Q&A sounds like some really hard shit.
Like, you have to find problems and then tell a person that there is a problem in their product.
(I am not being sarcastic btw)
Honestly it isn't fair to blame producers either as they are often put in an impossible spot where they can't do the work but are being told to make sure something is finished by X date as they raise concerns about hitting X date. Problems like what is seen at CDPR start at the top. If their studio head was a good leader most of this stuff would be ironed out from there.It's a mix, but actually I'd say Producers play a big part in this moreso than programmers. QA will know doubt raise bugs and issues, take that to the QA Lead who will then discuss it with the Producer. The Producer is then within their right to delay an upcoming milestone because of these issues or, if they won't impact the certification process, just say fuck it, let's roll with this build. Especially if upper management tell said producer that they cannot afford any delays.
Not to shift the blame on one person, but providing some context.
So fucking hard especially when engineers literally think they can do know wrong. Also important to note that most QA is made up of a bunch of hourly contractors that can be let go at the drop of a hat while the engineers are all full time employees that can't be fired very easily and aren't considered "easily replaced" like QA is.Q&A sounds like some really hard shit.
Like, you have to find problems and then tell a person that there is a problem in their product.
(I am not being sarcastic btw)
I've never worked on console games, but in the inter-personal aspect, it's not always that bad.
However, the more stress and the closer a deadline is, tempers starts to flare and it can get ugly at times. I'd worked with several devs and most are pretty cool about it, and understand that we finding errors in the game it's the nature of the job. But just as that, others can be real assholes when you point out bugs.
Good to see someone else survived the trenches :P
I'll tell a story though!
- QA reported on a UI overlap issue in a Need for Speed game and suggested a fix
- a dev replies back:
'I was not aware that QA became the art director all of a sudden'
Anyone who thinks MS and Sony aren't responsible aren't realistic.
Even in the investor meeting cdprojekt was asked how were they allowed to release a broken version of their game and they admitted that Sony and MS gave them waivers on the after cdprojekt negotiated what they would fix at launch.
As someone who used to be a certification tester many, many years ago, this thread is spot on. In my experience, as long as the game wasn't completely broken (ie, fails to launch, bricks machines, corrupts saves, etc), then it has a chance of passing cert. I did certification for Microsoft, Sony, and Nintendo platforms, and each one has their own gigantic list of certification requirements. Believe me when I say that cert testing is fucking exhausting, monotonous, unfun work, but it has to be gun, or your game can't release. Some publishers don't care if the game is a buggy mess, as long as it passes cert, and sometimes, a game can pass cert if the repro rate of the particular issue is so low that the odds of the vast majority of players to experience them are incredibly low. Then there are certain cert requirements that you simply cannot fail.
I obviously can't disclose more specifics than that, but to those that ask how this game passed cert, I imagine it's simply due to the fact that it didn't fail any significant certification requirements, or got waivers for some that did. In my 54 hours of playing the game, I personally haven't seen any issues that I'd say qualify as a certification requirement fail (but again, this is based off of my recollection of my certification experience, which was a very, very long time ago, and I imagine that the list of certification requirements are quite different and extensive than they were back when I used to be one).
It wasn't missing on consoles iirc.Interesting article!
My main takeaway from this however is that the cert process apperently takes way more issue with buttons being mislabeled and doesn't care at all the game was missing a very important epilepsy warning. Feels like something that should be part of the cert process imo.
CDPR probably has the same QA team as EA
They've most likely seen every issue the players see, have reported it, and then it's up to the managers to deem them worthy of fixing or if they're shippable bugs.
Good to see someone else survived the trenches :P
I'll tell a story though!
- QA reported on a UI overlap issue in a Need for Speed game and suggested a fix
- a dev replies back:
'I was not aware that QA became the art director all of a sudden'
The more neutral rule is to just report the issue and not suggest how the fix should be done.
It's upto the <whoeveritgoesto> responsibility from either the art or dev side on how it should be changed and how it should be fixed.
