Game Testing A process of Refining a Game, right from its Alpha build to the Final build.
Image1: Game Testing
Today,
Game Testing is an important Branch of the production cycle of a Game.
No matter what the game is, it doesn’t matter if the Game is an Indie
game or a Glorious AAA+ Title made by some Leading publishers. Every
producer and publisher today have acknowledged the importance of Game
Testing.
Game
Testing eventually embraces the Aim/Dream of a Designer into a very
refined product, making it liable to ship to the players out there in
the world. It is also considered that the Game Testing can really help
predicting the expectations, Desires, anatomy of a player towards the
game. It’s been a great and a long history with game testing.
Lot
of aspects and time was taken to consider game testing as an important
factor in game development. Today it is still a doubtful question for a
couple of peoples that, Is Game Testing really a job, is it really that
kind of important? Well, answer to that is yes and the explanation for
that should be the rest of the Document below.
Before
we get straight into game testing lets learn something about games and
their development procedure, and all this relative to game testing.
What are Video Game?
Image 2: Video Games
A
video game is a game designed by specialists and developed by engineers
to be played on an electronic platform. These games are a source of
virtual existence and interactive entertainment in digital world.
The
Video game concept came into existence in the early 1970. Where
previously kids used to connect the wires of consoles i.e. Joystick,
controllers, and etc. to the television sets and then push in a ROM
chip, after settle down for couple of hours and enjoy their time playing
some really fun and amazing Games of that specific decade.
There
has been a lot of improvements and upgrades in the Games these days.
With every new technology coming up, there are some major changes held
in the gaming industry. Today
we have lot of publishers developing AAA and AAA+ titles for the
audience. Looking to the history of games, today’s industry has evolved a
lot. Today we have AAA title publishers to a lot of highly skilled and
passionate Indie game developers.
Game
development varies based on its budget and size, mostly categorized as
Indie/Small, Medium, Large, AAA or AAA+. Now development of these games
varies and have mostly different infrastructure and organizational
chart, let’s have a look at it.
How are games developed?
So
the basic flow is as simple as a basic product being developed. Here
first comes the idea from a source or we call it an inspiration, the
person to get an idea revolves around it and tries to compose it and
pitch it, where a designer will design the gameplay with its mechanics
and storyline and many other, after this now a developer consisting of
usually a team of different skills like programing and Art, combine
their contribution towards this one whole idea based on the design
elements set by designer, after multiple iterations the game is now
ready to be released to the players out there and the teams ready to
receive the Critics.
Image 3: Basic game development Cycle.
The above image is pretty self-explanatory.
Now
let’s learn about the development cycle of the games based on their
categorization. The above mentioned is just a layman’s term for the
understanding of the game development procedure, like just a tip view of
an iceberg floating.
Indie Game:
Image 4: Indie Games
Developing
an indie game is something industry professionals say is a bit easy
task as compared to the development of a large game. Indie game the name
itself suggests that independent developer i.e. one person or a small
team of skilled game developers each one of them elite in his own field
for e.g. one in the programming while the other in the arts one in the
designing while one in the managing of the product. So the development
of an indie game begins the same as that of all an idea. A person to
strike an idea tries to secure it by writing it into papers turning it
into a real deal to be built up into a game as it is going to consume a
lot from the people involved into the development of this game, now this
can come in the form of budget i.e. money or even time, sometimes even
skills is what it costs to make a game.
The person with an idea now decides to go solo or make a team for the production of the game. After
concluding to that point the team will have to decide on a budget, but
before that they need to generate funds in order to fund their
production as it takes a lot of money in development of a game.
The
game development costs are very variable, these are based on the
decisions taken by the team member, as it is the team to decide on what
game engine is to be worked on and based on that the license of the game
engine is calculated. The second most expensive thing is the Art for
the game, now most of it is being developed by the developer but there
are situation where the team had to purchase couple of Art work from the
store which then costs them or even worse a Royalty with an Upfront
payment.
Another
expense that an indie developer has to face is Sounds, this can be
produced by self and can be brought with some royalties, but the cost is
a must expense for an indie developer. Something very important expense
of an Indie is once the game completes the marketing and promoting of
the game consumes the most of out of it.
Last but not the least, funding your own pocket in order to make a living, now many of us might be confused while some might be laughing, but yes, salary, it is an important part. If you won’t feed your tummy how will one stay energetic and stacked on development of your very own game?
Last but not the least, funding your own pocket in order to make a living, now many of us might be confused while some might be laughing, but yes, salary, it is an important part. If you won’t feed your tummy how will one stay energetic and stacked on development of your very own game?
