100% true. In the run up to the gold-master date, the project managers make a ton of difficult calls when it comes to waiving or known-shippable-ing bugs. The closer it gets, the more likely a bug will only be fixed if it violates Lot Check (Nintendo), TRCs (Sony), or TCRs (M).https://twitter.com/KrisInVR/status/1336039615203999745 …
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Where devs would typically have a couple weeks of down-time before release, there is now that much more of a rush in order to prep the release-day patch. On Guitar Hero: World Tour Wii, we had a crash bug that QA missed pertaining to the Music Studio feature leaking memory.
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I ran across it since I had the time to dink around with the game, with nothing better to do until it passed Lot Check. I reported it, and the project managers pretty much said, "Well, let's prep a fix, but also hope Nintendo don't find it". Nintendo didn't, we shipped with it.
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Since the Wii had no provisions for post-release game patches, it simply never got fixed. The game is a buggier experience because of that. It can certainly be argued that perhaps more time should be blocked out for bug fixes, but that's unrelalistic.
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*unrealistic. Games have an intractable level of code complexity these days, and there will *always* be edge-case bugs that end up getting found, but which are so rare or so hard to pull off by the average player that they aren't worth the development time to fix.
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All that said, I want to give props to
@KrisinVR and everyone else who works QA. There's a perpetual "devs vs. QA" dynamic in game development, and honestly, fuck that - QA *are* devs. Testers are *the* most important devs on a project. They keep the rest of us honest.Näytä tämä ketju -
Testers are the people who ensure that a company doesn't put out a game that runs on exactly one configuration of PC, or that doesn't crash every 3 minutes. You can have the most visually compelling, easy-to-play game, but if it's a buggy shit-heap, nobody's going to buy it.
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