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When Is A MMORPG Beta Not A Beta?

Thanks to Skotos for its editorial discussing the definition and previous use of the 'Beta phase' in relation to MMO titles. The writer argues, overall, that "The problems [in Beta] arise because of the differing agendas of the parties involved in bringing the games to and through the Beta process." He then posits that, "well before the full featureset is in place, the complexity surpasses the point where internal QA processes are adequate to cope", but "on the other hand, for the purposes of getting high-quality feedback that tells you what is wrong and where to look in order to fix it, Beta sucks." So, it's suggested, the end result is that "[massively multiplayer] Betas become exercises in community management, usually long before the team is ready to make the transition from developing a game to operating one. Meanwhile, an increasingly jaded marketplace is judging the Beta against the same standards they judge games at launch, or even years past their launch." What, if anything, can be done to ameliorate or fix these problems?

65 comments

  1. Of course Of course by superpulpsicle · · Score: 0, Troll

    Companies don't have a network with a million nodes of users playing the game. So they call it beta and get it into the market.

    But at least they still call it beta. Microsoft releases windows and the real deal isn't the real deal until service pack 25 and 9000 hotfixes.

    1. Re:Of course Of course by bugbread · · Score: 1

      Try a MMORPG. Far, FAR, FAR worse than you can imagine Windows ever to be.

  2. the real question by rogabean · · Score: 1

    The real question most MMORPG gamers would ask is "When is a MMORPG not in beta?" Most games of this genre continue to add new features to the game as it progresses, thus keeping the playerbase. Everquest and its many expansions being a good example, not too many the countless things Sony has added between expansions. When are these games ever truly out of "beta". Though I do agree most beta tests dont accomplish as much as they would if they were for other types of software. Gamers tend to be gamers. They want to play the "next big game" before anyone else. That is why they sign up for betas.

    --
    "why don't you just slip into something more comfortable...like a coma!"
    1. Re:the real question by Lowtekium · · Score: 3, Funny

      The real question most MMORPG gamers would ask is "When is a MMORPG not in beta?"

      That's an easy one. To quote a developer of one of the currently largest MMOGs I met last year, "When the money runs out, its time to launch!"

    2. Re:the real question by ScuzzMonkey · · Score: 1

      That's interesting, I heard almost exactly the same quote from a developer of an MMOG at a get-together in Virginia last year. Weird. Must be a truism in the industry... or you and I were both there, and your definition of 'largest' is a lot different from mine. ;)

      --
      No relation to Happy Monkey
  3. Hopefully when you pay for the software by beta21 · · Score: 1

    Seriously shouldn't a piece software (be in MMORPG or OSes) be out of beta once it is on shelves collecting money from users.

    As the article says there is quite a lot of beta stages:

    * Development Beta

    * Playtesting Beta

    * Scaling Beta

    * Load Beta

    but these should not be an excuse for using users as guinea pigs (esp. paying users).

    1. Re:Hopefully when you pay for the software by LordNimon · · Score: 2, Insightful
      * Development Beta

      This is more commonly known as an Alpha.

      --
      And the men who hold high places must be the ones who start
      To mold a new reality... closer to the heart
    2. Re:Hopefully when you pay for the software by Moonshadow · · Score: 1

      The way most companies treat it, I'd say it's a "gamma" :D

  4. When is it not a beta? by AtariAmarok · · Score: 4, Funny

    You know it's not a beta any more when you stop finding "SYNTAX ERROR: LINE 6778 INVALID CHARACTER AFTER ;" in treasure caves.

    --
    Don't blame Durga. I voted for Centauri.
    1. Re:When is it not a beta? by Anonymous Coward · · Score: 0

      ...and when you start finding '"SYNTAX ERROR: LINE 6778 INVALID CHARACTER AFTER ;" +1 Trollslayer' in treasure caves.

  5. How About Incentives? by illuminata · · Score: 4, Interesting

    When a player successfully finds and reports a problem in the game, they could be awarded with extra stats, items, in-game money, etc. In fact, maybe real prizes like exclusive clothing, figurines, developer autographs, cash credit at an affiliate site, or just plain old cash would help out too.

    The prizes probably should be rated by severity of the issue that they brought to light. As they find more problems, they would get more prizes.

    It probably wouldn't hurt to give a special thanks page, possibly even a rankings page so that it could be turned into a true competition. The testers could receive a special title for when the game is officially released, too.

