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Teams that blame QA for not finding certain bugs, live in the dark ages of development, because they don't understand that quality (or the lack of it) is the responsibility of the entire team and that QA is only one of the groups contributing to this effort.
One of the roles of QA is to lead the road to quality by influencing the whole team to put quality at a higher level and by making sure the right tools and processes are in place to enforce quality throughout those processes.
To be in a position to do so, you need to be empowered by your studio’s leadership and development culture and have the trust and backing from developers and producers.
In the very early days of game development, typically debugging was a developer’s responsibility. About 15/20 years ago it started to become common practice to bring on one or two testers who would test games from the end-user’s perspective.
With the introduction of gaming consoles, game development began to become more complex. Publishers realized that they needed to invest in a larger pool of testers which then became known as Quality Assurance. Today, a lot of publishers have large pools of testers whereas many developers still keep a smaller team of highly skilled development testers around that are both technical and game savvy.
Testing was romanticized as “playing games all day and getting paid for it”. It is often seen as a “foot in the door” job. Unfortunately this has at times given QA a bit of a negative reputation within some areas of the games industry. Fortunately we’re working towards changing the perception of QA and the current industry trend of focusing on fewer but higher quality games helps with that.
Changing Hiring Standards might also influence this change of perception. I think, or I hope, that those days of advertisements about “playing games all day and getting paid for it” will be history soon. I just recently read an Interview with Zappo’s CEO about how bad hiring decisions cost his company nearly $100 Million. It makes no difference how large or small an organization is or if you are hiring an entry-level employee or an executive, in Art, Programming or QA etc.
Our hiring standards at BioWare are high. Our development disciplines attract top talent to work on genre-defining AAA-titles. In QA we set ourselves the same goal. If you want AAA-QA, you need to hire the right people with the right mind-set and the right skill-set throughout the ranks. Even for our temporary/entry level positions every candidate has to go through a rigorous pre-selection and interview process that have helped us to identify good QA talent.
I believe that the games industry is undervaluing or even underusing QA in many scenarios. This often leads to frustration among QA professionals who are taking testing seriously, but also feel powerless that their insights into the game are not heard; QA traditionally has a high turnover in staff, because it is usually not seen as a career destination within games development. This inevitably leads to loss of knowledge and skill set. High turn-over of staff doesn’t help QA as a department or discipline to mature.
I also believe that there are still enough folks out there who are under the impression that you can just hire testers off the street, put a controller in their hand and pay them peanuts for "playing games all day" and are then surprised when the output is not as valuable as they expected. You also often end up with people working on your product who have no personal investment in its success. QA is not easy; but it is rewarding, fun, creative and analytical!
In a good organization, testing is involved in the development process from the outset - from vision & concept over to pre-production, full-production, finaling and post-release support.
Quality Management is done at every point in the game development cycle
At BioWare we involve QA early on to consult with the project teams on the testability of features, identify things that might be hard (or impossible) to test, help develop test approaches in advance of anything being built, raising potential risks and providing feedback from a consumer perspective.
Quality Assurance at BioWare means working embedded with developers during all phases of the development cycle as an integral part of game development; Mind you, being part of the scrum team doesn’t mean our QA team is being managed or tasked by the scrum team. This happens at the QA lead level.
Over the last 13 years we have developed a system that supports development in a very efficient way. We gained the trust and respect of the development teams by proving our value. But it was not always like that...
Probably up until Baldur’s Gate II, most QA work was reactionary. The core QA team, thought it would help them to better understand how to test the game if they understood how it was made.
So they asked designers to teach them and they learned how the toolsets worked and used their friendly relationships with developers to learn more about development and to have more visibility into the development process. Neverwinter Nights was probably the first big turning point for BioWare.
The QA team at this point had started to make test levels using the NWN toolset to test content such as animations, art, assets, etc. - they were testing in a controlled environment and the QA team started to earn the development team’s trust and the perception of QA in the studio started to change.
During Knights of the Old Republic, the QA Lead at that time (who incidentally is still with BioWare), had started to attend the designer and programmer meetings to get information pro-actively and share it with the test-team and it was during KotoR that the QA team was split into two disciplines - Tech (which generally supports programmers) and Design (which at that time was supporting mostly designers and writers). The reason for the split was primarily for tasking purposes: the QA staff wanted to split up the developer support work amongst each other and went by their preference/talent for one or the other.
Jade Empire had established the QA department as part of development and for the first time, QA was invited to planning meetings from the start…. and the rest, as they say, is history :)
Now I understand that not every studio has such a long tradition of working closely together with QA. Remember we’ve been doing this for over a decade. Establishing trust and building relationships with development and production and delivering results had an impact as well on something so basic as our company’s core values and our studio culture.
