GameTesting

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  • The (not so) stringent world of video game testing

    by 
    Kevin Kelly
    Kevin Kelly
    07.15.2007

    There have been a lot of complaints about publishers rushing buggy games out so they can hit a certain date, knowing they can update them via patches over the increasingly popular online gaming services. So why not try and address things in the testing phase of the game? Karla Starr, a reporter at The Seattle Weekly actually took a job as a tester with a game company, and went inside the the belly of the beast to bring us a real insider's view of game testing. Check out Karla's article in The Seattle Weekly and see how easy it is to pass a game through the QA process. It's not quite the same as the view of game testers that were presented in the Academy Award winning (we keed, we keed) film Grandma's Boy, but it's a great look from inside, and really illustrates the point that game testing is one of the weakest links in the game development chain. In fact, Darci Morales, a producer for game developer Surreal said, "What really sucks is that QA is always the first thing to go. Always."However, if you've been thinking about getting a job as a tester in order to feed your gaming addiction, you'll be happy to know you'd be welcomed with open arms. Dr. Hilarie Cash of the Internet/Computer Addiction Services in Redmond says, "I think the [video game] industry in general, they want addicts. It is to their economic benefit to have people really hooked on their games. That there happens to be a pool of addicts out there who will work for peanuts, like methadone treatment, is to their advantage." Gaming being compared to a methadone treatment .. woot!

  • NCSoft looking for apprentices in game testing

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    04.12.2007

    A GamesIndustry.biz report details a new endeavor by NCsoft to enrich its UK segment of the games industry with trained game testers. In conjunction with City College Brighton, PartnerTrans and Skillset, the Guild Wars publisher is launching an apprenticeship program in the field of quality assurance. The Trump-less program is not only trumpeted as a means of enhancing a vital part of gaming development, it also acts as an entry-point for those aiming for a spot in game development.Four trainees have already enrolled, with three joining NCsoft's Brighton-based QA department for year-long stints. They will be given regular training at City College, constant input from an "experienced practitioner" and, depending on the size of bugs encountered, a very large mallet. Perhaps other developers could gain some insight by adopting a similar program.

  • Wii game testers wanted: must have flailing arms

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    08.29.2006

    An article on MTV News delves into the process of creating and testing gestures for the Wii version of Marvel: Ultimate Alliance (the one without hyper-realistic graphics) and highlights how videogame testing is affected by Nintendo's unique approach to gaming. Unlike traditional games that might pose challenging requirements such as pressing the A-button to jump or the X-button to attack, Wii games may ask players to perform more elaborate motions. The wide range of movement detected by the controller means that the gestures used in gameplay require a lot fine-tuning, lest your arm's attack thrust becomes misinterpreted and your character instead chooses to hug the mutant abomination attacking your party. Associate designer on the project, Mike Chrzanowski, points out that the game initially started with over 20 different gestures but was eventually simplified to include only five. With players constantly shooting webbing and tossing patriotic shields about, it was vital that the game could successfully recognize and distinguish between the various gestures. Tasking testers with repeating various swipes and stabs, the Vicarious Visions team carefully monitored the motions that resulted and how different players interpreted and reacted to the on-screen instructions. After countless coding and tweaking, they claim to have constructed an interface that is 97 percent reliable. While Marvel: Ultimate Alliance doesn't make the most extensive use of the Wii's controls, it does illustrate how game testing and control mechanics need to be adapted for the platform. It remains to be seen whether or not other developers will go through as much trouble as Vicarious Visions did to differentiate between specific arm motions and mindless flailing (there will likely be several games that count on the latter). More interesting is the recurring issue of shoehorning game actions into motion-sensitive controls. There's a fine line between taking advantage of a platform's capabilities and tacking on new mechanics. After all, is it really better that you twist your wrist in order to open a door as opposed to merely pressing a button? [Via Game|Life]