    Gamers tend to like free stuff that nobody else can get and respect within the game that they're playing. Any one of these ideas should be able to feed both needs.

    --


    Until Slashdot fixes the funny modifier, use insightful or interesting. The poster knows your intentions.
    1. Re:How About Incentives? by JavaLord · · Score: 1

      they could be awarded with extra stats, items, in-game money, etc.

      Not for the final version, because then people who aren't in the beta will think they are at a disadvantage.

      The idea about a thanks page, and rankings page is probably a good one. Maybe prizes (tshirts, etc) for people finishing in the top 10 of bug finding?

      Of course, the game companies don't want this, they would be going through like 20,000 bug reports a day.

    2. Re:How About Incentives? by Drawkcab · · Score: 2, Insightful

      A key problem with beta feedback is lack of quality in favor of quantity. More incentive may or may not improve the signal-to-noise ratio. You can get thousands of people telling you there is an item loss bug or a phantom dupe bug or a client crash bug, but until you get someone who can describe in detail exactly how to make it happen, its more of a rumor than a bug report. A major cultural problem is the beta players who just want a free chance to play the game before its released. When they find bugs they'll either exploit them for their own benefit if possible, or complain vaguely about how the game is buggy and sucks if they can't exploit it. Reporting them to improve the product doesn't cross their mind. This sort of player would probably be the most motivated by rewards, but its unclear whether their bug reports would actually be of equivalent or worse quality than average.

    3. Re:How About Incentives? by illuminata · · Score: 2, Insightful

      Not for the final version, because then people who aren't in the beta will think they are at a disadvantage.

      That's what I meant. The testing period should last a while so therefore those incentives would still mean something.

      But, maybe you could keep those in the final version with some restrictions. It would be nice to give the good beta testers (the top x) their own special area within the game after it launches where those incentives could still be used. As soon as you leave, those extras would be removed. Of course, this would be heavily dependent on the resources and the experience of the development team, but I could imagine potential testers applying in droves if they could have something within the final game that nobody could get.

      As far as the game companies not wanting tons of bug reports, perhaps they could have demerits for duplicate reports. A simplified, private Bugzilla-like database could be used to help out the process. That way, the testers would have to really keep track of what's going on, otherwise there could be consequences.

      --


      Until Slashdot fixes the funny modifier, use insightful or interesting. The poster knows your intentions.
    4. Re:How About Incentives? by Cosmik · · Score: 2, Insightful

      While that does work, it's mostly on the heads of designers, developers and QA to get a product out of beta.

      Anarchy Online had incentives like this through beta and still shipped in a state that left many people giving it the dubious title of one of the worst launched MMORPGs.

    5. Re:How About Incentives? by illuminata · · Score: 2, Interesting

      Well, a good development team would provide a clear outline of exactly how they want a bug reported. If a report didn't adhere to those guidelines close enough, they could just keep it in a rumor area for potential reference and to see if there are any rumors that seem to be similar. Any reports that are pretty bad could just be deleted with a message being sent out to the tester. I also had an idea for handing out demerits for duplicate reports in my reply to JavaLord, that way the tester would want to make sure that they keep track of the process.

      A separate area should be made for criticism with clear guidelines of how it should be reported There also should be an explanation of what is considered a bug and what is considered criticism.

      Because you likely won't have the same type of quality people testing your game that you have working on projects like open source software, I think that a private beta would be much more fitting. That way, you'll have much less bad feedback because you'll have a limited number of people sending you feedback. In a public beta, you can't control the amount of feedback that you receive. Thus, ou're very likely to have a great amount of poor quality feedback because you can't control the quality of the tester. In a private beta, if a tester does a bad job or barely contributes, you just delete their account and grab another tester.

      --


      Until Slashdot fixes the funny modifier, use insightful or interesting. The poster knows your intentions.
    6. Re:How About Incentives? by 1019 · · Score: 3, Interesting

      Blizzard does this in a sense with their "Blizzard Friends" program where if you are selected for a Beta and you consistantly provide original and reproducable bugs in the game, you get added to the Friends list. The users on this list are automatically entered into the next Blizzard beta (whatever it will be..in this case the WoW Beta) but then they have to re-earn the right to be on the list for that one and so on and so on.

      I don't know if rewarding bug-hunters with stat/item upgrades would be in the best interest of trying to develop an environment so dependant on balance, but I think Blizzard has a good idea.

      I was selected for the Warcraft III: Frozen Throne Beta but unfortunately did not have the time to be a persistant tester, despite it being very fun.

