Developer for Nuclear Dawn mod (May 2005-Dec 2008) :: QA Tester for SEGA Europe (Dec 2007-Aug 2009) :: Production Tester for Splash Damage (Aug 2009-)

Report article Mod Tester's Handbook

A reference guide for testing mods. Includes info on how to find bugs, how to narrow down the steps to reproduce and how to write good bug reports. Also includes a 'game development terminology' reference section.

Posted by Crispy on Jul 25th, 2008 digg this super bookmark Page 2 of 11    
Intermediate QA/Testing.


Introduction

Why test?

When you design and create a game you usually do so according to a vision. Your aim is to get the game to accurately convey this envisaged experience to the player. Since your vision is usually focused on making the game fun and enjoyable to play, you won't always consider areas of the game that could be manipulated or overlooked to result in confusion, frustration or boredom. In essence, the purpose of testing is to give developers a new perspective on their creation. On almost every occasion, testing will have a developer saying to themself: "Oh, I didn't think of that." or "I can't believe I forgot to do that." Testing is about anticipating player perceptions to the game and giving developers a second chance at improving their creations before they reach the end-user.

Who should read this tutorial?
This tutorial is aimed at everyone involved in the QA process, which is basically everyone on your mod team from testers to developers. Anyone who is writing or editing bug reports should be reading this tutorial.

For testers
I made the tutorial because it seems most people testing mods don't actually know how to really probe the game and push at its limits. Most mod testers (appropriately named 'playtesters') simply play the game as normal and note down anything they happen to see. They don't go looking for bugs, or creating bugs by being inventive, they simply stumble across them by chance. These people are playing the game, not really testing it, and that's why I made this tutorial. The tutorial has been written in such a way that it does not apply specifically to any platform or any particular genre, this is so that any tester for any mod can glean some information from the handbook and apply it to their project, whatever it may be.

For developers
I especially stress the need for developers to be familiar with good bugging practise. The amount of times I've been looking for a bug in a database and seen ambiguous, unhelpful bug summaries like:

"Jon, this looks broken"
"hole in geom"

This not only forces the reader to open the bug to try to find out what it's about, but it means that nobody else on the team is going to find the bug via a keyword search. It's an accumulation of bad communication like this that wastes time and pushes back development. Help your team by being as transparent as possible in your documentation at every stage of development.

It's amazing that this sort of lazy approach to bug reporting doesn't vary from studio to studio, even when you look at industry-leading developers you still get time-wasting bug summaries like these, often without much more explanation in the bug description. Part of the reason they do this is because they assume they're writing this bug for people in the office who can come up and ask them if they have any queries. Remember that in modding the majority of the time we don't have the luxury of face-to-face discussions, so make sure your bugs are as descriptive and clear as possible, whether you're a tester or a developer.

For QA Leads?
Of course, whoever is managing your testing process should read this and be familiar with good bugging practise, but if you're more interested in setting up a test schedule, deciding on testing strategies and managing bug databases, I am also writing a separate tutorial for mod QA leads that deals with the management side of things. Keep an eye on the tutorial section for this or just watch my profile to be notified automatically when it goes live.

Now, let's get on with the show!

Comments
AgeNt_
AgeNt_ Jul 25 2008, 1:59pm says:

very useful for beginning moders! gj

+1 vote     reply to comment
Sigma
Sigma Jul 25 2008, 4:09pm replied:

and for experienced ones to :)
required read for every modder :)

+1 vote     reply to comment
OkeiDo
OkeiDo Jul 25 2008, 7:21pm says:

Interesting read, I myself have tested a few mods now and still am so I'm quite familiar with some parts in this tutorial. However, it felt like some parts were mostly for single player games/mods but it's good that you managed to cover all parts. Good job and keep your tutorials comming! I will definitely show this to my fellow testers.

+2 votes     reply to comment
Crispy
Crispy Feb 16 2009, 3:23am replied:

Hi! I know it's some time since you made this comment, but I've updated the Bug Hunter section with some ideas for multiplayer testing anyway.

+1 vote     reply to comment
Shiggy
Shiggy Jul 26 2008, 1:57am says:

This is a very good read. I have been testing games for a while, and this clearly explains all of the characteristics of a bug that a game tester must explain to the developer. This is a must read for any developer/game tester, since it shows how much organization can help you in the bug-fixing process.

+1 vote     reply to comment
Gibberstein
Gibberstein Jul 26 2008, 10:02am says:

I thought page three was a bit too deep and overcomplicated for most mod teams - it doesn't need to be so formal in a small team. Might be valid for one of the few really large mod teams though.

The rest of it is spot on though - if all bug reports were done to this standard I'd be a very happy developer :)

+2 votes     reply to comment
Crispy
Crispy Jul 27 2008, 10:11am replied:

Funnily enough this piece started off as part of a bigger tutorial, which I then decided to split into one for QA testers and one for QA Leads. When I wrote the introduction to what will now be the management tutorial, I put in a warning that small mod teams don't need to exhaust their efforts on fancy bugtracking software if they're only going to have 500 bugs in their database. There's no point writing up playthrough testplans if all you're changing is some weapon models and variables.

The same is true of testing to a certain degree. As far as a tester is concerned, the main points to focus on whether you're a big or small mod fall into two areas:
1) Bughunt actively, don't wait for bugs to come to you
2) Communicate information with the whole team in mind, whether it's a bug report or a fix.

What parts from this tutorial you choose to apply to your own testing is down to the scale of the project. Ultimately the QA Lead should be setting the benchmarks for your mod's bugging practise, which is what the next tutorial will look at.

+1 vote     reply to comment
JohnBart
JohnBart Jul 26 2008, 3:47pm says:

Thank you for making this tutorial Crispy. :-)
I have already sent a link for our beta testers, as there is a LOT to learn from this article.

Personally, being the beta team leader of our mod, I can't wait to read your upcoming QA management tutorial. ;-)

+1 vote     reply to comment
Mr_Cyberpunk
Mr_Cyberpunk Jul 27 2008, 6:15am says:

OH MY GOD this is so awesome.

Looking forward to your QA Lead guide

Good work Crispy.

+1 vote     reply to comment
Crispy
Crispy Jul 27 2008, 10:17am says:

Thanks for the kind words.

If you have any D class bugs of your own, I am taking all feedback on board to work on improving the tutorial and making it more relevant to more teams. Based on the comments so far, I'll be looking at adding in more stuff relevant to multiplayer testing and also trying to make it clearer what is applicable to smaller mods.

+1 vote     reply to comment
Forceflow
Forceflow Aug 1 2008, 8:53am says:

Very interesting read, Crisp.

+1 vote     reply to comment
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