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Blogs

  Who REALLY Says Your Product Is Done? Not Who You Think
by Mac Senour on 10/26/09 04:06:00 pm   Featured Blogs
6 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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When I was at SEGA, I sat in a "release" meeting with my boss, the head of all of development and the QA manager.  I listened as the head of development lectured me on the strength of our titles and how we have set the bar very high and so we can't possibly release a title with bugs.

His Director of Development took over and pontificated on how he and his boss have years of experience and know when a game is ready for the market and would be happy to teach me these skills if I was willing to listen.

Who'd say no? I said something that sounded like: "Yeah sure, can you sign the release papers now?"

They both looked at the QA manager and with no further prompting said: "QA has signed off on it".  With that, the two big guys signed.  It was at that moment I realized, the ultimate judge of a titles worthiness for manufacturing had nothing to do with these two big wigs.

Make no mistake, I learned a TON from both of them and I highly respect them.  But they really had nothing to do with the release of my title.  Even the QA manager was really just reporting the results from the testers. These are the very same testers that we paid only 12 dollars an hour... we used to say: "Want to test a game?  Wait, are you breathing?  Yes?  OK, you're qualified". Now that was 1992, games are a lot more complicated but the attitude towards testers has not evolved.

"Want to test a game?  Wait, are you breathing?  Yes?  OK, you're qualified"

I have two stories to relate to you about testers.

In 1992 I was the Producer on Evander Hollyfield Boxing on the Game Gear.  One of the features I really pressed for was multiplayer.  I really thought this was the killer part of the Game Gear and we didn't use it enough.  But, it did require a LOT of testing, so did a lot of other titles that released about the same time.

At one point I'm sitting in my cube and I noticed a lot of new faces in and around the test department.  They had opened the flood gates and were trying to get all of the titles tested.  I wandered into what was our main conference room to make sure they testers were really... testing.  Of course,  the new testers needed some pointers.  While I was helping them connect multiplayer,  I had the following exchange with one of them:

Me:  "Like boxing games?"

Tester: "Si"

Me: "Every play any boxing games before?"

Tester: "No"

Me:  "What were you doing yesterday?"

He turned to another tester and said a few words in Spanish and then did a pantomime that resembled digging, and said: "Ditch".

Yes, they had hired ditch diggers to test games.

Here's a bit of trivia: Evander Hollyfield Boxing was the first SEGA game, Game Gear or Genesis, that included a list of the testers in the documentation. I insisted, that was a lesson learned.

The second story is sad.  I worked for SSI for a short time, long story short, it wasn't a good fit both in project and management. Some of my lifelong friends that I made there were testers.  They were amazing,  They could find bugs like all other testers, but they were also history buffs.  They could tell you that the tank in "that game", has the wrong muzzle velocity for that era in winter.  I can't tell you to this day how they could even SEE that on screen.

I firmly believe that one of the downfalls of SSI was when they moved the company from their location in Sunnyvale, to be in the same building as all of Mindscape.  They didn't move the testers and that cost them years of experience that could not be easily replaced.  Those testers were the heart and soul, and I don't know if it was the ego of the manager, which I suspect given the poor managers, or the costs... but not moving the testers I believe was the steak to the heart of the company.

So if you take nothing else away from this post... VALUE YOUR TESTERS.

Your thoughts?

P.S.  OK, one more. In 4 years at SEGA I was asked hundreds of times if they were looking for game testers. I would always hand them my card and say: "Sure, go home... play a game you don't like, the same level over and over for 8 hours straight, then call me and I'll help you get a job".  I never got a call.

 
 
Comments

Germain Couët
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Great article. Straight to the point, and a lot of good ones too. I'm not a tester, but I had to do high quality in-game trailers a while ago, and if it wasn't for our helping tester's ability to know every tiny bit of the entire game (huge AAA title too), we'd still be working on it, trying to do our job despite buggy pre-beta builds.



And also as an aspiring game designer, I know it takes the right kind of people to balance prototypes too so...



Testers FTW!

Thomas Whitfield
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Been trying to get a tester gig fro a while now (I don't live in CA or TX, so it is hard). Places seem to be split. A ton are super picky (basically only hiring already experienced people from other places, or entry level, where you need to basically have worked someplace else first)... or they are super-random (anyone living within 40 mins. of their location (and as you say breathing).





MMO places are a little different, basically requiring you to have played their specific game a ton (It is impossible for me to play every MMO to max level, so this can be hit or miss).





It is all a bit wacky and random from company to company. It is fun to talk to different people and have them be surprised that every company doesn't do it the same way they do it.



I've talked to people that don't consider the general QA people to even be really part of the company, to places where they actually aren't (QA being a pool of temp workers from an agency hired on demand, with only the leads being real employees). On the other hand, I have seen places where QA gets tons of respect and fancy swivel chairs.



I wonder which places have buggier games... hrmm?

jaime kuroiwa
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A "steak to the heart" actually sounds like a good thing...



I'd have to disagree with your point that QA is the ultimate decider of whether a game is done. If it was entirely up to QA to release a game, there wouldn't be ridiculous crunch time. No, it's the schedule, be it the original one created at the beginning of the project, or the hundredth revision of it near the end.

Mac Senour
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@jaime And when the dev team fixes a bug, who verifies it so that they move to the next one on the list? Who says the bugs are all fixed so that the game can be released and crunch time is complete? Answer: Testers.



A schedule is the driving force behind crunch time, but it's not the programmers who decide that crunch is over... it's the testers. The only exception is when a company sends a product out even with bugs, then the schedule would indeed decide the product is ready for release.



And as a side note, I did a blog post awhile ago that makes the point that crunch time = Producer failure.



Mac

jaime kuroiwa
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Hi Mac,



I can't disagree that testers verify bug fixes -- that's why they're paid the big bucks -- but QA has very little to do with the overall product cycle. It is rare that a title ships "when it's ready."



I can only recall one or two times when I had been given the luxury of a complete and thorough test cycle. Every other time, a deadline (i.e. the schedule) was dangled over my head. The sign-off sessions you brought up were more formalities to an unavoidable end. The QA approval always had caveats.



Just to be clear, I'm not discrediting your blog piece; QA definitely plays a role in the process. The part that I have difficulty with is the amount of responsibility you've placed on QA. It's bad enough that testers are paid the lowest in the industry (and unchanged since 2007), but to say they hold the biggest sway in the development of games comes across as almost a joke to me.



The industry may value QA as much as you do, but it has an odd way of showing it.

Ron Newcomb
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And yet it's fitting. Your customers are likely anybody who can breathe, so it makes sense your testers are too. Thanks for sharing.


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