To quote an old Marshall Crenshaw song, "I know definitely that it's just not 
for me..." I can't play the games I *love* more than a day at a time.

brent wodehouse <[EMAIL PROTECTED]> wrote:                               
http://www.montrealmirror.com/2008/030608/games1.html
 
 Testing, testing, testing
 
 >> Working as a video game tester requires a keen eye for bugs and a high
 level of patience
 
 by ERIK LEIJON
 
 Imagine playing your favourite level on your favourite video game. Now
 imagine playing that level for an entire day. After that, play it for the
 next five days, and when you’re done, play it again for another two
 months. If you’re sick and tired at that point - bite your tongue and play
 it for another two months.
 
 That, explains Eidos Montreal’s lead quality assurance (QA) tester
 Emmanuel-Yvan Ofoe, is the job of game testing. It’s repetitive, requires
 constant attention and can become frustrating, but it’s an essential and
 unheralded stage in the video game process. It’s also become a booming
 business in Montreal, with internal testing teams at most of the
 development studios and large outsourcing firms constantly looking to hire
 experienced gamers.
 
 In the past, game testing typically occurred later, as the game neared
 completion, whereas nowadays it occurs throughout a video game’s creation
 cycle - from alpha to beta - meaning a tester often has to play
 bug-infested messes so early in development that they hardly seem like
 games at all.
 
 “You’re working on the same game for a year,” says Ofoe, “and I’m not
 talking about World of Warcraft. At home you can choose what type of game
 you want to play whenever you want. Here, it’s every day that you have to
 play.”
 
 “There are a lot of misconceptions about the job,” adds fellow Eidos lead
 QA tester William Pare. “People think you’re playing games all day. But
 that’s like saying someone who builds swimming pools swims all day.”
 Breakers and fixers
 
 With 10 and three years of experience as testers respectively, both Ofoe
 and Pare have seen their fair share of wide-eyed gamers thinking they
 stumbled upon their dream job, only to leave soon after. While loving
 games is definitely a pre-requisite, it takes more than a passion for Halo
 3 to survive in this field.
 
 In an average day, Eidos Montreal’s 27 testers must play through a
 specific area of a game repeatedly, exploring the many possibilities that
 exist in a particular level, looking for graphical glitches and collision
 detection problems (such as being able to walk through walls), as well as
 more significant problems like sound issues and game crashes. Testers keep
 track of every action they do, so when something goes awry they can
 retrace their steps and find out what the real problem was. Pare divides
 testers into two types: those who break games and those who find what is
 broken.
 
 “It’s not as easy as just saying ‘Oh, I found a bug,’” says Pare. “You
 have to investigate. You have to figure out what makes it happen, how to
 do it consistently, or if what triggers it is random.”
 
 Ofoe adds, “Often, a problem can hide another problem. It’s one thing to
 say I passed through a wall, but if you don’t look at every other wall,
 maybe there’s no collision [detection] throughout the game. So you have to
 find the right cause.”
 
 Since all their information goes directly back to the developers, who
 could be anywhere in the world, the testers have to be extremely clear and
 concise when explaining what went wrong, so it can be fixed quickly.
 Depending on the game, every few weeks a newer, updated version of the
 game could be sent to the testers, who have to then verify that all the
 mistakes they found the last time were solved, and no new problems have
 surfaced.
 
 Ofoe says the most frustrating part of the job is when he receives new
 builds of games that are actually more bugged than the previous versions,
 requiring him to essentially start his job all over again.
 
 “When progression stops,” Ofoe says, “and you’re stuck with something that
 isn’t working, when it gets redundant… that’s a problem.”
 Bugs everywhere
 
 Playing a game as a tester requires a more discerning eye than when you
 play merely for recreation. It involves a keen sense of observation to
 notice not just what’s happening in the game, but also any bugs or
 glitches in the background. Pare admits that sometimes, when he is playing
 for fun (he and Ofoe still play games, even when not on the clock), he
 still tries to break the games he’s playing. And like any other gamer, he
 gets upset with glitches in the finished product.
 
 “I was playing Crysis,” he says. “I got two bugs and couldn’t finish the
 game. Tester or not, you get pissed off.” Both are adamant it’s impossible
 to release a perfect game without bugs.
 
 There’s also the idea floating around that game testing represents a
 foothold in the gaming industry, and that it’s possible to move up into
 production or design with sufficient testing experience.
 
 “When you become a tester, you can have aspirations but you have to learn
 [the proper skills elsewhere] first. You can’t go from being a tester to
 an animator,” says Ofoe, who would consider moving into a different area
 of the gaming industry if the opportunity presented itself, but is more
 than happy in QA. While testing, especially if you’re involved from the
 original alpha stage to the end, can provide insight into how modern-day
 games are made and the computer code involved, Pare points out that
 testing isn’t a substitute for school.
 
 Also, while Ofoe and Pare started at Ubisoft Montreal and Babelmedia
 respectively, before joining Eidos Montreal when it opened last year, many
 of the testing jobs in Montreal are on a contract, paying slightly above
 minimum wage on a game-by-game basis - meaning job security extends only
 as long as a game is in production.
 
 However, most development studios have some sort of QA department and
 there are at least four outsourcing labs in the Montreal area, which can
 grow massively in the summer to accommodate students and the upcoming
 Christmas product rush. So there is always room for an experienced tester
 who enjoys the job.
 
 Ofoe, who admits to having put in a 120-hour work week in his early days,
 points out that even though playing games is an essential part of the job,
 it remains a job like any other, with reports, meetings, bosses and
 teamwork. Still, Ofoe and Pare both say they love being testers and feel
 there are dedicated, observant people who will find it to be their dream
 job. Pare says there’s a competitive spirit among testers who try to find
 the “best bugs, the most bugs and be the fastest to find bugs.”
 
 Which ironically could be as much of a game as the finished product.
 
 
     
                               


"There is no reason Good can't triumph over Evil, if only angels will get 
organized along the lines of the Mafia." -Kurt Vonnegut, "A Man Without A 
Country"
       
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