Edit: I'd also mention that those who report issues shouldn't take their issues very very personally; like if an issue is shot down by a reason or another and its not a major issue, there shouldn't be a crusade to invade thoughts of the art/dev team to have those issues fixed. I have seen people get very personal over this, it shouldn't be.
As somebody that just moved into software testing I had no idea that it was so bad at a lot of places. Honestly, makes me grateful for the people I work with.
The power dynamics between programmers and QA is beyond fucked up.
Honestly it isn't fair to blame producers either as they are often put in an impossible spot where they can't do the work but are being told to make sure something is finished by X date as they raise concerns about hitting X date. Problems like what is seen at CDPR start at the top. If their studio head was a good leader most of this stuff would be ironed out from there.
In my experience a lot of the "bad" collaboration came from the huge difference in skill-set between QA and dev that was mainly due to wrong hiring requirements. The manual tester that "clicks through the application". Nowadays someone in software testing will write code for frontend automation test cases, take care of automatic deployment pipelines, has an ISTQB certification and write the test concept and so on.
My job is very collaborative, so we allow our QA team to suggest things as well, but it's generally acknowledged that not all suggestions will be acted on, but we're more than open to the feedback. Not to mention that we often promote from within the studio, so if a QA tester is an aspiring game designer, it's encouraged to not only express that interest in wanting to get into design, but also feel free to offer constructive feedback. Hell, that's more or less how I got promoted from QA to design. I've definitely worked at places where some members of the Dev team looked at QA as being beneath them, figuratively and literally. It was super demoralizing and uncalled for.
It's often hard not to take your bugs seriously. After all, you're putting a lot of blood, sweat, tears, and often grueling hours, to do your job and report on issues, so when an issue gets dismissed, closed as "Will not Fix," or whatever, it definitely stings. How a developer responds to your ticket is also important. Like the dev in that post above sounds like a dick, and very unprofessional. I had a dev respond to one of my bugs like that at an old studio I worked at, and he got chewed out for it by the lead dev. I was new, eager to do a good job, and didn't realize that the issue I wrote a bug on had already been known, and marked as a "Will not fix." I don't remember specifically what his response was, but it was unnecessarily hostile.
Whenever I have to close out a bug, or WNF a bug, I try to make sure that my reasoning for doing so is worded in a way as to not make the QA tester that reported it feel like shit. It's a two way street.
But I am the manual tester that "clicks through the application" (for now at least). I mean, my company (government adjacent here in Austria) paid for my ISTQB certification which I finished on monday and will put a considerable amount of time and money into developing my skills like test automation and so on, but honestly, I know all the devs I work with pretty well by now. Also had a few long video conference sessions with our project manager where we just talked, unrelated to work.
Maybe it also helps that all our bug tickets go through 2 intermediaries (test manager and project manager) but I have never heard anything of what people described in this thread, fortunately. They just seem happy that someone found stuff and it didn't go live. Hell, at my old job the devs were just straight up happy that they didn't have to test it themselves anymore.
If not running at a stable 30fps at minimum was actually made a reason for failing cert, a whole lotta games would have failed to see release... especially back on the PS3.Sure, cert isn't responsible for testing the quality of the game. And it shouldn't be. But it should be responsible for testing the technical quality of the game. If your game crashes at least once per hour, or if your game fails to run at a stable 30fps minimum, your game is fucking broken and you should not be allowed to release it.
If not running at a stable 30fps at minimum was actually made a reason for failing cert, a whole lotta games would have failed to see release... especially back on the PS3.
As someone that was, how to put it, "extremely involved" in cert process for one major platform holder, this post and the thread from Rami are spot on.
I worked on The Sims 3 (X360/PS3) and Sims Medieval. For Sims Medieval they asked us for suggestions but I think they didn't even read them.You worked under Volt? :P
Best part was it wasn't even a "suggestion" in the normal sense.