      Here's hoping for WoW!

      --
      shame on us / for all we have done / and all we ever were / just zeroes and ones
    7. Re:How About Incentives? by illuminata · · Score: 1

      Exactly. Even the best beta testers can't save an incompetant development team. It's funny to watch game developers do whatever the gamers wish, no matter how detrimental. Sometimes the changes happen in beta, sometimes they happen after the game is released. Either way, the results make me chuckle.

      ...and the Canuck joke was great, dammit.

      --


      Until Slashdot fixes the funny modifier, use insightful or interesting. The poster knows your intentions.
  6. game betas aren't really betas by MBraynard · · Score: 2, Insightful
    Not the kind most people participate in. They are really advanced demos, meant to lock interest in for purchase among those who participate and to generate pre-launch buzz.

    And this is fine, especially for MMORPG games.

  7. When Is A MMORPG Beta Not A Beta? by StoneColdSteveAustin · · Score: 1

    I have no idea! I play Shadowbane!

    --

    ---
    ...and that's the bottom line! Because Stone Cold said so!!!
    1. Re:When Is A MMORPG Beta Not A Beta? by Pluvius · · Score: 1

      When it's retail version 2.0!

      Rob (rimshot)

  8. Possible Solution by Josiwe · · Score: 3, Interesting

    A company like Square-Enix could very easily maintain a stable of beta testers across 5-10 games, rotating in fresh blood every time to keep the pool alive as certain testers grow older and have less time to beta test. After each beta cycle non-responsive or poor quality beta testers could be thanked and excused from service - they could even maintain two pools, one for actual testing and one for winnowing out efficient beta testers.

    Think of it like a job interview where the compensation is getting to play cutting edge games way ahead of the public as well as getting the developer's ear. And the company gets a small pool of very good testers (maybe 300) that they can count on to do good work and still be around for FFDQXXVI Online.

    --
    Yvan Eht Nioj!
    1. Re:Possible Solution by MachDelta · · Score: 4, Interesting

      Atari has already started something like that. Its over at Betatests.net. The basic idea is that you register an account, and then apply to various games to undergo beta testing. As you report bugs (though BetaTests.net) and generally be a good little tester, you gain 'points' and go up in 'rank'. The more points you have, and the higher rank you get, the more likely you are to be chosen for other tests by the developers surfing through your profile.

      Unfortunatly, its off to a bit of a rocky start. For one, there are a grand total of three things to test. And one isn't even a friggin game! There was a fourth game, Unreal 2: XMP (eXpanded MultiPlayer), but that test is now closed. The game/free addon was released publicly, and the existing crew of testers are being kept onboard to test future patches. Speaking of which, we're (yeah, i'm one) in the middle of testing a patch right now.
      In addition to the severe lack of games, the system doesn't even work properly. Bugs submitted through the website are generally ignored, or horribly delayed as they shuffle from Tester -> Publisher -> Developer and back. During the U2XMP test, we found it was *MUCH* faster, easier, and simpler to just use the forums to directly contact the devs. (And speaking of forums, BetaTests.net is supposed to provide forums for each test, but those were broken at the time of the XMP test too. So we wound up using a well respected fansite's forums instead). And to top it all off, due to the horribly inefficient reporting scheme, none of the developers seem to be taking (more like wasting) the time to actually give people 'points' to move up in rank.

      So all in all... good concept, but excecution is decidedly more difficult. Hopefully Atari can get things turned around in short order, but the system just isn't sustainable in its current state. Maybe once Atari figures out how to plow through this mess, other publishing groups will start similar projects. And who knows, maybe someone will eventually propose a universal database of testers?

      Anyways... just FYI, it does exist, albet tenuously

  9. How to solve it? by Edgewize · · Score: 4, Insightful

    It will be solved when you get publishers to stop making milestone dates based on fiscal reports and start paying attention to the development process.

    Rushing to beta is just as bad as rushing to release, but many developers are forced to do it because they are working on a timeline that has little room for internal review and repeated small-scale testing.

    Counter-example, Blizzard Entertainment and World of Warcraft: they have been testing internally for months, and the game is already stable and polished. When it hits beta, they will be able to manage it, because their "beta" will be more stable than some games that are on store shelves right now. That kind of development process is hard to come, and only a very few large developers have the clout to tell the distributor to STFU until the product is done.