Later
one comes the part to build a budget to elaborate and estimate the
total time to be invested in the development of the game, as this aspect
relates completely with the marketing because marketing of the game is
completely based on the schedule.
Once
all the Sponsorship, budget, and Time Table is done, then comes the
time when the production of the games begins, in most of the certain
times, the development and budget securing process goes simultaneous to
each other. Once first Prototype is developed further more processing is
done like change in design if required, modifying the art, or alter the
end of storyline, etc. After the game is done marketing is done, online
ads, small showcase, preparing for the trailer launch, circulating the
demos within the player base.
The
show doesn’t end here for the indies, it has just begun. The critics,
generating revenue from the game, generating traffic towards game is the
major block an indie team has overcome.
After
a successful launch, the indies generate income through micro
transactions or In-App purchases for mobile platforms or through in game
ads. Though it is not what that easy task to generate income, but a
slow and steady flow starts to visit the Indie team’s door.
Not
a lot of the Indie games are a major Success, but let’s have a look at
the Successful and Unsuccessful indie games of the era.
Successful Indie Games:-
Minecraft:
Image 5: Minecraft
Yes
you heard it right, Minecraft it is. Minecraft was first developed by
Markus Notch Persson, after developing a 3D sandbox version of it, he
and his friend set up an Indie studio name as Mojang Studios. Later on,
when a paid version of the game was released Microsoft showed its
interest in acquiring this whole nice concept, but they apparently
acquired the whole studio for around $2.5 billion. Minecraft today is
one of largest project currently running at Microsoft and a lot people
working there are contributing towards its success.
Garry’s Mod:
Image 6: Garry’s Mod
Yes
again you heard it right, a Mod not a simple mod of a game it is
Garry’s Mod. Garry’s Mod was developed by a Modder for Half-life at the
time when he was of 22 year old. The name of the Legend is Garry Newman.
He had the mod released as an independent game, where you can play with
physic, a complete sandbox. Garry’s mod is usually also referred as
GMOD, it was free until it’s separation from Half-Life, it is now sold
for $10 on steam and can be easily accessible.
Limbo:
Image 7: Limbo
Limbo
is developed by Playdead studios, it was first developed by Arnt Jensen
in the year of 2004, and however, as a concept artist it was too
difficult for him to program the game. So after the initial release of a
Trailer for recruitment purpose, Dino Patti came in contact with Jensen
and helped in the programming of the game for the few initial months of
the game development. However, Patti then decided to recruit more
developers for the project. After a first successful build, in July 2010
only and only for Xbox, but after collaboration, the game got ported
and shipped for cross-platform.
Limbo is one of the considerable Indie Games that tasted the success after long and huge complications and Hardships.
Now,
considering all this above for Indie game, What happens if the game
developed by the indies with such passion and hard work is released and
is completely buggy, las lots of issues in it like the gameplay, or
unlocking an achievement or just not able to launch, what will happen?
The
player will start complaining, no new acquisitions, no flow of money,
no reputation on plus it’s just the hamper on the reputation of company
and plus, the confidence is demised.
Medium/Larger Game:
Image 8: Game Development Life Cycle
Well
not a lot of people know or just understand what medium/large games
are? But according me game those were built during the 2000 to 2008/9
can be considered into Medium/Large games. Previously this category was
hugely dominated by the Today’s AAA title publishers. But if we consider
it for today, the AAA companies have shifted themselves to the
development of AAA games and have left this tiny little notch of
medium/large games to the inspiring and yet evolving companies in the
game industry. The Production of these games goes something like this, a
person to strike an Idea generates a pitch document for it, analyzing
the current market trend and the potential of the concept to make money.
After all this is done, now the person will pitch the idea to the big
Industry giants. Once the industry giants are satisfied and see the
potential of making money out of it, the project gets assigned to one of
their teams. The lead of the project usually it used to be the Game
Designers who lead the project. A lead game designer, will eventually
have couple of more designers in his team, now they come up with the
mechanism, Shooter Type, Genre, etc. and then a proper complete document
is prepared for such. Now the document is circulated to the developers
i.e. the programmers, artists, and the Level Designers. Every Team Lead
of different fields communicate with each other. The plan is to execute
the design with given timeline set by the producer i.e. the industry
giants.
Once
it is all scheduled, here comes the time to prepare for the production
of the game, the teams are ready to start on production.
