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Ultimate Game Design : Building game worlds

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166<br />

ONCE<br />

your <strong>game</strong> environment has come together into a cohesive<br />

whole with all basic actions, activities, and controlled behaviors<br />

built in via script, trigger, code, or any combination of these, you are ready to<br />

start getting some feedback from players. Developers have differing work styles and<br />

opinions about exactly when an entire <strong>game</strong>, level, mission, map, arena, or scenario is<br />

ready for delivery to the quality assurance (QA) or <strong>game</strong>-testing department.<br />

As a general rule, the <strong>game</strong> content that you hand over to QA should be stable and<br />

functional enough to be considered playable (fundamentally navigable, functional,<br />

and operational—but not nearly perfectly so). Remember, there is an extended period<br />

of time during the early development of your <strong>game</strong> project when the <strong>game</strong> you’re<br />

building is nowhere near playable. A “<strong>game</strong>” doesn’t even exist yet. You have only<br />

primary art and technology objectives starting to mesh together. If your team handed<br />

off a <strong>game</strong> to QA at this point, it would clearly be way too early to obtain any meaningful<br />

feedback (nothing <strong>game</strong>-wise is happening yet). Before submission to any QA department,<br />

you need to wait until the <strong>game</strong> content is “playable enough” to be clearly representative<br />

of your <strong>game</strong> ideas as they unfold in execution.<br />

In this chapter, we’re going to look at the operation and influence of QA on <strong>game</strong><br />

building. We’ll look at the important role that QA plays in helping improve and refine<br />

<strong>game</strong> builds (<strong>game</strong> version iterations), and we’ll stop to consider just how valuable<br />

play-test feedback can be in helping to create a <strong>game</strong> that is a satisfying and rewarding<br />

experience for players.<br />

Q UALITY ASSURANCE<br />

The purpose of a QA or test department within a developer or publisher is to improve<br />

the quality of <strong>game</strong>play for a <strong>game</strong> title by testing it for bugs or errors and giving play<br />

feedback and content suggestions to developers. These folks, known as <strong>game</strong> testers,<br />

or simply testers, play <strong>game</strong>s for endless hours, attempting to track down or shake<br />

out all the bugs or errors that have a negative impact on the play experience. They are<br />

your last line of defense before your <strong>game</strong> hits the public. If your development team<br />

thinks QA personnel are overly critical of their <strong>game</strong> (at least the testers are getting<br />

paid something to play it), just wait until the less-than-merciful public gets a shot at

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