    1. Re:How to solve it? by Anonymous Coward · · Score: 1, Informative

      Umm...the developer signs that contract with all those milestones on it. That means that they believe they can complete the game by date so-and-so. Yes, everybody admits that a certain amount of slippage is going to happen...but would it kill a developer to scale their development to the time period they have agreed to?

      Also, I've seen situations where small developers basically extort money out of a publisher by delaying their milestones once a project gets late in the dev cycle. The developer will then claim they can't finish it on time and plead (accurately or not) possible bankruptcy should they not get additional payments during the extension. The publisher ends up getting caught in a catch 22 - if they dont' pay, they lose all of the money which has already been invested.

    2. Re:How to solve it? by Toxygen · · Score: 1

      "Also, I've seen situations where small developers basically extort money out of a publisher by delaying their milestones once a project gets late in the dev cycle."

      Yeah, cause you know the larger companies don't resort to dishonest practices as often :) I would imagine that word gets around between publishers about which developers are worth spending money on and which ones are pushing inferior products out of extended development cycles. The dev groups that are in it for the money instead of the games are only going to bring themselves down in the end.

    3. Re:How to solve it? by Anonymous Coward · · Score: 0

      Of course I assume that the developer is trying its best. There are lots of studios that just sit on their collective ass and churn out crap while collecting paychecks, and they deserve every bit of scorn that they get.

      Evidence: Dynamix, canned by Sierra. There is no way that Tribes 2 reflects hard work by competant people given the long development timeline and months of after-release patching. I'm sure there were some bright people there but from my non-game-industry viewpoint, I don't think that they exactly pushed themselves to the limit.

      But development cannot always be fit to milestones, and publishers should be willing to be flexible as long as there is a tangible status improvement. When the marketing drones are publishing posters with release dates two years in advance, there is trouble brewing. "When it's done" is not a specific date on next year's fiscal calendar.

    4. Re:How to solve it? by Anonymous Coward · · Score: 1

      That's the frustrating thing. I don't want to say that "there are lots of studios that just...churn out crap" because in the end, there are some skilled coders, designers, and artists working at a game. Sometimes vision doesn't come together quite right, or is confused. I've never liked the immediate reflex to say something 'sucks' unless it really, really bad - say, the Survivor game. :-) And yes, sometimes a game is rushed.

      Development can't always be fit to milestones, but the developer has the responsibility to build in their estimate of possible delays. In my mind, once they commit to a time schedule, they should be (at least loosely) bound to it...that's why they're contracts.

      (And I agree that publishers should be flexible to an extent...but only to an extent. In theory, there should be a feature lock once a project hits beta...but them features keep comin' along. It probably has to do with working so closely with one project for 1 to 3 years (unless you're working on DNF, in which case it's 1 to X, where X is infinity :-) )

    5. Re:How to solve it? by Anonymous Coward · · Score: 0

      Touche on the comment about larger companies. Certainly large publishers (and large developers) can get pretty sleazy too. There just happen to be more small developers.

      As for word getting around about which devs are worth the money...no. Because some of them are, despite their greed, extremely talented and capable of developing AAA hits. You also have a lot of small development houses, proposing their first or second title, and publishers may not have a lot of info on them.

      As a final note...all of the dev groups are, to various extents, in it for the money. That's why it is the gaming industry. Ideally, we would all not need to make money and we could all focus on what's important - making good games. Too bad it's a capitalist nation. *shrug*

    6. Re:How to solve it? by Shazow · · Score: 1
      That kind of development process is hard to come, and only a very few large developers have the clout to tell the distributor to STFU until the product is done.


      Hmm, who distributes Blizzard's games?
    7. Re:How to solve it? by PainKilleR-CE · · Score: 1

      Evidence: Dynamix, canned by Sierra. There is no way that Tribes 2 reflects hard work by competant people given the long development timeline and months of after-release patching. I'm sure there were some bright people there but from my non-game-industry viewpoint, I don't think that they exactly pushed themselves to the limit.

      The problem with that example is that, in the end, it's Sierra you're talking about. Every couple of years for the past decade Sierra has canned a half dozen development studios or cancelled as many projects, many of which were on-time and on-budget (or at least were claimed to have been, they usually weren't late at the time they were cancelled). On the other hand, the best-selling game Sierra has published in the last decade was one which they had no financial control over because the developer was completely independant up to the point where they had to meet Sierra's QA requirements before being published, and that would be Half-Life from Valve. Sierra couldn't cancel a Valve project if they wanted to, or fire anyone at Valve, they could only find something in their contract that would allow them to not publish a title from Valve, and that would seem like a bonehead move even for them at this point.