Once
the game enters into production, every team lead is in communication
with each other this community of leads is led by a lead Game Designer
of the project. The programmers script each every object in the game
that requires something to do, it is list just adding the brain to the
objects. The Artists will work harder on the development of the
characters, Environments, and many more. The Level Designers, now these
are the people working closely with the game designer, are the one
responsible for the Levels/Worlds we see in the games, the combine the
information from the Game Designers and the Artist data into an unique
experience of Virtual but realistic/nostalgic environment, We call it
the Game World. Now everything is combined into an engine known as Game
Engine, where each and every thing that is to be shipped in the game is
brought and united here in this tool.
The
Project manager has to take care here of everything, especially
considering the budget. The pay of the artist, programmer, designer,
sound artist, licensing fees, IP registration and all and all, it is a
very big list and all to be managed in an adequate budget. All this
efforts take around a couple of years into production of these games.
Let’s consider few examples here:
Grand Theft Auto: San Andreas
Image 9: GTA San Andreas
Grand
Theft Auto San Andreas is published by Rockstar Games but, is developed
by Rockstar North a franchise of Rockstar Games. It was initially
released for the Playstation2 in the year of 2004 and then after a year
it was released for PC and Xbox i.e. June 2005.
It
is also said that San Andreas stands to be first game ever to have the
player navigate openly within the cities i.e. on Land, Air and in water
(swim). A vast map consisting of 3 cities all surrounded by water and
with different regions articulated such like, Dessert, Green, Hilly,
Beach side, etc. It is said to the 7 number game in the series of GTA
and stands to be a success for GTA Vice City.
Call of Duty 4: Modern Warfare
Image 10: COD Modern Warfare Art
Call
of Duty 4 Modern Warfare is developed by the Infinity Game and it was
led by the designer Mackey McCandish. However, the game is published by
Activision by Square Enix has also helped into the distribution of the
copies of game in Japan.
The
Game was released for all the 3 major trending platforms in November,
2007. However, it was announced by Activision in April 2007. This game
is set in the modern world, this eventually to break the deed of COD
themed as a World War Game. It is a game for Mature Audience and had a
huge success on its release.
The
game had Multiplayer support added with a new feature called as the
Hardcore mode, where the players had health 30 instead of 100.
It also consisted with few new game modes such like the Search and Destroy, Free for All and Headquarters.
In
May 2016, the audience was teased with the Trailer of COD 4: Modern
Warfare Remastered version and eventually was released in the October of
2016 with COD Infinite Warfare.
Halo Combat Evolved
Image 11: Halo
Halo
is developed by a company owned by Microsoft at that time it is named
as Bungie Studios. It was led by the designer Paul Bertone and was
released for Xbox in November 2001 and after 4 years it was released for
the PC platform i.e. in the year of 2005.Halo had set its own record,
it sold an estimate 5 million copies while it was an exclusive of Xbox
and became one of Most Popular games for Xbox and the game to break its
record is its sequel itself by racking over 8 million copies of Halo 2
in the Xbox market.
So
now, just think all that effort and you release the game and encounter
that the people are complaining regarding their favorite character not
being unlocked in meeting the requirements, or just think that the final
boss is defeated but the mission doesn’t even conclude, players not
able to navigate in the map, or just get spawned out of the world, or
even worst, the game doesn’t launch.
What will happen?
The game will fail, people will make fun, complain, no one will buy, and all your money is wasted, you go bankrupt.
AAA or AAA+ games:
Image 12: Game Development Process
The
above image is from the Juego studios, pretty handy, simple and easy to
understand. Now here the developer has very comfortably displayed the
concept of sprint. The development of an AAA game is a very vast process
so in order to increase the efficiency, it was decided to break it down
into small crunches of timeline with some objective or motive for the
specific crunch on the timetable or schedule. This crunches are known as
Sprints and there can be N number of sprints in a project, depending on
its size and category of Engine play i.e. whether it will be MMO or an
online game that has a lot to deal in production as well as in Post
Production period.
According
to Juego studios, even I agree with most of its considerations.
Pre-production is dedicated for few very important aspects of game such
like the Game Concept Analysis, Preparing the Game Design Document,
Project planning with specifying the Milestones, Technical Design
Document, and Test Plan etc.
The
Production phase consists of the development of the various modules of
game, management trying to recognize the most important and crucial
parts of the game and prioritizing its production in the early Sprints
of the Game Development Life Cycle. Creation of Art assets and the Level
Design is also include here. Now it is very important to balance the
game and so it is considered in the production phase itself,
implementing the Audio in the Game.
