Who Are XNA Game Quality?
Formed
in 2000 prior to the launch of the original Xbox, the XNA Game Quality team,
or Xbox Certification team as they were then known, are now one of the teams
that make up XNA, Microsoft's global software and services division dedicated
to game development technologies.
They are very much a team that works behind
the scenes, and not much is really known about them, unless of course you
happen to have developed or published a game for Xbox, Xbox 360, Games for
Windows or Games for Windows - LIVE. In this article, we will focus on the work
the team does on the Xbox platforms, and leave their work on the Games for
Windows platforms for discussion in future articles.
The
job of the XNA Game Quality team is to help ensure that every game released on the
Xbox and Games for Windows platforms meets Microsoft's technical quality
standards, and depicts the platforms and their features in the best possible
light, whilst minimizing platform security risks.
One thing they are not, and
were never intended to be, is a Quality Assurance test organisation, and this
is something they are keen to point out. Quality Assurance testing is the job of the game developer and
publisher. XNA Game Quality does not assess
game design, or how good gameplay is; only how well the game performs
technically and how well it supports the platform's features.
No
longer confined to just certifying Xbox or Xbox 360 games, today the team offer
a much broader range of services to their publishing partners on a global scale.
They now certify Games for Windows and Games for Windows - LIVE platform games,
thanks to the revival that PC gaming has experienced in the last few years.
As
well, a comprehensive training and education program is now offered to
publishers, with the ultimate aim of helping them to improve the certification success
rates of their games. Training sessions take a number of forms that include XNA
Game Quality representatives visiting publishers at their own premises,
inviting publishers to their nearest Microsoft campus, and online via the
capabilities of Microsoft's LIVE Meeting.
Other services include representation
by the team at Microsoft organised events such as XNA Gamefest (http://www.xnagamefest.com), where attendees are treated to a
range of talks, presentations, and seminars covering a variety of topics from
System Programming to Quality Assurance and Certification. XNA Game Quality
also provides whitepapers on many aspects of the certification process,
particularly those that pose significant challenges to their partners.
The
team is currently made up of two areas of responsibility, Compliance and
Functional, both quite different from the other, and both supported by the XNA Services' Mastering Lab. Each area performs a very different function,
but equally as important as the other, and without any one of them, the quality
of the certification and the services they offer to their partners would be severely
compromised.
Mastering Lab
To begin with let's take a closer look at the Mastering Lab and their
role in supporting XNA Game Quality. This team is the first to get their hands on the game code
after a Publisher submits their game for certification. They are the
"Gatekeepers" of the certification process, and no game submissions of any
nature are allowed to enter Compliance or Functional testing until the
Mastering Lab has processed and conducted their preliminary checks on each
submission. Unlike Compliance and Functional, the majority of testing
done by the Mastering Lab is automated through the use of tools.
The Mastering Lab has two core roles. Firstly they take the game code
supplied by the publisher and check that it is ready to test. This ranges from
checking that it boots, making sure that it has the correct images for Xbox
LIVE, ensuring that the total number of Achievements and Gamerscore add up, checking
that the Xbox LIVE information in the game executables matches for all versions;
and ensuring that the submission doesn't contain erroneous files.
The Mastering Lab's secondary role is to process the game files, which comprises
a number of different stages. First, they apply the Age Ratings to the game
code, which are used by the Xbox 360 Dashboard Family Settings. The Family
Settings controls can be set by parents or guardians to block access to content
based on game ratings.
They then
configure how the game code should interact with other versions of the same
game, as well as configure how different games communicate with each other (example:
some games are designed to share game save data), and whether or not a game
should support the PAL-50 video standard.
The final stage of processing is when the Mastering Lab prepares the game
disc images used to manufacture the final disc based product. At the same time,
they also prepare the game files that both Compliance and Functional use to
test the games. From here the games enter Compliance testing, which we will
look at next.
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