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Comment: Re:Missing the point (Score 1) 295

by mwvdlee (#46827127) Attached to: 'The Door Problem' of Game Design

If that was the parents' point, then why didn't he say so?
Not all door can be locked in real life (indoor doors), but if they look the same, I agree they should behave the same. That doesn't mean that all locked doors need to have a key that opens it in the game. It's perfectly okay to have a street of locked houses where only one house (the one that's part of the script) has a matching key.

Also, neither of us were talking about blocking/non-blocking doors; that would obviously be inconsistant physical behaviour.

IMHO, a locked door that has no key in the game, is perfectly consistant. The problem is not so much the individual door, but rather that the world (i.e. the "room") behind the door should be modeled as well. Would you rather have a cheat like F.E.A.R., where the room is filled with boxes? How realistic is it to have a room that is filled upto the doorway with impossible to move boxes? It's trading a minor inconsistancy (a locked door for which you can't obtain the key for a variety of reasons) for a major inconsistancy (a street with all box-filled houses).

If the demand is for every room behind every door to be accessible and fully modelled (no silly cheats), then that practically prohibits large scale city scenes, simpy because of the practical limitations of developing such a world.

Comment: Re:Easy answers (Score 1) 295

by mwvdlee (#46822121) Attached to: 'The Door Problem' of Game Design

But did the boxes behind the door behave like boxes? Could the boxes be opened, or shoved aside?
I'm perfectly used to encountering doors that I will never be able to unlock in real life.
When I walk to my own frontdoor (to which I do have the key) I encounter dozens of doors for which I have no key and which will remain forever locked to me.
Why couldn't this be true for a game as well?

Comment: Re:Easy answers (Score 4, Informative) 295

by mwvdlee (#46821591) Attached to: 'The Door Problem' of Game Design

I like your world where no locked doors exist; it's so very much like reality where I also need no keys to unlock doors.
Also in reality nobody can ever block a door. If somebody else (let's call him "player 2") blocks the door from opening, I'm still able to open the door. Because "It's a door. It opens", the door will magically pass right through the other person.
Also; what is behind every opened door? If there are doors behind an opened door, they should open too, right?

In my world, a locked door is normal. How can I see if a door is locked in real life? If it has a hole for a key and closed, it's probably locked.

Comment: Economics != English (Score 1) 351

by mwvdlee (#46804991) Attached to: Google: Better To Be a 'B' CS Grad Than an 'A+' English Grad

[...] who was thinking of shifting to an economics major [...]. I told that student they are much better off being a B student in computer science than an A+ student in English

Except being a B student in economics is probably better than being an A+ student in English as well.
But is being a B student in economics better than being a B student in English?

Also, wanting to not be rigorous is apparently better than wanting to be rigorous, seeing as this student has gotten an internship.

% APL is a natural extension of assembler language programming; ...and is best for educational purposes. -- A. Perlis