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“Testers
play games all day”
update: March 5, 2006
One of the first things people will ask if you tell them you’re
a games tester is “Wow! You mean you play video games all
day long and get paid for it?” Admittedly the honest answer
is “Yes”, but therein lies an assumption that “playing
games all day” is actually fun. People outside the industry
often fail to realize that testing is not really “playing”
games as you and I would normally play them – my experience
is that it’s more the sort of thing you might do when you’ve
played a game to death and want to eke a few more hours worth of
entertainment out of it (i.e. trying to climb the castle in Mario
64 without using the cannon). It is also important to remember that
testers do not get to choose the games they test – for every
lucky soul play testing Perfect Dark or Shenmue, there are thousands
of others lumbered with much less exciting fare during their 9-to-5
(in the spirit of Christmas, I won’t be mean and single out
any game in particular).
One way to imagine “play testing” is to think about
a recent game you played – not one that was outstanding or
excessively awful, just a game mediocre in its fun quotient and
middle-of-the-road in terms of replay value. Now imagine playing
that game for four or five months in a row, ten hours a day, every
day. Not only that, but it is most likely your own testing schedule
will focus on only two or three levels in that game (although eventually
you will be expected to know the entire game inside-out). If you
are still thinking “Hey, that’s OK, it’s still
playing a game...” trust me - you are not in the correct mind
set! Don’t get me wrong - testing could be quite a lot of
fun, but at its core it involves mucho repetitive and painstakingly
slow, methodical work.
“Testing is a job for trained
monkeys”
If you want to be a programmer, you can’t really blah your
way in without knowing how to program. Likewise, to be an artist
you’ll need a decent portfolio and knowledge of a graphics
tool like 3D Studio. Level designers usually come with a few good
level designs under their belt, and most positions other than that
(namely producer and designer) are filled by people who’ve
worked in the industry in some other capacity. Testing is quite
unique in that it doesn’t require masses of experience or
any specific skill set to begin with – hence the universally
low pay and status of the job – but it does expose you to
a surprisingly broad array of issues in development. In the early
stages of a project you might be presented with early alpha builds
that demonstrate some of the core game play concepts, albeit without
many of the fancy bells and whistles. At this stage, you’re
being asked to comment on the “feel” of the game –
even at this early stage it’s likely the development team
will have lost a fair amount of their objectivity (they’ve
probably been working on it for about a year, mind) - and part of
being a good tester is having an encyclopedia knowledge of games
– cross-platform, cross-genre, cross-everything. Mindless
system advocates and die-hard genre fiends do not, in my opinion,
make good all-purpose testers: much better is a warm, open and altruistic
love of all things “gamely”, be it Pokemon, Quake or
Baldur’s Gate (hey, that rhymes). If you find yourself asking
deeply philosophical questions like “What is a game, anyway?”
rather than “Why do PlayStation games suck?” then you’re
on the path to becoming a grade-A testing candidate..
So, in the early stages there really may be room for your suggestions
and feedback. However, the project will inevitably reach a point
where it gets feature-locked and most suggestions will be ignored
in favor of getting things that are already supposed to be in there
working properly. At this stage, you can bet that most of your time
will be spent bug-hunting – either playing the game to discover
new bugs (“hmm, I wonder what happens if I try running into
this door whilst firing the bazooka”) or trying to recreate
old ones that may or may not have been ‘fixed’ (“hold
Up when entering or leaving a room and any currently-held items
will be dropped”). Gulp! At this time, it becomes handy to
have a good understanding of computer hardware and the processes
behind game development, as the more specific you can be about a
bug, the sooner the programmer will find and fix it. If you don’t
know what a sprite or texture is, or what the Z-buffer does, you
might find it difficult to relate some of the weirdo things you
see onscreen to the guys writing the game. Of course, that’s
why a lot of testing is done with the machine hooked up through
a VCR – so you can trace the often-confusing sequence of events
leading to a lock-up.
So, despite the fact that no formal qualifications in testing exist,
it seems pretty obvious that a deep, wide knowledge and understanding
of games and the fundamentals of how they work can be a big plus.
Game development is an increasingly technical business, and I would
advise anyone thinking about working in it to get technical ASAP
– start learning C/C++ in your spare time and find out about
3D hardware! Likewise, developing an “instinct” for
bug hunting can soon become an art form – one battle-scarred
tester I worked with had discovered several ways to lock up Mario
64 whilst playing it in his own time. I find that amazing: I’ve
played the game for hundreds of hours and never seen anything go
awry...
“Testing is a good place to start in the industry”
I would never claim that my experience of testing was definitive
– there are as many types of “testing” as there
are programming (well, almost). I had the good fortune to work for
a developer with substantial in-house resources which made things
a lot more interesting for a mere tester (i.e. designers looking
for design feedback from testing, personal contact with the development
team) than working for a publisher. I would say, though, that this
summary of the utility of a testing job is one generally accepted
by my peers: if you can’t code, can’t do art and have
no development experience whatsoever, testing is your best shot
at that oh-so-valuable “foot in the door”. Plus, if
you play your cards right, it can lead to some interesting places
(junior designers are often recruited from testing departments).
Some people may get a boost from work they do in the pubic domain
(i.e. the guys who did the original Team Fortress now work for Valve)
but testing is the place to be if your killer mod isn’t going
beta anytime soon...
“Games testers work crappy hours and get lousy pay”
With most jobs in game development the hours get pretty hellish
towards the end of a project, and testing is no exception. Playing
games “all day” may turn into “all night”
during the frantic final weeks, with testing departments often getting
the shitty end of the stick when it comes to late nights at the
office. As for crappy pay, that’s definitely true if you’re
comparing testers’ pay to that of programmers and artists
(especially of the ‘senior’ variety). However, in comparison
to the many other non-game related jobs you could be doing for the
same money, testing has to look good in comparison (i.e. cinema
usher - another job I did that everyone else seemed to think must
be non-stop fun). The long hours can add insult to injury as it
is unusual for testers to get “overtime” as such, but
some companies will pay a share of the royalties or completion bonus
which can make up for the otherwise exploitative wage scale! Alas,
whereas newbie programmers and artists can see comparatively rapid
rises in their pay the same doesn't really hold true for testers
(which is why nobody really wants to be a tester for more than a
couple of years if they can help it).
I realize the above is a fairly abridged guide to testing If anyone
has any questions about testing that I’ve left unanswered
or is looking for advice, I’m be happy to help. I’d
also love to hear from those of you that are testers. For those
interested, the following is a quick rundown of the things propping
up my CV when I was hunting for testing interviews: aside from my
impending Psychology degree, I had taught myself C over the last
year and written a (fairly poor) Net Yaroze PlayStation game which
was of sub-NES quality but did teach me a ton about the basic structures
of game development. I’d been writing for loony games for
about 6 months, and had previously written for a number of other
gaming web sites (including the now-defunct-but-much-beloved N64
Gazetta, of which I was Associate Editor) over the last 3 years.
I also let the interviewers know that I had owned just about every
console (and a fair number of computer systems) released since the
mid-80’s, and I guess my pathological love of games seemed
to shine through automatically. That’s the strongest thing
on my side at the end of the day: I love games and I really enjoy
being able to make them for a living with a bunch of other like-minded
folk. It’s a cool job, and a cool thing to be part of. Merry
Christmas, everyone, and Happy New Year - see you on the other side
of Y2K!
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