At BioWare, we are fortunate that our Core Values and our Studio Culture enable and foster team collaboration where every discipline is seen as equal. QA has a voice, QA is embedded, QA is a truly integral part of development.
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Also, do you know where I can find the article you recently read interviewing Zappo’s CEO.
Thanks.
Look forward to the next entry.
Great article :)
@Addison: The video with the interview is here
http://www.inc.com/allison-fass/tony-hsieh-hiring-mistakes-cost-zappos-100-milli
on.html?goback=%2Egde_4349457_member_197319636
I will publish the next article with the title "QA as a career destination? Why not!?" on April 15th! Stay tuned :)
It's not seen as a career destination because it's not compensated as a career destination. QA are paid $10-15/hr with no benefits and laid off at the end of the project. That's not the way to build a competent, invested team, but it's the route taken by all but a very rare few studios. And it's a shame, because by the time a tester becomes truly competent, they've either learned enough to get out or they simply get laid off.
I have worked at/with companies that are truly in the Dark Age, and I honestly can't see myself ever going back to those times.
It will be interesting to see with the rise of the mobile gaming sector just how many young companies learn and adapt their Q.A. teams within development. Especially now with Mobile Games having such quick and rapid development cycles that demand Q.A. to be on the ball before and after the game goes live.
With Mobile Games needing to have such quick and rapid development cycles that demand Q.A. to be on the ball at every turn, I truly believe that traditional/dark age practices will not work in mobile. The communication between disciplines need to be so in tune with each other that Q.A. HAS to be involved.
Now that some of the bigger consoles/AAA publishers and developers are entering mobile development, it will be exciting to see how they adapt and keep up with other established mobile developers.
Cheers and here is to the future of Q.A.!
Sadly, that is still the case in many QA placements. I don't think, as Dan Johnson mentions, that pay is a definitive factor for this. At least for me, the main problem for a professional QA is the struggle for a permanent job instead of continuous temporal contracts.
I've had the possibility to work closely with developers and it's a huge improvement. The developing team look at QA as a useful asset and the QA themselves feel more involved and influential. Dedicated QA teams that only contact developers via bug reports generally provoke some disdain in the development team. Of course, that is also caused by the mentality in the quote.
Very interesting read.
Totally agree and it is a catch 22. When management don't know anything about "real" QA, they are not going to appreciate a professional manager coming and making demands for a big budget. Good quality will be a big post in your budget, but it is much cheaper than having a bad and bug ridden product in the market. This is the reason why I always do as much interviewing of a potential employer as they interview me for their position, because I can't succeed without the proper management climate behind me.
I made a blog post about developer-to-tester ratio and how I ended up with the department size we have in Unity. For anyone with a lingering senior management, you might want to give them this link: http://www.datalord.dk/developer-to-tester-ratio-part-1.html
This is exactly the approach I've been building up within our organisation and in previous ones. Integrating Test or QA throughout the software/games development lifecycle allows the team to, in some cases prevent issues, provide greater analytical evaluation of all aspects of the game in a timely manner and also build up a relationship of trust with the development and production teams because they are seeing real value being added - no longer are we seen as an unwelcome cost to the project.
As was said, it's so important that you hire excellent people to fill these types of roles in order for this approach to be successful.
Looking forward to part II!
Even working as a DevTester, right next to the programmers I would see some of them giving a simple check alone, as if they didn't needed QA help.
Here is a excerpt from Code Complete by Steve McConnell, "Testing by itself does not improve software quality. Test results are an indicator of quality, but in and of themselves, don't improve it. Trying to improve software quality by increasing the amount of testing is like trying to lose weight by weighing yourself more often. If you want to improve your software, don't test more; develop better."
The staffing agencies have no personal vested interest in the product, publisher, or the industry so they'll use whatever methods they can to get the cheapest labor possible, as that is their bread and butter. When developers/publishers do the recruiting/hiring themselves, the difference is a tangible one. Just do some research and take a look around, the studios that break down the walls between QA and development, while intermingling the two, see vast improvements to company culture and efficiency.
Thanks for the article.
I do think some of the disdain may come from the fact that Developers sometimes get wary of talented testers that move into dev, I've seen that they don't get the same pay if they go that route as opposed to starting in Dev. It's a bit of a problem when you have an entire team wanting to get out of that team!
1. THANK them when they find a bug that you're going to have to stay late to fix.
2. Ask them how you can make THEIR job easier. They complain about us nearly as much as we complain about them.
3. Once you've done 1 and 2, you can successfully get them to help you make your job easier.
Some points that were made here about salary and QA as a career will be addressed in future articles of the series. We have equal and competitive salaries in QA. We had people in the past who switched department within the studio from Programming to QA as a career choice for example.
