> I think that just proves my original point: it's clickbait to single out doors as being exceptionally hard versus everything else in game design.
That's a fair point, but I think the charitable reading of the title is that amongst all the complicated things, a conceptually simple object like a door can still be very deceptively complex.
I sometimes get an urge to work on the myriad of game ideas I've written down over the years. And every time I remind myself that what I really like is the "idea" of making a game, not the actual process. Because the actual process is a draining, thankless and often rage inducing process. The actual building of a game is 95% of the time spent on stupid little details like making a door work properly.
And it is for that reason that I really admire game developers, particularly indie ones. It takes an insane amount of willpower, mental fortitude and wits to take a game from idea to playable product. And you then have to contend with one of the most toxic and volatile consumer groups in existence.