The
Post Production part here consist of QA (Quality Assurance) and
testing, User Acceptance Testing, Monetization and the integration of 3rd party SDK’s and the submission of the Master Candidate builds to the First Party i.e. the Console Owners for Approval of release on specific platforms.
Image 13: Team Size in development of a Game
As
the above chart explains the involvement of the number of the
developers as per the Milestones of the game, it takes a lot in the
production of an AAA game. Initially in the preproduction phase only
high authority people like the creative direction one concept artist one
Gameplay programmer and a couple people are included, then when the
project is in Production phase the team size is increased and teams are
formed, focused on development of different modules of the project. Once
the Project hits the Alpha milestone involvement of Testers come in and
mostly the designer’s team is dissolved. Only the lead designer stays.
In the Beta phase the Testing involvement is increased and is in higher
priority, change in a few modules, designs and major fixes are done.
However, once the game hits the QA milestone, a thorough and Full
Fledged testing is done on the builds of the game, various defects/bug
fixes are seen in this period, After the QC provides the status of Go/No
Go the management will submit the builds to First Party for the
approval and this phase is called as Approval period or mostly Master
Candidate/Submission Candidate.
The
Master Candidate is a build mostly the recent one in the hierarchy and
the one that is supposed to be submitted to the First Party. Once Master
Candidate is approved by the First Party, the game then initially
enters the phase of Release, the most awaited moment for every one
working on the project.
Image 14: Workflow Process of Game
This
above image should be well enough to explain the flow of work while the
game is in the Production Phase or Post Production Phase for an MMO. It
displays the communication between the different teams and then their
data flow. Everyone is interconnected with each other but more over the
links are dominated by a Game Designer. The Testing also has a vast
communication with the people working on the projects. The operations
here means the players, the release of the game and then some problems
reported by the players in live environment is called as Operations
here.
The
Development team and the management also are closely in contact with
the QC team in order to track and fix the major issues or we can
hindrances in the release of the game. The QC team here collaborates
with the dev team and understand the core of the game development do
that the release of the game or the player who will play the game will
not face any problems while playing the game.
Let’s consider few AAA examples here:
Assassin’s Creed Odyssey:
Assassin’s Creed Odyssey is a successor for Assassin’s Creed Origins, it is the 11th game in the series of Assassin’s Creed. AC
is developed by Ubisoft Entertainment and the production was led by one
of the Ubisoft Franchise Ubisoft Quebec. The game is inspired from the
Elder scrolls, Witcher 3, Fallout and also development of AC Syndicate
helped in the emerging the idea for Odyssey.
The
developer team chose to go with theme highly demanded and requested by
the community, it is a setting of Ancient Greece. The Announcement of
the game was done one day prior to E3 i.e. in May, 2018. Odyssey has
more than 3 million players and the developers have decided to provide
updates to game even in the post release phase.
Image 15: Assassin’s Creed Odyssey
The
game is set in an ancient t era, replicating the war between the
ancient Greece states, this war is also known as the Peloponnesian war.
Here the player acts as a Protagonist and is supposed to choose between
two characters featured in the game, either Alexios or Kassandra. The
game is released for XBOX, PS4, PC and Nintendo switch. The game
Nintendo Switch exclusive only in the Japan region and is also called as
a Master Piece.
God of War:
Image 16: God of War
God
of War is developed by Santa Monica studios, It is a Mythology based
Hack and slash and Action-Adventure game. God of war is created and
designed by David Jaffe in the year of 2007.
It
is published by Sony Entertainment and is a PS4 exclusive game. God of
war has won the Game of the Year awards for the year of 2018. Published
recently published God of War 4 as a successor for God of War 3, and it
was named on its predecessors title i.e. God of War. The game released
in April, 2018 was a huge success. The game was first announced by the
lead animator of previous God of War game, it was announced on twitter
back in December, 2016.
Uncharted 4:
Image 17: Uncharted 4
Uncharted
4 is a PS4 exclusive game Published by Sony Entertainment. The game is
developed by the Naughty Dog studios and is an Action adventure game, it
is also a Third person shooter platformer. It stands as the 4th game in the Uncharted series and was released in May, 2016.
Neil
Druckman and Bruce Straley are one to lead to the development of the
game. They have also worked on the previous titles of Naughty Dog and
which were a huge success. The game was well received by the critics and
so the number depict. The game received 10/10 rating by Gamespot and in
the Playstation Magazine. The game Informer rated the game as 9.5/10
and the Metacritic gave the game a score of 94/100.
It was a Huge success and was is in the top charts for selling in many regions a massive success.