      --
      -PainKilleR-[CE]
    8. Re:How to solve it? by PainKilleR-CE · · Score: 1

      Hmm, who distributes Blizzard's games?

      Probably whoever their parent company is at the moment. id Software has had a similar relationship with Activision ever since id's developers made it well known that Activision was at fault for Quake 2 being released early. About every other project from Westwood (now part of EA) seemed to work out that way, too, almost in opposition of how their last game did (your last game did well, get this new one out now/your last game sucked because it was rushed, take your time on this one).

      and on and on, there are plenty of companies that work this way, but I'm sure most of us know which ones consistently have this power in their relationships with their publishers and distributors.

      --
      -PainKilleR-[CE]
    9. Re:How to solve it? by Shazow · · Score: 1

      I realize this, but do you know who their distributer is? Because I never heard of any parent company for Blizzard. Do they distribute their own games?

    10. Re:How to solve it? by PainKilleR-CE · · Score: 1

      Last I knew, Blizzard was owned by Vivendi Universal. There were rumours recently that they might be sold off, but I hadn't heard that they actually were sold off. Sierra also used to be owned by Vivendi, and I'd imagine that if Vivendi had everything together, they'd distribute through the same company even though Blizzard wouldn't have Sierra's name on their box (since Blizzard isn't published by Sierra). They self-publish, more or less, but I don't know who does the distribution (in fact, I don't know who does any of the distribution for the games industry, the bigger publishers may do their own distribution, but I'd imagine there are a handful of companies that will do distribution for a number of publishers, even the big publishers that handle a lot of developers). Wikipedia.org's entry for Blizzard states that Blizzard is a publisher as well as a developer, which may be the answer to your question, since the games industry tends to use the word distributor in a different sense from other industries (for instance, a distributor in the music and movie industries from their own perspective would be the company that presses and ships the discs, but consumers and the game industry often think of distributors as the places that sell the discs).

      In the end, though, it would appear that Blizzard is still part of VU Games, which is part of Vivendi Universal.

      --
      -PainKilleR-[CE]
    11. Re:How to solve it? by Shazow · · Score: 1

      So therefore that's why Blizzard doesn't suffer from the same kind of pressure as other companies that depend on third party publishers/distributers. Blizzard has no one to answer to but themselves, hence the excellent qualtiy. :D

      - shazow

    12. Re:How to solve it? by Anonymous Coward · · Score: 0

      Incorrect - they answer to VU Games, like the man said.

    13. Re:How to solve it? by voncheesebiscuit · · Score: 1

      Hmm, who distributes Blizzard's games?

      Blizzard is owned by, and distributed by Vivendi Universal Games. The thing with Blizzard is, they have *alot* of star power. They've acquired that power because of the success, both financial and critical, of their games. Its because of that power that Blizzard is essentially in control of the developer/publisher relationship, Vivendi does what Blizzard wants them to do, not the other way around (as is the case with 99% of developer/publisher relationships).

  10. Like Orwell said... by Anonymous Coward · · Score: 1, Funny

    ...some betas are more beta then other betas.

  11. RV does NOT have a beta by Anonymous Coward · · Score: 0

    The Roma Victor MMORPG project doesn't call it a beta. But they have started an equivalent.

  12. When Is A MMORPG Beta Not A Beta? by Anonymous Coward · · Score: 1, Funny

    When its ajar.

  13. My guild and I have talked long about this. by Osmosis_Garett · · Score: 1

    Games should have a preset 'Open Beta' for everyone who wants to download the game to participate in the test, because the most common crushing factor in a game at release is an overload on one factor in the network (usually a router somewhere down the line). This is often overlooked somewhat because the game developers are trying to perfect The Game (tm) and dont seriously factor in the network... which is surprising to see even after so many dismal launches of titles (AO, SB to name a couple).

    IMHO, a beta truly ends when the servers are capable of staying online and providing a 'persistent world' for a week. That would put many games which are currently 'Live' back into beta.

  14. How to "fix" the beta process by Fortunato_NC · · Score: 2, Insightful

    1. Don't think of beta testers as unpaid labor. Most beta testers are in it for a greedy reason - to get an early look at the next big thing. Spend more time in Alpha, working with PAID testers to refine gameplay and eliminate major bugs - use Beta testing as a final "shakedown", but realize that it's more usability testing than anything else.

