How
do you test a game?
It is amazing at how simple a question can have such
a broad answer, which involves a lot of time, energy,
and planning. This very question is the one that we
deal with every single day in the Bethesda Softworks
Quality Assurance (QA) department (team motto: we break
games). And depending on the scale of the project, it
can either be a pleasure to deal with, or cause you
to run screaming for the hills.
Now, I know what you're thinking. "It's easy!
Just load it up and play it, dude! How hard can that
be?" Okay, good point. But what most people don't
realize is that there is a massive framework that must
be created to support testing a game. If you just dive
in head first, there is no telling what creepy crawly
bug you may miss that can bring the whole game crashing
down around you like a house of cards. The best way
to go avoid that is to create a testing plan that outlines
what systems will be looked at, and in what order they
will be addressed. Don't get me wrong; we do indeed
"just play the game." I mean, if we didn't,
we may miss the whole point: that the game is supposed
to be fun.
Instead of me yammering on like a college professor
talking about boring test plans and flow charts, lets
put it all into perspective. One of the primary challenges
in QA right now is testing the upcoming release "Morrowind:
Game of the Year Edition"(GotY). Should be a piece
of cake. Just take Morrowind, add a cup of Tribunal,
a sprig of Bloodmoon, mix it up in a bowl, bake until
golden brown, and serve to the gaming public piping
hot, right? Not by a long shot. Follow along with me,
and I shall lead you down the Hallowed Halls of Testing.
The first step was to acknowledge the difference between
"original" Xbox Morrowind and what we envisioned
as the finished product. What was going to be added
to that original version to make it truly a Game of
the Year? Well, the powers that be (ok
ok
Todd and Ashley) decided they wanted to add all of Tribunal,
all of Bloodmoon, some features that later versions
of Morrowind PC had, tweak it, and put it all together.
What does that mean for us in QA? Well, we have to make
sure that it is seamless. You drop the GotY disc in
your Xbox, and you instantly have access to all of Vvardenfell,
Mournhold, and Solstheim right from the get go. To make
this all work on the Xbox properly, the programmers
had to work their magic and get it all together on one
disc.
Which brings me to the next task. We test every single
quest line; from getting that package to Caius Cosades
all the way to the very end of Bloodmoon (not that you
have to play it in that order of course). Even though
these things were tested before, we have to make sure
that nothing became "bashed" when the whole
kit-and-caboodle was tossed together. Nothing would
be more upsetting than to release the game, and a whole
slew of quests don't function.

Our Bug Tracking Software
Quest testing has it's own interesting challenges.
We need to think about testing every quest in unique
ways, to make sure the designers have covered all their
bases. Even a simple quest can have many different endings
possible. Let's take everyone's favorite Seyda Neenite
for example
Fargoth. We all find out that he's
been stashing his loot in that tree stump. But many
other things can happen and they all have to be handled:
What if Fargoth is killed during his sneak? What if
you go to the tree stump early, is the loot there? What
if you kill the quest giver before the quest, during
the quest, or after the quest? What if you elect to
sleep while Fargoth is sneaking? What if you leave Seyda
Neen while he is sneaking? It's our job to come up with
as many ways to break the quests as possible, to give
the designers unique insights into what people may do
while going through their quests. |