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Ultimate Game Design : Building game worlds

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C H A P T E R 7<br />

criticizing your title. They don’t care at all about your team’s particular technology<br />

hurdles, personality clashes, or budget woes, nor should they. They have paid to play<br />

your <strong>game</strong>. You must deliver a compelling gaming experience to succeed.<br />

Some see life as a <strong>game</strong> tester as their definition of a dream job. Getting paid to<br />

play <strong>game</strong>s all day long must be the life! Any tester will tell you that there is a huge<br />

difference between playing extensively for enjoyment (which helped get you the job<br />

in the first place) and testing a <strong>game</strong> title top to bottom by playing it for 14 hours<br />

straight through (many times). As a tester, you are asked to intensely monitor all<br />

kinds of <strong>game</strong> performance elements at once.<br />

When considering <strong>game</strong> quality, you need to recognize the importance of the relationship<br />

between the QA department and a particular <strong>game</strong> title. In particular, the QA<br />

department will be giving your team volumes of valuable feedback on how your <strong>game</strong><br />

is playing. It is extremely important to do everything possible to grow the relationship<br />

between your development team and the QA department. You must keep the communication<br />

loop between these two groups wide open in both directions at all times.<br />

The goal is to have a seamless exchange of information traveling back and forth. The<br />

improvement of your <strong>game</strong> often depends on this very exchange. This is achieved by<br />

treating the test department with the fundamental respect they deserve, as collaborators<br />

with the same goal in mind: making great <strong>game</strong>s. When they help solve significant<br />

problems, just like other developers, they should be rewarded immediately.<br />

Not every developer has immediate access to a QA department. <strong>Building</strong> and<br />

maintaining a complete test department can be prohibitively expensive. The QA process<br />

itself varies in formality around the industry. Large <strong>game</strong> publishers (like Electronic<br />

Arts or Sony) have many testers onsite. An independent <strong>game</strong> developer, on the other<br />

hand, probably has no full-time testers whatsoever. They might have a few production<br />

assistants that help out with testing issues, but they usually rely on the publisher to<br />

provide detailed testing.<br />

Sometimes even the publishers themselves do not want to build up expensive test<br />

departments, so they contract their testing needs out to an independent third-party<br />

testing facility or testing service. These services are starting to pop up all over the<br />

world. This can create workflow issues for <strong>game</strong> developers, since the <strong>game</strong> developers<br />

themselves might be halfway around the world from the testers. In this case, you<br />

can’t simply walk over to the test department, see a particularly nasty bug in action,<br />

and walk back to your workspace to fix it. If your test department is on the other side<br />

of the globe, it might take several e-mails, intranet jumping, phone calls, time-zone<br />

considerations, and movie files to solve one of thousands of bugs. A developer sends<br />

<strong>game</strong> builds (working versions of the <strong>game</strong>) to the test facility, and then must manage<br />

and act on the testing feedback.<br />

167<br />

Quality Assurance and Play-Test Feedback

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