    2. Keep it small. If you want to spend less time working on community problems and more time fixing code, don't open the beta process to everyone and their brother. Get people who are going to play and report bugs - if they don't, don't invite them to participate in the next beta.

    3. Develop comprehensive crash reporting, if possible. Tell the user what went wrong where, and give them the opportunity to send it to you via email or web. I can't imagine that MS got much good feedback from Windows beta testing when the only error people got was "General Protection Fault".

    4. Listen to feedback - nothing is more annoying than filing a bug report during beta and seeing the same bug in the shipping product. Have at least two people touch each bug report to avoid the "rubber stamp" syndrome.

    Of course, the fact of the matter is that a lot of MMORPG's use Beta testing as an opportunity to "hook em' early". They should offer a preview edition to do this, not get people who are more interested in playing games that squashing bugs disappointed with the quality of their product.

    --
    Blogging Weight Loss, Distance Education, and more at verlin.com
    1. Re:How to "fix" the beta process by Anonymous Coward · · Score: 0

      1. Don't think of beta testers as unpaid labor. Most beta testers are in it for a greedy reason - to get an early look at the next big thing. Spend more time in Alpha, working with PAID testers to refine gameplay and eliminate major bugs - use Beta testing as a final "shakedown", but realize that it's more usability testing than anything else.

      Are you ready to pay more for your games, then? PAID testers cost money. The thought behind beta-tests is precisely to allow those who want to be unpaid labor for a game to do so. And, although the percentage of fixes to beta-tester bugs is lower than that of QA bugs, there are some fixes which happen.

      During the development process of a product, QA will log several thousand hours in the game. Assuming you don't bomb immediately on the first day, the public will exceed the number of QA hours within the first few hours they play. So, if you're accepted into a beta (or even better, an alpha), try to actually focus on finding bugs - it does make a difference.

      2. Keep it small. If you want to spend less time working on community problems and more time fixing code, don't open the beta process to everyone and their brother. Get people who are going to play and report bugs - if they don't, don't invite them to participate in the next beta.

      Planned properly, you end up scaling your beta. A small, dedicated core at first, increasing as the beta progresses. You need to have a healthy amount at some point for server load tests, if nothing else. Even if not fixed immediately, it at least points out the problems for future resolution (versus having to find out about it on day 1).

      3. Develop comprehensive crash reporting, if possible. Tell the user what went wrong where, and give them the opportunity to send it to you via email or web. I can't imagine that MS got much good feedback from Windows beta testing when the only error people got was "General Protection Fault".

      I agree with you wholeheartedly here. Whatever makes the bug entry process easy to the beta tester helps. More importantly, the average beta tester doesn't necessarily know what information developers will need - hell, sometimes QA doesn't know. Make sure beta testers know to include error codes, AND also include detailed steps to reproduce - most developers can't fix a bug they can't reproduce themselves. Saying, "The game crashed when I swung my sword" does aboslutely no good unless the game crashes every single time in every single situation. Instead, specify what you were attacking, where, what you had done in your previous few actions (at least), and anything else that might be relevant.

      4. Listen to feedback - nothing is more annoying than filing a bug report during beta and seeing the same bug in the shipping product. Have at least two people touch each bug report to avoid the "rubber stamp" syndrome.

      Well...that's assuming it was a bug they chose to fix. A lot of opinions get entered as bugs - "This game needs more swords available in the starting store". And a lot of them are marked internally as Will Not Fix. Developers need to pick and choose their battles too. (Also, bear in mind that when someone is touching a bug report, that someone is spending time doing that which could otherwise be used testing, planning, or coding - asking two people to do it is going to suck that many more man hours away from what is really important).

      Of course, the fact of the matter is that a lot of MMORPG's use Beta testing as an opportunity to "hook em' early". They should offer a preview edition to do this, not get people who are more interested in playing games that squashing bugs disappointed with the quality of their product.

      To an extent I agree with you. Beta testing should be for testing, not for hooking. However, making preview editions takes up man hours too. You essentially need to create a seperate developmental path for that build and QA it extensively too. If you can do it efficiently, then go for it, but taking man hours away just as a game is reaching the crescendo of development before it goes gold is not a good thing.

