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So
now that you know what a TCR is, how does Compliance test them? Each TCR has a
corresponding Test Case which is currently maintained as a 1:1 relationship for
simplicity. The aim of each Test Case is to break the requirement out into its
key components and act as an independent script, or set of test steps for testing
the TCR.
Some TCRs/Test Cases have a very broad scope, influencing large areas
of the game and requiring a large amount of time and attention to insure full
and accurate coverage. Others are more specific and less resource intensive,
but no less important, and dictate how a game should react when certain events
are triggered e.g. when a controller is disconnected or loses power during
gameplay.
The
submission is assigned to a team of Compliance testers that deal with executing
the Test Cases. The team will use a tailored set of Test Cases that match the
supported features of the game. For example, if testing a single player game
that does not support Leaderboards, there is no need to check Leaderboard
support or Game Invitations, so these will be omitted from the test cycle. With
that said, there's still a lot to check, and a large proportion of the games
maximize the use of platform features, so Compliance can run at a frenetic
pace, all the while maintaining test accuracy and coverage.
When
all of the Test Cases have been executed and the dust settles, it's time to go
back and perform a regression check for all of the issues that were found
during testing before finally publishing the Compliance report. In the case of
a Pre-Cert, the publisher will receive a Compliance Test Complete report
containing all issues that were found, and that will conclude Pre-Cert testing.
It's a different story for Final-Cert submissions, as the results of the
Compliance testing will determine the submission progressing into Functional
testing, which you'll read about further in this article. Regardless of the
outcome, a Final Compliance report is issued upon completion of Final-Cert
testing. In a nutshell, the primary responsibility of Compliance is to enforce
the TCRs, which are a set of core ideals for the Xbox 360 platform. Before
moving on, a final word on TCRs...
The
TCRs and Test Cases represent an important tool for publishers and developers;
Compliance uses the exact same TCRs and Test Cases internally as those that are
published externally to the team's website, the platform's online resource for
their publishing and development partners. The aim of this transparency is to
promote predictable results.
Functional
So
you're now a little more knowledgeable about what Mastering Lab do, and much
more familiar with Compliance and the TCRs, but what about the other area within
XNA Game Quality: Functional. What exactly do they do?
Well their primary role
is to mimic the average gamer, and find those gameplay issues that the likes of
you or I might encounter during a typical gaming session. They get to see the
games for longer, and also get to play them a lot more than the other teams.
Sounds like the perfect job I hear you say...
Functional's methodology for testing games is comprised of two distinctly
different but combined approaches; the Functional Test Cases (FTCs), and the
Game Specific Test Plan. So to begin with, let's take a closer look at the
FTCs, which are a standard set of checks designed by the Functional area. Every
game must adhere to them, and their aim is to ensure that a consistent technical
quality bar is met by all games released on the Xbox 360 platform.
Similar
in nature to Compliance's TCRs and their Test Cases, and in some instances
based on particular TCRs and Test Cases that warrant the extra attention, FTCs focus
on the end user experience, making sure the games interact in the ways they're
intended to with the key platform differentiating features such Achievements, Rich Presence and the in-game Xbox Guide.
Whilst this
duplication may be viewed by some as repetition, the principal reason for this
doubling of effort is down to the simple fact that Functional have more time
and resources to test these preset scenarios far deeper into a game than Compliance.
The FTCs also take on a very similar look and format to the TCR Test Cases, including
a title, description, remarks, preparation and test steps.
The reason for this is
to maintain consistency and familiarity for the user. In addition to being used
in-house in the same way as the TCRs and Test Cases, the FTCs are also published
to the team's website. Their intention is to make their testing practices and
procedures as transparent as possible, and to demonstrate they only have the
same guidelines, requirements and tools at their disposal as their publishing
and development partners have.
As
well as being alike in many ways, the FTCs are a little different from the TCRs
and Test Cases in other ways. The FTCs focus on testing known issues and specific
user scenarios that resulted in previous games falling foul during the
Functional test process. In addition, the FTCs are used by Functional to test
both the processed game files, and the retail disc based media, which forms the
bulk of their testing, and provides a far more "real-world" test bed.
The
FTCs are sorted by category, of which there are currently several submission
types and supported features. By categorising the FTCs in this way, it means
they can be used in a modular fashion, allowing them to be mixed and matched to
tailor the requirements of any game. It's very important to Functional that the
FTCs are kept to a manageable number, not only for their own purposes, but for
their partners' purposes, too; which is why an average FTC test suite takes
relatively little time to complete. It's because of this that Functional conduct
regular reviews of the FTCs to ensure their accuracy and efficiency at all
times. Only those FTCs that test for serious issues make the final cut, as it's
in no one's interests to test scenarios that don't matter.
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