of each city that is somhow symbolic of the people and culture of the city: for example, the guards of Riften, home of the thieves guild, try to scam the player; the guards of Whiterun are concerned about the dargons, marking it as a central plot location in the main quest, and the guards of Solitude notify the player of the execution about to be held that reveals how the people of the city are loyal to Elisef and the Empire, but still torn about following their ancient Nordic heritage. Entering into those cities and encountering their peoples throws the player into their world and joins their struggles as the player completes the main quest and side quests.

  • @ilkeryoldas
    @ilkeryoldas 8 лет назад

    What are the games at 2:57 and 4:21 ?

  • @umnikos
    @umnikos 8 лет назад

    Subtitles turned on:
    "And what they reveal us about gays - to find out choose a door..."

  • @KieranGee
    @KieranGee 8 лет назад

    Dat CS:GO clip

  • @macbury18
    @macbury18 8 лет назад

    Actually I have commented on a couple particularly pretty doors in Skyrim and a minecraft texture pack I can't remember the name of...

  • @Cannoli25
    @Cannoli25 8 лет назад

    Hey jj, was wondering what books / articles / interviews about video games you'd recommend.

  • @michaelbarondof4698
    @michaelbarondof4698 8 лет назад

    Anybody thinking of Hyun?

  • @89taklung
    @89taklung 8 лет назад

    Please to a video about Chinas "Sesame Credit" system! It's... Wow just look it up!!!

  • @andrewa1245
    @andrewa1245 8 лет назад +1

    Under 301 club

  • @mydogbuddy07
    @mydogbuddy07 8 лет назад

    "Every time you passed through a portal your brain was being prompted to dispose of the reasoning and the problem solving and the physics of the thing you were just doing in order to completely start a fresh from a different perspective on the room"
    Was this really what was happening to everybody else that made them find the portal concept so confusing? as far as i know i never forgot the problem solving or reasoning for what i was doing just by going through a portal? it was still the same room so i didn't even consider it a door? and even with doors i wouldn't just forget what i was doing beforehand? i don't know, maybe i'm thinking about this too literally :/

    • @Zarroc-xx9tt
      @Zarroc-xx9tt 8 лет назад

      He is correct in portals acting as event boundaries for some people but normally actively thinking while going through an event boundary can keep your thoughts in your head, so I wasn't affected by doors in puzzle games because I was constantly thinking of the next step in the solution however some people are more susceptible and with portals also being disorienting to go through it can confuse you and make you lose your train of thought

    • @mydogbuddy07
      @mydogbuddy07 8 лет назад

      +Jordan Montgomery yeah, i was pretty much just wondering whether i might just be weird or something cause everyone seemed to make out like they had a hard time understanding the logic in portal. i found Portal 2 to be pretty easy (haven't played the first portal) so this video made me think maybe it's because of the way i think that i found it easier to understand the concept

    • @Zarroc-xx9tt
      @Zarroc-xx9tt 8 лет назад

      Portal 1 and 2 were both easy for me to figure out as they weren't to indepth in terms of problem solving it was quite a linear design for puzzles to me, Portal Stories: Mel was alot more fun and challenging though

  • @PhilthyFork
    @PhilthyFork 8 лет назад

    When is a door not a door?

    • @PhilthyFork
      @PhilthyFork 8 лет назад

      +Philthy Fork When it's a jar.
      Blaine is a pain, and that is the truth... imo.

  • @Lyedel
    @Lyedel 8 лет назад

    Talk about undertale and its reversal of traditional rpgs.

  • @josecarlospadilla9883
    @josecarlospadilla9883 8 лет назад

    What is the name of the game at 2:58?

  • @eriklundstedt9469
    @eriklundstedt9469 8 лет назад

    the gate
    ancient rings
    stargate

  • @jefam99
    @jefam99 8 лет назад

    I'm interested in your accent, where are you from?

  • @kobayashimaru8114
    @kobayashimaru8114 8 лет назад

    Ah man I haven't played the Stanley Parable yet. Had to stop the video.

  • @SirLaguna
    @SirLaguna 8 лет назад

    I can't believe that they made this video without mention 9 9 9. Shameful.
    Joking aside, nice video.

  • @Postwargamer53
    @Postwargamer53 8 лет назад

    now this subject are getting ridiculous.