GoodGuy -> RE: Too easy ? (7/9/2007 5:52:10 PM)
|
quote:
ORIGINAL: alexs We recruit testers based on many factors... ............ [] we make mention of them in the patch notes and leave the rest to them. I don't think ppl are/were objecting the quality of the testers regarding bug-testing, and I don't think that ppl claimed the testers had been lazy or anything... But, to be honest, "leaving the rest to them" doesn't sound very good, imho. While a developer relies on the testers to find unusual or unexpected bugs along the way (while they're playing it "free-for-all"-style), the developer should mark the "claim" where the testers are supposed to dig first, once a game hits the Beta phase. But testers should also be encouraged to behave like what we call "mündige Bürger" by the dev, sorry for the German - this might translate to politically mature/responsible citizens, which means that testers should be encouraged to express thoughts about general approaches, game depth, amount of scenarios, content in general, frankly. So the testers should be proactive and describe opinions about (acceptance of) a given game, too, besides them being used for pure stress-testing or bug-reporting. In my experience, it's a good idea to involve testers on an Alpha level, so that specific details or suggestions can be taken into account before putting out the Beta. While this can be frustrating for the testers (since Alpha versions are anything than stable and often have fragments of the game working only), they may come up with some valuable input. From what I've read/observed in this forum, and from my experience playing the game, ppl were suspecting that the testers were rather hmm bound to hunt the bugs (which worked well) than ready to test the balance for MP or to analyze a situation where overall-content was subject to what ppl might call "lean production". That's where ppl (customers) started to ask what the testers were doing, since customers are .... guess what .... customers, and they don't like to be used as testers. While the dev has to give a general direction (to stress-test finished scenarios + play-balance, for example), testers should have the guts to say if something (regarding concept or content) is wrong or if there are any shortcomings ... the group of testers are the spotting planes for the developer's "carrier", in all aspects, but the dev is the SKIPPER. [:D] quote:
I know it can seem incredible that some of these bugs that seem obvious arent picked up, but dont forget that we have been testing CAW for over 6 months now ... [] sometimes the forest can't be seen for the tree's (ie obvious bugs can stare us in the face). Nah, again, that wasn't the problem. I work in the localization buiz and I know that such "forest"-situations happen once in a while. Let me tell you, that the 1 or 2 disturbing bugs are still kinda peanuts .... I don't play the game anymore, and it's not because of these few bugs. After looking at all the screenshots MarkShot posted, I was tempted to buy the old game for 3 reasons: Depth, variety, transparency. Example for Transparency: Excellent debriefing screens - screens that inform the player about what happened to lost planes, means infos about what branch/unit of the enemy forces had ripped apart the player's squadrons. That's neat. While it adds to the immersion, it also gives the virtual Admiral the chance to change the a/c - setup, like changing the amount of escort aircraft, if the enemy units are still spilling fighter planes, for example. Sending escort fighters can really make a difference. CAW's GUI is excellent, so I won't buy the "ancient" CCAW, but I really hope that things are going to be changed/fixed. If things are planned to be "pimped" in a sequel only, I'll opt out, I guess.
|
|
|
|