25.12.2012 Views

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

<strong>Building</strong> <strong>Game</strong> Worlds<br />

172<br />

U L T I M A T E G A M E D E S I G N<br />

A Three-Stage Completion Process<br />

As a <strong>game</strong> title or software product reaches completion, it passes through three critical<br />

development stages, commonly called alpha, beta, and final or “gold.” The exact<br />

definition of each stage for any single <strong>game</strong> is somewhat nebulous. In general, the<br />

alpha stage is defined as a <strong>game</strong> that is essentially feature-complete, but remains<br />

extremely buggy with many fixes left to perform. The beta stage is reached when all<br />

of the considerable alpha bugs are fixed and only relatively minor bugs now remain.<br />

As each minor bug is fixed and settled, the <strong>game</strong> approaches its final or “gold” status.<br />

Gold refers to the final CD or cartridge burn of the <strong>game</strong> now ready for production<br />

mastering and replication. The amount of time between each of these stages often<br />

depends on your production schedule and how far your deliverable dates have<br />

slipped. It can be several months or a matter of weeks.<br />

Writing a Test Plan<br />

Each substantial new submission to the QA department should be accompanied by a<br />

test plan. The test plan should specify, in as much detail as possible, exactly which<br />

parts of <strong>game</strong> functionality testers should be watching for in the version of the <strong>game</strong><br />

submitted for testing. In early submission to QA, the test plan can be somewhat open,<br />

since you’re testing for any and every kind of problem imaginable. As the QA phase<br />

progresses and many bug fixes are made, you want to focus the test team on those areas of<br />

the <strong>game</strong> that have undergone considerable change. These are usually the areas where<br />

new bugs pop up as a result of the changes made. Your test plan should detail exactly<br />

which parts of the <strong>game</strong> to focus on (for example, specific multiplay features or clientserver<br />

connection issues, inventory features, character ability changes, and so forth).<br />

The more information you are able to provide about where potential new problems<br />

may arise, the more focused testers can be in providing valuable and time-saving<br />

functionality feedback.<br />

Once a test plan has been followed (it’s essential when <strong>game</strong>s are really buggy), there<br />

are several more informal and ongoing kinds of testing that regularly take place:<br />

� “Just play!” Testers play the <strong>game</strong> as normal players would, noting whether<br />

they find it difficult or easy, fun or boring. They record how long it takes them<br />

to complete each level or area, what they liked or disliked in the level or area,<br />

how the pacing and balancing of the <strong>game</strong> felt in play, and how long it took to<br />

play the entire <strong>game</strong>.<br />

� “See if you can break it!” Testers try to play the <strong>game</strong> in ways that the<br />

designers never intended, to see if they can create a situation that impairs the<br />

<strong>game</strong>-playing experience, such as being trapped in a room or level section

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!