In a few cases, changes must to be made to the game
structure to iron out possible frustrations that can
occur when having all that content together. A great
example is the Dark Brotherhood attacking the player
when he rests (from the Tribunal Main Quest). Ashley
and Todd felt that it would be annoying for those of
you who are new to our game (or starting a new game)
being attacked over and over right at first level. So
the script was changed (you'll have to wait and see
what they did instead). Even though we are very familiar
with testing that feature as it was, we now have to
be ready to change all the test cases involving it.
It's this type of fluidity in the design process that
we have to adapt to.
The next headache for us, but great for you, the loyal
readers and game players, was to test the transfer of
"original" Morrowind Xbox saves to GotY. We
have to be sure that when you load that massive save
game into GotY, that it picks up right where you left
off. We also need to make sure that all your piles and
piles of loot you've been hoarding (you know who you
are) make the trip seamlessly as well. This involves
testing as many saves as we can get our hands on. Since
no two people play the game exactly alike, the more
saves we have the better.

Testing Morrowind Game of the Year for Xbox
Now the fun part. All of the new artwork has to be
looked at. Every single piece of clothing, armor, weapons,
unique items, creatures, and locations have to be artwork
checked. After all, we want to make sure it looks all
nice and shiny when you happen across the massive amount
of new content that Tribunal and Bloodmoon adds to GotY.
So, we load some characters into the game world, and
have a sort of strange Vvardenfell fashion show. Try
on the Dark Brotherhood armor. Hold that Stahlrim Mace
and swing it. Run around with the Helseth robes on.
Go check out those pesky Spriggans. And so on. Each
and every item is checked off on a list to make sure
they get our stamp of approval.
Lastly, but not least, comes the part of testing that
you may have originally thought is all we do. When we
feel that the game has had all of its basic functions
and components checked, we sit back, kick up our legs,
open up a bag of chips (I prefer Sour Cream and Onion
chips myself), and play the game. And play it. And play
it. We empty our minds of all that we know regarding
how the game engine works, or how the scripts work,
or how the creatures were rendered. We become a game
player. Just like you. Is the game fun? Does something
not feel right? The same questions you would probably
think to yourself at home, we are now thinking as we
sit in our cubicles. We consider this step just as important
as all of the rest. In fact, we keep playing the game
right up until that golden master disc is shipped off
to the duplication facility.
We take our role very seriously. After all, we are
the last department to touch the game before you do.
We have our fun, but much of the process involves extreme
detail work and heavy loads of grunt work. Even though
we strike terror into the hearts of many a designer,
programmer, and artist (I have fond memories during
Tribunal and Bloodmoon testing of giving Mark Nelson
minor heart attacks by simply knocking on his cubicle
and saying "Hey, Mark?"), we are an integral
part of the development team. So, with that in mind,
back into GotY I go. Now, where did I put those potato
chips
. |