Image 18: Uncharted 4’s Critic review
So
now just consider, such vast budget, it is the money after all coming
from the stake holders, management teams, and even the money of the
players. Consider the fact that this much big process just to develop
one game is obviously time consuming for all. What happens if the game
fails in the market due to some minor technical issues? Imagine you
spent almost $20-$30 to buy a game that you have awaited for a long
time, saving all your money just to buy that game. Now, when you buy the
game and you are unable to play it, or let’s say it’s facing major
problems. Major FPS drops, characters doesn’t seem to load up and many
more. What will happen?
You
will complaint, write bad reviews, it will impact on sales of the game,
which means no money incoming, all the investment is lost, the company
faces huge loss, plus the players are unhappy and won’t trust the
publisher and the developer any more.
Quality Assurance
Considering
all the above mentioned facts and points we have very much important to
discuss here now. The question arises is How do we stop this? How can
we release a very polished game? A bug free game. How?
Here
come the Quality Assurance/Quality Control Teams. We will now
understand what Quality control is what they do and what is their
aim/moto. How do they work and all.
Quality
Assurance or Control is team of smart and intelligent, agile people,
who work day and night in order to test the game and ensure that the
developers efforts won’t fail. They do is Game Testing. The person to
test the game is called as a Game Tester.
A
Game Tester usually works with the game developing/publishing
organization. A Tester is required in the fields and aspects of the
game, even the feature of a game or let’s say a platform or even the
genre. The aim of a tester is to find as many as possible bugs/defects
within the game and report them to the developer so that the developer
can fix it and the timeline stays eminent for the release of the game.
Image 19: Game Tester
The
Game Tester is the one who is never credited for his efforts and hard
work, all the fame, recognition is taken by the high profile Designers
and the Directors. “A Game Tester is an Unsung Hero”.
A
team of Game testers is led by a team lead or even by a senior game
tester. The lead stays completely in touch with the developer team and
will guide his team members. This is a process of enlightenment,
enlightening the testers with design updates, changes, new content and
the timeline. Senior game tester will also guide his team in reporting
the bugs to the developer. Writing reports and informing the development
team regarding the status of the testing done for current build or
feature.
A
Game tester will collaborate with his team members and create a test
plan and form various test cases around the game. Tester will repeatedly
try to break the game in order to test the stability of the games. A
standard process is followed with the bug reporting and its tracking,
lot of tools are also used for achieving the same but every tool and
software has the same cycle, it known as Big Life Cycle. Bug life cycle
is very important and helps one to understand the flow of a bug within
the organization. It also helps in tracking the issues based on the
current milestone and target set according to the Timeline. The below
example is a resemblance of the Defect Life Cycle followed in one of the
Leading and Top Game Publisher.
Image: 20: Bug Life Cycle
This
is one of the Standard procedures and almost everywhere it is similar
except for few changes depending on the Organizational chart of a
Publisher or Developer Company. It is a pretty simple and
self-explanatory image.
The
Defect life cycle is divided into four phases based on the members of
the organization. First is the Tester, the job of a tester is to search
for bugs in the game and report them into the tool, once the Issue
reported, the tester assign’s the issue to the QC lead in short his Team
Lead, who will now verify the reported issue and ensure that the issue
reported is a defect, if not so the reported issue will be deleted from
the database and if the Issue reported is a defect it gets approved by
the lead and is assigned to the Lead Developer in the hierarchy
respective to its component.
The
issue now is in the Dashboard of a Developer and the QC team now has to
wait for the developer to provide a resolution for it. The Lead
Developer will not verify it the reported issue is a defect or not, on
doing so if it is found that the reported issue is not a defect the Lead
developer will provide such resolution for the Issue reported and close
it. However, if the reported issue is a valid defect then the lead
developer will assign the issue to a developer in order to get it fixed.
The
Developer will now analyze the issue assigned to him, he will not try
to search for flaw and fix. He will do required code changes or some
animation changes or whatever depending on the issue reported. Once the
developer fixes the issue he will provide such resolution for it and
notify the QC leads for such updates and ask them to verify the fix.
Now
the QC lead will verify the resolution provided for the issue and then
will assign it to the tester in order to Regress it. The process of
reproducing the fixed issues on the later build specified as fixed for
is called as Regressions.
