Dec 17, 2014

Dual(Mondays)Wednesdays: Beta-love

DualMondays is a more or less weekly column by Jim Spanos (a.k.a. Dualnames) on game design, adventures and all sorts of highly intriguing things. It usually appears on Mondays -- only rarely on Wednesdays.

Well, I've pondered about this a whole lot. This is a bit of a weird topic, but let's have at it. Let's talk about everything regarding properly testing your videogame. It may not be rocket science, in fact, I've checked, it's not, however that doesn't mean it's a walk in the park either.

As a developer, going through the testing phase of your project, you must not hasten to its completion by reducing it into a simple bug squatting pit. It should be the first step to shaping up the community that will surround your videogame.

Clarifying that to your head is vital in order to help you alter the focus from bug-finding to feedback. And specifically asking for constructive and detailed feedback from the beta testing team is one of the ways to go, and as a developer, if you respect yourself, you should make it so. After all, the beta-phase should always be about showing people your game and re-shaping it by going through as much feedback as possible. The lack of such, is and should be devastating for the progress of the game.

While the alpha version is about constructing the game based on self-feedback and testing, beta is about a private smaller group/demographic determining your efforts and helping you reshape them (if you're willing to accept the views of said group), before releasing it to the public. From this wonderful experience, which personally, as a developer, I adore the most out of the entire game-making process, you must learn to accept every opinion and be as open-minded as possible.

Despite the fact that certain points being voiced will not be ones to keep, every other point that you cannot logically or game-wise argue against can be considered as valid and actions towards its suggestions can be taken. In simpler words, it's up to you to bother with and filter every single remark and comment about your creation. Don't be afraid or disheartened, but rather see everything as an opportunity to get better. The mistakes you've made so far have no impact on the end product, for this is the juncture to alter the result, kind of like having a time machine. Don't distance yourself from the testers, they're not a bunch of freeloaders, they're people who are willing to devote their time and energy to playtest your game and send you back a report containing various findings - wonderful things, that you've been accommodated to their presence, managing to ignore them in the same way you ignore the fact that you're breathing.

The testers don't bash your game when they speak of it, but rather, they judge it and criticize and hope, unlike reviewers, that you improve upon their findings. And exactly that, you should do.

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  1. Beta testers are great! Especially in a game with lots of words, after coding for months, the words written in a story all look the same, so an second pair of eyes really helps identify spelling mistakes and general grammar issues.

  2. Good take. As a dev from outside the gaming industry, automated tests are priceless for catching regressions. Does gaming have any type of automated testing tools?

    1. Not that I know of to be honest, but the Talos Principle devs did craft an AI that played the game for a couple thousand hours in order to discover bugs.