  15. Teh real mmorpg problem by schild · · Score: 0

    The real problem with MMORPG's has nothing to do with developers. Actually it does, but it has more to do with the gamers. Currently, the trend in the MMORPG sector, across the board, is gamers expect very little from an MMORPG at live. They expect a buggy, incomplete, and reasonably content devoid game. Then they accept it because "that's how all MMORPG's are." There's only one solution to this, gamers need to STOP playing games that are not feature complete, or else developers, no matter how long the beta is will continue to turn out rehashes of EQ. The developers also need to step up to the plate and offer something new. Recently Planetside is the only game that comes to mind at being slightly innovative. Unfortunately it is about the farthest thing from a roleplaying game that is massively multiplayer. In addition to innovation the players need to stop asking for release dates and developers need to stop giving them.

    Right now beta is treated as a sort of interim until release, it shouldn't be that way and developers shouldn't expect it. They know how many bugs there are, hell, they programmed the bugs in the first place. Not purposefully mind you, but they are still there. If a playerbase isn't delivering bug reports just delete accounts. It's free gaming, if they aren't doing what they applied for they should not be allowed to take part in beta. The poster above is pretty much right, the only way companies are going to get good beta testers is with incentive. If for example you find 10 or more bugs in game that need to be fixed before live, you get to keep your character, or at least get a head start or free copy of the game.

    Unfortunately most of this is for naught, I myself am a jaded gamer and I don't think developers will ever change, and neither will the gamers. Long live mediocrity.

    --
    schild
    editor, f13.net
  16. I was a beta tester for PlanetSide by inkless1 · · Score: 1

    I didn't join until after it released and I paid out the wazoo for the privilege. I'd say Sony has a great beta setup - it never ends and they profit off it.

    When is a beta not a beta? Heck, it's better to ask when is a shipped product STILL a beta.

  17. Beta MMOGs by realdpk · · Score: 1

    I've tried many times to get in on first round beta testing for MMOGs, and have given up. I have a lot of ideas for MMOGs, and I've had a lot of complaints about the current offerings. I can point to a long history of postings by me about these problems.

    Not to toot my own horn too much, but I think that it would be worthwhile for developers to seek out people who have posted a lot about other games for their initial betas - people who are highly opinionated and willing to put in actual time coming up with ideas or writing up problem reportas...

    1. Re:Beta MMOGs by DumbWhiteGuy777 · · Score: 0

      Not to sound like a jerk or anything, but most developers don't want more ideas, they just want people to play through and see if there's any problems. If they started to listening to the common man's ideas more, they MIGHT get some good ideas, but there's also the other 99.9% of people that would be screaming about how X unit should get 9999 shields and a nuke, and just a lot of other brainless things. These people don't usually have a lot of other things to, either, so I'm pretty sure their time isn't worth much and they'd be willing to put in more than a share of it.

    2. Re:Beta MMOGs by realdpk · · Score: 1

      You're right, I guess I wouldn't be appropriate for a beta. It sounds more like they have a beta phase just to appease the publisher anyways. "See we have all of these dedicated fans! We're going to be rich! Don't cancel the project!", heh.

    3. Re:Beta MMOGs by nacturation · · Score: 1

      Additionally, beta isn't the stage for suggesting ideas. In theory, anyway, the beta stage is for when the product is already feature-complete. In other words, the game already has everything there and mostly working and all that remains is to find and correct the bugs.

      If you have some great ideas, you could try joining up one of the many open-source MMORPG projects out there. A search for MMORPG on SourceForge will yield many to choose from. Find one with a bunch of people already which is still open to suggestions and you may have better luck!

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
  18. Depends... by Cosmik · · Score: 2, Insightful

    Honestly, I think it depends on the individual players view as to when a MMORPG is no longer in beta - everyone is going to be looking for something different in a game. If the crafting system is fubar, then the MMOPRPG will still be in beta phase for the player who likes to craft; the PKer won't care at all (until he needs to buy phat lewt later in the game).

    For me, I see a few items on my checklist until I feel I'm no longer paying to play a beta:

    1. Billing system is operational: it stays up and working under a large load, and only charges me once for signing up.

    2. I am able to log in first try: I get no time-outs or "could not find server" when I know that the server is up.

    3. I can play for more than a few hours without being disconnected: and I'm being generous here. I don't mind being disconnected after 4 hours play because I decide to run into a full scale guild war with all my graphic settings set to high, but I shouldn't be disconnected when changing zones, or just running along an open area.

    4. Quests/Missions etc can be finished: If I start a quest only to find that the NPC I need to talk to doesn't give me the item he/she should, then that's obviously a big red mark against the MMORPG. Q&A testers are there for a reason, dontyaknow...

