As a sort of indirect follow up to my last posting regarding unfinished games, I wanted to give a bit of professional perspective to things.
Now, one of the big complaints about a lot of games these days is the lack of QA. Now, for those of you not in the know, QA is Quality Assurance. Every game goes through different levels of QA testing. Be it compliance (making sure that the release meets the standards of the specific platform Sony, Microsoft, etc), localisation (compliant with language standards of the region it’s being released in) and functionality (making sure, you know, that the game works and all).
I used to do QA testing for a living. And before people start getting all “wow playing video games for a living? AWESOME!” It’s not as cushy as it sounds. Don’t get me wrong, the company I worked for is definitely my favourite that I’ve worked for to date, but there is a lot to be said for the actual job. I’m not going to get into this now. If you want to know more, I’m happy to answer questions in comments or you can e-mail (firstname.lastname@example.org) or tweet me.
What I want to focus on is how some of the issues we’re seeing become predominant in gaming arise.
The biggest issue, at least in my opinion: not enough time. The last big project I worked on was a AAA title for the PS3. Now, this game was a sequel and what I can tell you is that the original time from from start to release was approximately two years. The development cycle for the game I worked on: Nine months…Now, there are some things to take for granted like the fact that an engine doesn’t need to be developed for the game the second time around. But, where as the first game had a little over a year for testing/development, this one didn’t have anywhere near that kind of time. This one had about six months. Now, as a tester, you’re expected to find tens of thousands of bugs over the course of the project. Which, given how many builds a game goes through, isn’t really a challenge. But it is a challenge for the devs to be able to fix everything. There comes a time in a project, especially when they are rushed, that choices have to be made to decide whether or not it’s worth the time to fix said issue. Now, there are going to be a lot of small things that your average player won’t run into, the issue is when those things you don’t have time for, end up in the forefront. Like it did in AC: Unity, ME: Andromeda, etc.
The other big issue I ran into was devs butting heads with testers. Like any time you’re dealing with other people, you’re going to have clashes over decisions. For me, I can remember a series of what I considered extremely obvious bugs (one being a game breaker if you play like me) just being flat out denied (ignored too, but consciously) by the devs. I had to watch one of them play out during an E3 demo. There seems to be some level of animosity between the two stations, with the devs often feeling superior due to their more “prestigious” placement in the scheme of things. Sometimes the end result of a bug going un-dealt with is simply a matter of opinion or (sometimes) pig-headedness. One such instance I faced, having a background in writing/editing, I pointed out and corrected a number of text issues (grammar, spelling, etc) where rather than just copy/pasting my corrections (as emphasised by my supervisor and the functionality manager of the company) they chose instead to leave the mistakes in place.
Well, that’s a small glimpse behind the curtain and a bit of my experience. It definitely doesn’t answer all of the questions, but I hope it sheds a little light on things.
– The Ego