The
Tester will regularly check his dashboard and keep in touch with the QC
lead for the Regressions. Once the tester is notified for regressions,
the tester will try to reproduce the reported issue which got recently
fixed by the developer. The tester will attempt for couple of times to
reproduce the issue, once he feels assured that the issue is been fixed
and is not occurring, the tester here will also check that fixing this
issue might have not caused any other issue to occur. If a tester
encounters that the issue reported is marked as Fixed and is still
occurring then the tester will reopen and assign the issue back to the
developer with the updated steps to reproduce and all. The issue will
now enter in the same loop as that it was previously with the developer.
When a tester ensures that the issue is not occurring then he will
notify such to his lead and verify it. Verifying the issue means closing
the issue.
Such is process followed in the QC teams.
The QC teams performs various testing on the game some of these are mandates. Few of its Categories are as follows:
Functionality:
Image21: Functionality Testing
Functionality
testing the name itself suggests the meaning of this kind of testing.
Functionality Testing is a wide area of testing with huge coverage
depending on the size of the game. The major focus of a tester in such
testing is that to ensure the proper functionality of the in game
events, buttons, UI’s, in game objects, some feature of a game, etc. the
issues reported are mostly code related issues and very minimal time
the design teams are disturbed for a flaw in design. Functionality
testing can further also become Ad-hoc testing also vastly known as
Negative Testing.
The
functionality teams ensure the proper functionality with in the game,
they check for each and every corner of the game and the UI of the game.
The functionality teams also report issues related to Levels, AI and
many times the Animations.
Collisions,
Camera, Character are major one of the major subjects where the issues
are reported in. Complete Walkthrough is also done by the functionality
teams and any walkthrough blocker is reported as a sever issue and
marked as a Must Fix issue by the QC Team.
Functionality
team can be as vast as 200 members in team working on one project to
10-15 persons working on multiple projects simultaneously depending on
the size and complexity of the Project. The functionality Teams cover
almost 75% of the QC team in a project.
Compliance Testing:
Image 22: Compliance Testing
Compliance
Testing is a Must Fix and a very High Priority testing done by the
testers. Compliance teams are short in size and can vary just from 4-8
members per project. Compliance testing is very critical because the aim
of Compliance team is meet the Requirements set by the First Party, in
order to receive a Go from the First Party to release the game on the
respective platform. Now we have various platforms out there, and we
have various companies owning those platforms e.g. Xbox: Microsoft, PS4:
Sony, Switch: Nintendo, Android: Google, IOS: Apple and many more.
These
companies who own a platform are called as First parties and these
first parties have set few basic requirements for a game to be developed
and published for their platforms. Microsoft has TCR (Technical
Certification requirements), Sony has TRC (Technical Requirements
Certificate) and Nintendo has LotCheck.
These
are all set of few rules or we can say guidelines that a game should
consist and follow. There are few features that a game is supposed to
have in order to develop a game for the Consoles.
Failing
any of these, will eventually fail the Master Candidate of the game,
and then again same thing time waste, money loss, penalty for a failed
submission and many more.
The
Compliance Teams take care of these and performing testing based on the
requirements and report the issues to the developers as Must Fix and
with higher severity. Developers also target Compliance issues with high
priority as a Critical Failure of the Master Candidate is eminent if
any of the Requirement is not passed or fulfilled by the game.
Localization:
Image 23: Localization Testing
Localization
testing is mostly done by a functionality game tester. It is done to
crosscheck for Debug Text’s and any text present in English and not
localized for a specific language. The tester here usually selects the
languages supported by the game and will verify all the UI elements in
the game that are presented in the selected language. Localization
majorly focuses on the region and culture based player activity.
E.g.
If a publisher plans to sell the game in a specific region like China
or Japan, the game is supposed to have support for the Japanese or
Chinese language respective to its region.
If
a text is not supported in such language and some unsupported languages
are displayed in place of the text e.g. Back is displayed something
like @!$$ or some squares being displayed instead of a text. Some like
shown in the image below.
Image 24: Localization Bug
Regression testing:
Image 25: Regression Testing
Regression
Testing is also done by a game tester now, this testing not specific to
a category or class, it is done by the Functionality as well as by the
Compliance Testers.
Regression
testing is nothing but re-ensuring the fixes of previous bugs, on the
newly integrated design and code. While performing Regression testing
the tester also ensures that fixing the bugs has not caused any new
issues to occur or might have just impacted some important feature of
the game. Now this impact can be in any part of the game, e.g. fixing a
collision might have just removed the collision from entire surrounding
for a specific region.
The
tester will ensure and cross check for such issues, even the previously
executed test cases a performed and tested on the recently provided
build, which is also partially considered as a part of Regression
Testing, well some might disagree to this point, but yes in some studios
it is so.
