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Journal of a Newbie Game Tester: The Dangers of Taking Your Work Home
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Wednesday, November 03, 2010
EDITOR'S NOTEfrom Brett Bates

Having been a tester myself, I can confirm that Tester's Eye is a very serious condition.

We’re all told at some point in our lives not to take our work home with us. It’s good general advice, meant to keep our professional and home lives from becoming entangled. However, if you put any kind of passion or thought into what you do for a living, whether you flip burgers or craft nanomachines, you’re bound to think about your job when you’re off the clock.

This is precisely why many game journalists have a hard time taking off their critic hats when they get home.  They’re often exposed to the same kinds of products in their leisure time that they work with all day, so it’s natural that they would begin thinking about them in a professional mindset while lounging in the living room. It takes a certain level of experience and a particular mental attitude to enjoy something from your professional life in your off time without going insane.

However, having both critiqued games and been involved in game development, I can say that game journalists have it easy. Even for a quality-assurance tester like myself, with only four months of experience, it’s very difficult to look at the games I play in my own time without letting my training interfere with them.

Eye of the Tester

During my first contract, I developed what I refer to as “Tester’s Eye,” or TE for short. It’s a condition all dedicated testers contract. The symptoms of TE are as follows:

 
  • Hypersensitivity to glitches, bugs, and errors in a game
  • An irrational need to seek out the causes of these glitches once discovered, in order to duplicate and catalogue them
  • An uncanny ability to predict where glitches are most likely to occur
  • Knowledge of what goes on behind the curtain of game development.

Generally speaking, most of these symptoms can be controlled or ignored. I can accept that every single game in the world, from your favorite indie darling to the biggest AAA release, has at least a dozen things wrong with it. And I can mostly curb my ability to track down those bugs once I discover them in my free time. I learned a long time ago that things like memory leaks happen, and single freak occurrences with astronomically low reproduction rates are almost impossible to pin down, even if you spend a week looking for nothing else. I can check the instinct to hunt them down in the interest of waning sanity.

The real downer, though, stems from knowing where problem areas will arise in games and in having a bit more insight than the average gamer into how games are made. Those are things you can’t unlearn, and they’re difficult to turn off, even when you’re sitting on a couch.

Paying Attention to the Man Behind the Curtain

Game development isn’t an exact science. Many studios have become really good at it, but there still isn’t one hard-and-fast way to make video games. Computers -- and games by extension -- function via math and rules, which are hard and fast. But when you introduce those rules into a game world, that’s where problems arise.

Take a cover-based third-person shooter like Gears of War or Vanquish. Both games have a mechanic whereby the player can vault over a piece of cover, provided there's space on the other side. If there isn’t enough space, or the area to be occupied isn’t zoned as a place a player can go, the vault isn’t allowed to happen.

But sometimes, programmers and designers make mistakes, and you’ll come across terrain that hasn’t been zoned properly or terrain that breaks a rule by containing two properties at once. This is where seams and clipping occur, and both Gears and Vanquish have spots that fall into these categories. That’s why Quality Assurance teams exists: to find those mistakes and make the development team aware of them.

Once you know why these things occur, and you can predict them to some degree, some of the mystique goes away. You know that that vista over the horizon is someplace you’ll never go, because it’s just a background texture. You realize quickly that, aside from special circumstances, your character will have a limited amount of ways to interact with the game world. And in the worst cases, the curtain lifts fully, and you come to the depressing realization that games are just a collection of math and assets.

When you reach that point, the immersion has long since left the building. This happens to some gamers who choose to play games that are unbelievably rife with bugs, but for a tester, it takes a lot less to force that awareness. Now, all you’re looking at is an executable program, with predefined actions and reactions. That can be a hard thing to shake.

 
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Comments (10)
Photo_159
October 22, 2010


Nice post. I like your conclusion. Just because we learn the way something works doesn't mean it becomes less amazing. It might seem like it at first, but like you mentioned in your post knowledge also gives us the ability to appreciate good games on a whole new level.


37893_1338936035999_1309080061_30825631_6290042_n
October 22, 2010


As always, Mike is the man. Great read. Overanalyzation gets people in to trouble.


59583_467229896345_615671345_7027350_950079_n
October 23, 2010


I think that, especially today (and not to poo poo on what we do here) people write/think/talk about games way too much. I know some people who play one game a year and spend the rest of the time discussing things. Play more games!


Bmob
October 23, 2010


I talk about games way more than I play them, these days. It's far easier to multitask discussion than it is to multitask gaming, after all.



Good article, Michael.


Default_picture
November 04, 2010


Funny isn't it.  In our quest for knowledge, we forget that there's a beauty to ignorance.


Default_picture
November 04, 2010


I really know how you feel but not with games with TV, I'm a promo maker and hence watch A LOT of TV every day for work and I've found whichever genre or channel I work on I just can not watch at all at home.  I went a while working on a comedy channel and whenever I sat at home and watched a comedy it just wasn't the same, I could see the punchlines coming a mile off, it became predictable and cynical, I could see how that joke might make the basis of a good promo.  I now work in sport and I can not watch any sport at all (apart from F1).  I just find it all really meaningless and shallow because the majority of my week I'm trying to sell this kind of stuff.



Interestingly now I love watching comedy, even the channel I used to work on I guess working on something you love can really have it's draw backs.  Did you find something similar i.e. testing a first person shooter makes you want to play more RPG's instead?   


59583_467229896345_615671345_7027350_950079_n
November 04, 2010


@Taro, I can't say specificly what I was working on, but it wasn't my kind of game, so when I wasn't working, I wanted to play ANYTHING. I was just super critical while doing so.


Me_and_luke
November 04, 2010


Oh, nice, you got to test Super Meat Boy?  :D


59583_467229896345_615671345_7027350_950079_n
November 04, 2010


Words can't describe how much I hate you right now.


Default_picture
November 07, 2010


@Michael: There's certainly a Zen aspect to accepting what's in front of you instead of immediately thinking how it could be done better, or if it should even have been done at all. One way to think of it is to think of the idea of "suspension of disbelief" if you know about the concept. For me, as long as the media product can keep me distracted in a way that I like, I can at least wait until I step away before I start thinking about it as a media product.



Given your topic and background, I am curious about your experience playing independent games, games that aspire against the mainstream, games that attempt to innovate game mechanics and game presentation, "artistic"/"art" games, etc. I suspect that given your awareness of the "man behind the curtain" you would be better engaged playing "arthouse" titles over mainstream profit-motivated (but still delicious) product.



http://tvtropes.org/pmwiki/pmwiki.php/Main/TVTropesWillRuinYourLife



A common complaint of people who take courses like Media or Film studies is that they never look at a TV program, advertisement or film the same way ever again. Analyzing a medium in depth and pulling it apart by the seams teaches you to watch things critically — analyzing every aspect and codifying them inside your mind. Most tropers, academics, directors or writers who do this start to find new ways to enjoy media. The subtle blends of plots, the new spins on old stories. The rare and welcome times where a plot you weren't expecting appears. But it is never the same.



 




Enjoyment comes from a balance of Recognition and Surprise — we enjoy things that we can relate to and have seen before, but we also like to be surprised. Total recognition is cliché; total surprise is alienating. Through comparing different works of fiction, browsing TV Tropes will merge surprise almost entirely with recognition and you will begin analyzing everything and taking a totally new (and possibly better) enjoyment from media - or reality.


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