Here is a preview to future articles of the series:
Part 2: QA as a career destination (April 15)
Part 3: BioWare QA a culture of integrity, problem solving and fun (April 22)
Part 4: “Adopt, Adapt and Improve” – Agile QA BioWare Style (April 29)
Part 5: QA An Integral Partner in Development (May 6)
Thanks,
JIN
I also agree with comments about wage as an important factor in game test as a career. I look forward to the article in which this is discussed.
I currently lead a group of young QA testers, i have no luxury of hiring experienced QA. One thing I learn to make QA more effective is to let them ask the designers/engineers on gameplays/ level designs that they do not understand, establishing a communication with the core team is very important. now working to get to right window for bug reports.
You need to change the attitude towards QA by making demands fit for an equal discipline. The first place change starts is with you, because no one is going to come and offer you the budget for a group of high cost seniors. Brutal reality.
The two main reasons IMO why it is difficult to have an overall effective QA department is Pay rate and the ability to get a perm position in a QA department.
The low pay rate results in seasoned QA testers leaving QA testing for postions outside the department or leaving the game industry all together. And even if you do get a perm position the pay rate is still low. I've had friends leave the game industry just for that reason. Why do QA in games when I can be making twice as much in software field testing.
I really wished more developers would value QA as it seems Bio Ware does.
To me, it is complete common sense.
Great article. I am looking forward to sharing it with my teams.
Thanks again.
"Teams that blame QA for not finding certain bugs, live in the dark ages of development, because they don't understand that quality (or the lack of it) is the responsibility of the entire team and that QA is only one of the groups contributing to this effort. "
Yes, game quality is the responsibility of the whole team. But that's not connected to not finding key defects. If key defects are not found, that's QA's failure. WHY that failure happened, through lack of resources or whatever, may be because of lack of funds or training or staff, but THAT it happened, is because the QA department didn't accomplish their primary responsibility - to find and fix defects.
"One of the roles of QA is to lead the road to quality by influencing the whole team to put quality at a higher level and by making sure the right tools and processes are in place to enforce quality throughout those processes. "
Down this path lies QA that's gotten too big for its britches and doesn't want to do the job they are intended to do (see first statement). QA's job is not to evangelize quality. That's up to the developers and the publisher, since QA isn't involved in a lot of the decisions that determine quality - cost, release date, staffing, design, art direction, etc. And there really doesn't need to be another cook at that table. If your production team or your publisher doesn't believe that higher game quality is what the project needs, then you can whinge at them, but noone's going to hire you to whinge about it.
I know it has always been QA's wish that they get to say "this can ship with this bug or not". I'm sorry, but that's just never going to happen, nor should it.
If you actually want QA to perform better, and be compensated better for it, then try to give more concrete evidence that better training and salaried people genuinely do produce a more efficient QA department. I'd agree with you, but you're not backing anything up here. And Jade Empire is clearly not a good example - it was not one of Biowares better titles, and while I don't remember it being buggy, the major thing it was dinged for was game length, and therefore it's a case where resources should have been spent on developing a longer game, not polishing a short one. It's exactly the example you DON'T want to use.
I wear many hats at my job which is really because A) they haven't found the right career path for me and B) as a start-up, they haven't had a need to concentrate my skill set to one particular aspect of dev. This is a luxury I do NOT take for granted. I am only learning so much at such a rapid rate, that I am a little unclear on where the respective career paths lead.
I see Marketing/PR leading to Community Management. I see Project Management leading to more Production/Dev work and even higher level positions and bleh - Then there is QA and I have found myself becoming more and more intrigued with where it can lead. It's the area of work where I feel most connected to development and where my input feels the most logical (depending on what I am of course testing).
Before getting into games I always thought the "Like Games? Like Money? Then Earn Money Testing! YEAH!!" attitude towards testing was odd and that there had to be more to testing than just playing through a level to beat it and there HAD to be more to being a tester than just being great at video games - QA was my answer to how important an analytical frame of mind is when testing and how quality (fun) is overlooked when you do not have enough diversity in those types of analyses.
I may have lost you, but I am just saying that I am realizing how all-encompassing QA is and how important an integral QA team is to releasing a thoroughly fantastic title. It's becoming less of a "stepping stone" position to me and these articles have been helping me with painting the big picture in my head. For that, I thank you and I look forward to reading more :)
This is helped solidify my own thoughts about how testers and developers should interact with each other. I am currently attempting to get my company to inherit a lot of what you mentioned above. I cannot stress enough how important it is to have a mutual understanding of the application from a development standpoint and a testing standpoint to get the best results.
I will personally attempt to work a few of your words into my everyday work environment and with any luck a seed will be planted and will flourish with a new idea of working together as one.
Again, thank you and keep up the great work!
Cheers,
Josh
I know I personally would love to work in the computer game industry as a full-time QA Analyst because I actually enjoy looking for bugs and glitches in the game. Because for me personally I want to make sure that the game is the very best it can be when it ships to the consumers.