Regression
testing can also be justified as a phase of normal testing which is
held or performed after the resolution is being provided for a
previously reported issue.
Regression
Testing is one of the very important and core parts of testing, it is
just another process of ensuring the fixes done by the developer, in
order to verify and assure the quality of the build for the current
milestone and release. Regressions also help both the QC teams as well
as the Developer teams to track and record for the issues encountered
and be more alert for such scenarios in future.
Smoke and Compatibility Testing:
Image 26: Smoke testing
Smoke
testing is done to ensure the stability of the build, in order to
ensure the health of the build so that the QC teams can perform testing
on it. It is one of the first passes done by a dedicated developer team,
it also done by QC teams, but a bit of in advance than that of the
developers. In a smoke test a developer will just look out for some
major issues that can be easily accessible, whereas the QC teams will do
a quick pass on the various contents and features of the game.
Image 27: Compatibility Testing
Compatibility
testing is done with the smoke test just ensure the proper
functionality of the game with previous and the latest operating systems
or the platform soft wares. Compatibility is less time consuming and
can be done parallel with the functionality testing.
Balancing Testing:
Image 28: Balance Testing
Balancing
Testing is done by a team formed with the Functionality Team, dedicated
to just work on the balancing part of the game. The testers here will
analyze the elements present in game, now these can be anything, a
Character or a Map or even a Game Mode. Herein the tester will play and
analyze the elements, and justify based on it and will provide some
important feedback to the developer in order to get it balanced. After
receiving the answers or the feedbacks the developer will now do some
certain changes, now it can be like moving the spawn point far from the
objective or to bring it close based on the situation or the difficulty
of an AI to complete some mission or something related to visibility and
many more.
In
today’s lot of MMO games we might come across the terms buff and nerf,
in the changelogs provided by the developer. Buff means adding or
increasing something in specific element of the game in order to ensure
its balance in comparison with other available elements in the game.
Same applies with the Nerf, here it means decrease or removing something
from the specific element which was evolving into an exploit, all for
the same purpose of balance.
Game Testing Scrutiny:
Game
testing came into consideration around couple of Decades ago, where the
size games increased day by day with new technical innovations. It
became very important for the developers to test the game before
releasing it the people. However, with huge size of games, it is not
possible for the developers to test every aspect and feature of the
game, as doing might get hectic for the developers and even will be time
consuming, just like over using the resources, due to which quality
will be dropped. Hence new department was formed called as Quality
Assurance.
Game testing is a part of Game development life cycle since long time. According
to the Jean-Yves Thiboutot (Quality Control Project Lead, Ubisoft
Montreal) game testing is a part Ubisoft from past 25 years. So on
basis of this we can guess that game testing is pretty old department
and there might a chance of having game testing before 25 years in some
studios.
Continuous
efforts of the people in the QC department, leading to release a very
well-polished games in the market. Introducing the QC department has
assured the publisher with the quality of the game that is supposed to
be released. Based on the previous scenarios mentioned in the document,
testers have helped the developers to cut the slack and negative points
of loss with the release of the game.
Game
testing is a vast field, we have various people with various skill
sets, mastered in some key elements of the game helping an upper hand in
performing critical test cases with in the game. Game Testing acts as a
Game Changer phase in the timeline of a Game Development.
Image 29: Importance of Game Testing
Citation:-
- Game Testing: https://cdn-images-1.medium.com/max/1200/0*YbQpFTT--JhuVNQB.jpg [15/01/2019, 12:31PM].
