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| 8/31/99 |
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"I said pretend you've got no money... she just laughed and said 'You're so
funny!' Yeah... but I don't see anyone else smiling around here." - Pulp Hello Everyone, I'm back for another design update, and today I thought I'd touch on the section of development known as TESTING. Here at Interplay, we have a large testing department, also known as Quality Assurance, that handles bug reporting for the majority of the games that our company develops and/or publishes. In addition to detailing crash, graphic, program, sound, and other assorted bugs, they serve as a meter stick for the quality of the game, letting us know on a regular basis how good (or bad) they feel the game is. They essentially are our last line of defense before a title is released to the public, and their contribution to development is invaluable. All the stories you've heard about game testing are true. It's not uncommon, during the last stages of development, for testers to work seven days a week, sixteen hours a day. Often times, testers will see games in a state long before shipping, where they enjoy frequent rebooting, unplayable sections, and unfinished design. The misconception of testing being some sort of fantasy job quickly erodes when you're trying to repeat a crash bug for ten hours on a section of game you've seen, every day, for the last three months. However, most testers are avid game fanatics who one day envision creating titles of their own, and there are few places better that a QA department to introduce the world of game development. Often times, especially if a title is developed in house, testers will get a first hand look at what goes into making a computer game. Consistent interaction with the development team, working with titles as they come together, and overall design atmosphere are what testers benefit from for their long hours, and occasionally, strong motivation and initiative pays off in the form of a position on "the other side." QA teams that test role-playing games arguably have the toughest jobs, as the depth and amount of material they will have to keep track of can be immense. Planescape:Torment is definitely no exception to this rule, and our QA team has been on the bug hunt since the early months of 1999. Led by Damien Evans, Planescape QA has taken to the task of making sure we have a solid, stable, and entertaining game with commendable effort and diligence. Several of our testers are avid role players themselves, and their experience with the Planescape world and other RPGs has made their bug reporting and suggestions invaluable to the development of the game. You're probably wondering how this bug reporting business works for a game like Planescape:Torment. Well, here's a little look into how things get sorted out, eliminating those pesky bugs:
1. Testers download / receive a weekly revision of the game. As the end
draws near, this changes from weekly to everyday to every few hours. Anyhow, I hope you've enjoyed my insight into the world of testing, and stay tuned for my next update where I will detail the finer points of "camping in your office!" (Colin will provide the Smores!) Take care,
Scott Warner |
| Planescape: Torment & Design: © 1998 Interplay Productions. All Rights Reserved. © 1998 TSR, Inc. All Rights Reserved. Planescape, the Planescape logo, Advanced Dungeons & Dragons, Torment, the AD&D logo, and the TSR logo are trademarks of TSR, Inc. and are used by Interplay under license. TSR, Inc. is a subsidiary of Wizards of the Coast, Inc. Interplay, the Interplay logo, Black Isle Studios and the Black Isle Studios logo are trademarks of Interplay Productions. Exclusively licensed and distributed by Interplay Productions. All other trademarks and copyrights are property of their respective owners. |