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by lumost
1983 days ago
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I wonder how much of this is broken QA throughout the industry. I burned ~60 hours in cyberpunk on a ps4 pro, the content of the game was fun - but the bugs were pretty dumb. Many of the worst bugs originated in story pathways that would only be triggered if various conditions had occurred (which undoubtedly changed during development). From a testing perspective It seems like it would require an impossible amount of QA time to vet all of the quest paths as a player, and it would be easy to miss game breaking bugs if QA testers were using manipulated save files. Issues like the bad police AI only crop up once in the main game, but are pretty noticeable throughout free roam. If players want games to get bigger, will we need smarter and more automated QA tools? what would these look like? |
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> Dohta: There was another point that we developed during our QA process. We came up with a number of scripts that would basically allow the game to be played automatically, and allow Link to run through various parts of the game automatically. And as that was happening, on the QA side of things, if a bug did appear I’d suddenly get a flood of emails about it. That was one tool that we found to be really handy.
https://www.theverge.com/2017/3/11/14881076/the-legend-of-ze...
Breath of the Wild used a tool to do automated run throughs as part of their bug testing suite. This is just a quote from one interview, but if you do a bit of Googling you can find some good information about their development and planning process.