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Ultimate Game Design : Building game worlds

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Testing MMOGs<br />

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

With the emergence of MMOGs comes a whole new set of testing requirements. Now<br />

that the consoles have moved online, these titles also provide new testing challenges.<br />

One- or two-player console titles can be tested with minimal hardware (TV, console,<br />

VCR, database). In the world of client/server <strong>game</strong>s, entirely new testing requirements<br />

and challenges suddenly appear.<br />

External testing labs are well equipped to test one- or two-player titles for consoles,<br />

PC, or handhelds. Very few are able to handle testing an MMOG title. This has led<br />

many developer/publisher MMOG builders to rely on the gaming audience itself as a<br />

testing force. Many popular titles allow beta testers (the beta phase in development<br />

immediately precedes the final release of a <strong>game</strong>) from the gaming community to take<br />

an active role in testing and shaping emerging <strong>game</strong> content. This method allows<br />

developers to get affordable (free) testing help and expose their <strong>game</strong> to a wide range<br />

of real-world PC systems featuring a multitude of hardware combinations (video<br />

cards, CPU speeds, memory configurations, and so forth).<br />

This kind of collaboration is also intended to prove to beta testers that the<br />

<strong>game</strong> when complete is worth playing. It is no secret that MMOG makers would<br />

like beta testers to become <strong>game</strong> subscribers if the MMOG in question is part of a<br />

subscription model.<br />

Testing MMOG titles thoroughly is a complex undertaking. You are testing not<br />

only <strong>game</strong> design factors, but also hardware requirements, bandwidth issues, latency<br />

problems, error checking and error correction, server timeouts, and dropped connections.<br />

For our purposes, we’ll focus on some of the <strong>game</strong> design factors.<br />

Since the MMOG genre is still so new and unexplored, many design issues become<br />

part-time sociology projects. It’s both a fascinating and frustrating view of relatively<br />

anonymous human interaction. Those involved in building MMOGs are discovering<br />

the rules and/or guidelines for developing these kinds of gaming experiences at the<br />

very same time they’re building them! Player-based powers and a player’s individual<br />

ability to impact the world around them tend to take center stage when making<br />

design decisions.<br />

We have simultaneous goals. We want to give players enough power to influence<br />

the environment in meaningful, fun, and interesting ways, but we also want to protect<br />

the play experience of other players. Some players, secure in relative anonymity, go<br />

ape inside MMOGs. They drop all inhibitions. They thrive on trying to ruin any positive<br />

experience another player might enjoy. As designers (and world cops), we have<br />

to acknowledge and account for this fact. Part of our job is to provide a fun, secure,<br />

reliable, addictive, and totally engaging gaming experience. The ability to run<br />

around an MMOG world as a joy-killer will shape and influence (some might even<br />

say dictate) our design decisions.<br />

171<br />

Quality Assurance and Play-Test Feedback

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