An amusing and insightful look at how various game design factors can treat even fairly mundane items quite differently, and what the role of a "game designer" actually is.
What's particularly interesting about this is how clearly this demonstrates where increasing team size can introduce inefficiency in the design process - everyone needs to know information, and the amount of communication needed to create the door rises exponentially with additional team members.
(Also, this is one of those rare times where you should violate rule 1 of the internet and read the comments.)
Game design is one of those nebulous terms to people outside the game industry that’s about as clear as the “astrophysicist” job title is to me. It’s also my job, so I find myself explaining what game design means to a lot of people from different backgrounds, some of whom don’t know anything about games. I like to describe my job in terms of “The Door Problem”.