- Image 2: https://ichef.bbci.co.uk/images/ic/640x360/p05d3m35.jpg [21-03-2019, 01:32PM]
- Indie Game: http://www.pixelprospector.com/wp-content/uploads/2011/07/Indie-Resources-Indie-Guide.jpg [21-03-2019, 02:54PM]
- Minecraft: https://www.top10hq.com/wp-content/uploads/2014/10/Minecraft.jpg [21-03-2019, 08:40PM]
- Garry’s Mod: https://www.computerhope.com/jargon/g/garrys-mod.jpg [21-03-19, 08:53PM]
- Limbo: https://www.dlcompare.com/upload/cache/game_tetiere/img/limbo-img-4.jpg [23/03/2019, 12:35PM]
- Game Development Life Cycle: https://image.slidesharecdn.com/64868685-7dc3-4958-8095-7dfb958de993-160207133535/95/introduction-to-game-development-16-638.jpg?cb=1454852225 [23-03-19,01:37PM]
- GTA: https://vignette.wikia.nocookie.net/gtawiki/images/9/92/GTA_San_Andreas_Box_Art.jpg/revision/latest/scale-to-width-down/270?cb=20090429021856 [23-03-19, 01:54PM]
- COD 4: https://steamcdn-a.akamaihd.net/steam/apps/7940/header.jpg?t=1545234949 [23-03-19, 02:05PM]
- Halo: https://static.gamespot.com/uploads/scale_medium/mig/0/0/4/0/2210040-box_halo.png [23-03-19, 02:25PM]
- Game Development Process: https://cdn.juegostudio.com/wp-content/uploads/2018/07/ProcessImg.png [23-03-19, 12:51AM]
- Team Size: https://www.how2become.com/wp-content/uploads/2014/04/Video-Game-Development-Process.png [24-03-19, 01:07AM]
- Workflow: https://www.researchgate.net/profile/Juergen_Musil2/publication/221045927/figure/fig2/AS:305624014442498@1449877851418/Simple-workflow-oriented-process-for-game-development.png [24-03-19, 01:21AM]
- Odyssey: https://gamingbolt.com/wp-content/uploads/2018/07/Assassins-Creed-Odyssey-cover-image.jpg [03-04-2019, 10:05AM]
- God of War: https://www.gamexchange.co.uk/images/pictures/b/god-of-war-article-banner-(600x300).jpg?v=d66f17a2&mode=h[03-04-2019, 12:43PM]
- Uncharted 4: https://www.geek.com/wp-content/uploads/2015/12/uncharted.jpg [03-04-2019, 12:55PM]
- Critics of Uncharted 4: https://static.gamespot.com/uploads/original/1551/15516546/3066930-uncharted-4-a-thiefs-end-accolades-screen-01-ps4-us-12may16.jpg [03-04-2019, 01:07PM]
- Game Tester: https://www.gamedesigning.org/wp-content/uploads/2018/05/game-testing.jpg [02-04-2019, 7:44PM]
- Functionality: https://www.keywordsstudios.com/content/uploads/2017/08/KWS_Functional_QA.jpg [02-04-2019. 11:08PM]
- Compliance: https://www.ixiegaming.com/wp-content/uploads/2019/02/perform-Game-Compliance-Testing-400x219.png [02-04-2019, 11:21PM]
-
Localization: http://blog.qatestlab.com/wp-content/uploads/2016/02/shutterstock_152571764-1200x545_c.jpg [02-04-2019, 11:34PM]
- Localization Bug: https://cdn.ymaws.com/www.igda.org/resource/group/b013eadb-f4bb-43cd-a224-d2ff1c0a4809/111.png [03-04-2019, 3:29PM] .
- Regression Testing: https://screenster.io/wp-content/uploads/2016/08/UI-regression-testing-automation-bugs-1200x594.png [04-04-2019, 3:05AM]
-
Smoke Testing: https://reqtest.com/wp-content/uploads/2016/10/Smoke-testing-.jpg [04-04-2019, 03:20AM]
- Compatibility Testing: http://www.alshoroukbos.com/wp-content/uploads/2017/08/compat.testing.jpg [04-04-2019, 03:29AM]
- Balance Testing:https://www.forgottenempires.net/wp-content/uploads/aoe2_african_kingdoms_balance_testing.png [04-04-2019, 04:27AM]
- Importance of Game Testing: https://study.com/cimages/videopreview/videopreview-full/bns302d9l9.jpg [04-04-2019, 12:38PM]
References:
- What are Games: https://www.thewrap.com/what-is-a-video-game-a-short-explainer/ [21-03-2019, 01:29AM]
- Successful Indie Games: https://www.top10hq.com/top-10-successful-indie-games/ [21-03-2019, 08:39PM]
- Garry’s Mod: https://usagamer.wordpress.com/2015/03/09/garrys-mod-a-mod-created-by-garry-newman/ [21-03-2019, 8:52PM]
- GTA San Andreas: https://gta.fandom.com/wiki/Grand_Theft_Auto:_San_Andreas [23-03-2019, 01:52PM]
- Game Development Life Cycle: https://www.juegostudio.com/process [24-03-19, 01:05PM]
- AC: Odyssey : https://assassinscreed.fandom.com/wiki/Assassin%27s_Creed:_Odyssey [03-04-2019, 10:07AM]
- God of War: https://godofwar.fandom.com/wiki/God_of_War_(2018) [03-04-2019, 12:52PM]
- Uncharted 4: https://uncharted.fandom.com/wiki/Uncharted_4:_A_Thief%27s_End [03-04-2019, 12:57PM]
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