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.)