It was a 'please ensure it is not overlapping'
man what the fuckLittle bit of both sometimes. I've seen developers (at the programmer level) literally berate QA testers because they wrote a bug saying that "Issues should be fixed by X, Y and Z" and even making the suggestion of how a fix should be implemented. In fact, I've seen the rhetorical response "Are you a dev?" Or a request to have that person removed from the project soon after a whole bunch of times.
Yes, management and the production side make the final decision, but the relationship can be just as fucked up between a programmer and a QA tester, especially when that programmer feels like the tester is "challenging" them by bugging a lot of things in their domain. I don't absolve people who behave like that of their behaviour.
So that is the origin of animated load icons. :DI know of one of the TRC requirements during the PS3 era is that games had to have a dynamic object during load screens as it would indicate to the user if the game had crashed or not as whatever object that is moving/rotating (for example)
How so? If they waived it all (as in knowing about the issue before the launch of the game, but got the certification passed anyway), wouldnt that already be fixed in a day 1 patch? Such serious bug would have to be fixed fast after all, so i doubt that they knew about this issue before. Once the issue got known after the launch of the game, it didnt take that long before it was fixed, unless i'm mistaken. Didnt the crash happen more randomly by the way, or did it happen in the same spot everytime? But the reason for the crash could maybe be related to something else that isnt a part of the certification checklist, but i'm not sure."Cert means the game should not mess up your console, or your ability to use your console "
Well, Miles Morales did exactly that. I guess they just waived it all.
QA doesn't fix bugs. In fact, as a QA tester at every level, your bugs coming in the last months before release are often marked as "Will Not Fix" because the developer wants to get their product out the door.
QA has no power in the situation at all besides flagging "Hey, this is bad". In fact, if the devs forget a bug is logged, they often try and shirk the blame on QA and QA has to prove it was logged and that it was marked as won't fix, else they risk losing their jobs.
The power dynamics between programmers and QA is beyond fucked up.
As far as I know, it doesn't unless you fail cert multiple times. I'll tell you for sure in a few months hopefully. :)
It breaks my heart to hear how poorly QA is treated in big companies. Every AAA developer should work on indie games first and be forced to do their own QA; hopefully that would make them appreciated and respect it more.
Honestly wondering since i'm not familiar with it, but doesnt most people who work with big titled production already have experience from smaller productions first (like indie games)?It breaks my heart to hear how poorly QA is treated in big companies. Every AAA developer should work on indie games first and be forced to do their own QA; hopefully that would make them appreciated and respect it more.
That sucks, but on the other hand, wouldnt this give the best chance for the Lead QA to explain how the situation really was? If they had sent the producer, couldnt he/she have blamed it on the QA team then without them (the QA team) having a bigger chance to explain the situation?Afterwards, who do you think had to go to the company's international HQ to explain this fuck up and essentially defend themselves for what had happened? The game producer? Hahaha nope. They sent the Lead QA. They literally threw him under the bus.
And to add another layer: Developers hate the cost associated with QA, which they find to be excessive. They will often try to cut the number of testers employed to even beyond the minimum needed to properly test a game. And whenever they'll come across a bug that wasn't found by that poor understaffed QA team, they'll blame the QA team for it.
Once I was on a project where the Lead QA was ringing alarm bells about needing more testers to properly test the game, that they couldn't keep up with the developer's pace and soon would become flooded. The game producer said no and told them to do more overtime, as if they weren't doing that in excess already. Eventually it became clear that they weren't going to make it, and the producer finally caved in, but it was too late to run the normal recruitment/training process to find enough people in such a short time, so they turned to in-sourcing testers from an external QA firm, which ended up costing even more.
Afterwards, who do you think had to go to the company's international HQ to explain this fuck up and essentially defend themselves for what had happened? The game producer? Hahaha nope. They sent the Lead QA. They literally threw him under the bus.
Honestly wondering since i'm not familiar with it, but doesnt most people who work with big titled production already have experience from smaller productions first (like indie games)?