Compliance
To
start, let's introduce a few key concepts about certification as a whole that
will help to put the following information specifically about Compliance into
some context. XNA Game Quality is responsible for testing a large range of
submission types that target Xbox 360 disc based products, Xbox LIVE
Marketplace or in some cases, both.
These
submission types include, but are not limited to boxed Retail Games, Title
Updates, Marketplace Game Demos, Marketplace Game Add-ons, Compilation Discs
and Xbox LIVE Arcade Games; all of which fall into two primary certification
types, namely a Pre-Cert and Final-Cert.
So,
what's the difference? Well, without going into too much detail, a Pre-Cert is
comparable to a rehearsal for the real thing (the Final-Cert), and acts as a heads-up
about the general health of a submission and potential issues that may cause problems
when the Final-Cert submission enters Compliance testing. The Final-Cert, as
the name suggests is the final version of a submission that is intended for
public release, it's the real deal!
Importantly,
Pre-Cert testing is an optional service provided to publishers that is only
performed on Full Titles and isn't something that is run on other submission
types, e.g. game demos. This is simply an added service that allows a publisher
to determine the likelihood of their submission successfully completing
Compliance testing.
Similarly, XNA Game Quality also offers an Optional
Final-Cert service to publishers. This is identical in every way to a standard
Final-Cert, except that it must be requested by the publisher prior to
Final-Cert. An Optional Final-Cert is tested by both Compliance and Functional.
Compliance
is responsible for testing all submissions, so once a game submission has completed
all applicable Mastering Lab checks without issue, Compliance will execute a
short list of shallow pre-test checks to catch any obvious issues. These checks
are very broad, such as checking if the game functions on Xbox LIVE, posting
scores to Leaderboards or starting and saving a new game. Together with some
brief supported feature checking, this pre-test phase allows Compliance to
build a suitable test team and determine which tests apply to a particular
submission.
Once
a submission has successfully completed the pre-test phase, it can officially
enter a Compliance test cycle where it will be subjected to a variety of tests,
a collection of which remain the same for all submissions, but some of which
are tailored specifically to the platform features that are supported.
This
is as good a time as any to introduce the Technical Certification Requirements
(TCRs), as these form the foundation of what Compliance is all about and
dictate the test approach that is taken. TCRs have existed all the way back to
the start of the original Xbox program, albeit in a different form than the
current TCRs for the Xbox 360. Each TCR outlines a specific rule, or a small
collection of interdependent rules, that must be adhered to in order for a game
to be ‘compliant'.
Collectively,
these TCRs form a kind of golden-rule-book, and the intention of this rule book
is to protect both the user and the platform. From a user perspective, the
majority of work they do isn't always obvious, as the primary objective is not
to impose on the original vision and functionality of the game, but to maintain
consistency and security of the user experience across hardware (Console) and
services (Xbox LIVE).
To give a simple example of this, have you ever noticed
how, for the vast majority of Xbox 360 games, pressing ‘A' will progress
through, and pressing ‘B' will regress through, a menu system? This is
something that was once a TCR for the original Xbox some seven years ago, but
its influence has persisted and has resulted in a consistent user experience
for all Xbox 360 users.
From
a developer perspective, there's obviously some legwork that has to go into
making a submission compliant with the TCRs, and as such the TCRs are sometimes
viewed as an additional hurdle in releasing a game. To clarify, each TCR has
been through numerous reviews to ensure that its existence is justified and it
avoids restricting game creativity and design wherever possible, while
promoting the intended use of a range of system features.
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