    5. Glaring gaps in gameplay are not fixed: I know over the lifetime of a MMORPG the gameplay (eg combat system, crafting) is going to be tweaked and adjusted to reflect what players are doing, or should not be doing, in the game - but if I'm playing in my first week of a MMORPG and players can't form effective groups because spells aren't anywhere near the level they should be, or a classes abilities are non-functional, then it's back to the beta drawing board for that MMORPG.

    I could start getting specific now, about what I feel a MMORPG should be like upon release, but I'll just finish by saying I think it also comes down to what the MMORPG promised. If a MMORPG has promised housing - right up until release - and there is no housing, then it's still in beta. If the MMORPG has promised certain aspects to PvP or 'revolutionary' combat - and there these aspects do not exist - then it's beta, people! Why? Because I know that when these get implemeted on live servers these features that should have been in the MMORPG at release were, in fact, not there and they will also require some fixing/testing.

    All this has led me to my current MMORPG of choice: Final Fantasy XI. It's been the first MMORPG in a long while where all the above criteria have been met; and then some. It was so refreshing to play a stable game at the (North American) launch.

  19. Could it be because...? by Guppy06 · · Score: 1

    "Meanwhile, an increasingly jaded marketplace is judging the Beta against the same standards they judge games at launch, or even years past their launch."

    Well, if game companies actually gave a damn about what they claim are "finished products," where the released game didn't require as many patches as (if not more than) what a beta should be, we wouldn't be comparing the two as if there were no difference between the two classes (and really, are there?)

    Me? Jaded? Nah!

  20. things that could be done by XO · · Score: 3, Insightful

    It should be made ABSOLUTELY CLEAR to the end users that they are TESTING THE ENVIRONMENT. Don't allow accounts for every person, their brother, sister, dog, and cat just because you want to load test your system. Load tests are easy to simulate.

    In addition to having very obvious ways (like a gigantic push button on the screen that says
    "REPORT BUGS BY CLICKING HERE" or some such) to report bugs, inconsistencies, and other things.. make sure that people are given credit where credit is due, for their testing work.. and send out WEEKLY surveys to ALL testers.. and they MUST be filled out and returned within a certain time frame, otherwise the user is cancelled from the beta program.

    These are ways to get quality testers. Even if they have no experience in software testing, you're at least going to get valuable input. Of course, people with software testing experience would probably be preferred, but also people with experience on other MM worlds would be great, too.. with the addition of several people who haven't the slightest clue (that's the best way to find bugs.. have people who don't know what they are SUPPOSED to do to get things to work right try things...)

    Make varied groups of testers travel together, presuming it's a traditional RPG... so you have people with test experience, people with MMrpg experience, and n00bs alike teaming.. sure, there's time for free for alls, but make time required to test certain things, as well.

    --
    "Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
    1. Re:things that could be done by Anonymous Coward · · Score: 0

      Load tests are easy to simulate.

      No, it's not. Not to a scale an MMORPG needs, at least.

      Sure, one can simulate. But there are a few factors to worry about. You need people connecting from various ISPs - cable, DSL, dial-up, satellite, and high speed leased lines. You need people using it in a normal manner - not just idling, or behaving like a bot. And you need it to be using normal usage patterns, not starting and ending at some aritifical point.

      Plus, if you are developing a tool to simulate high load on a server, that takes away from someone's time working on the game.

    2. Re:things that could be done by XO · · Score: 1

      I would hope that no one would ever really attempt to use a satellite connection for an interactive communications process. I used to IRC through a satellite link, and by the time my messages got through ,the entire conversation had shifted to something totally different.

      --
      "Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
  21. Getting quality bug reports by Allaran · · Score: 1

    It occurs to me that the Slashdot paradigm (are we still allowed to use that word in general conversation?) would be a great way to handle bug reports. Require some proper format for bug reports and have an open forum webpage where people can post and respond to them. Then have 'moderators' who give positive or negative ratings to the original posts and the responses.

    In time, the players who consistently write good bug reports, and those who provide useful feedback, such as alternate ways to reproduce a bug will gain 'karma' and thus their messages will float to the top. If moderators and submitters all had 'karma' ratings, I think you would quickly have a quite useful system.

    I honestly believe that most MMORPG's are beyond what would be called 'beta'. Generally, they are in their Release stage. However, their complexity and evolution practically necessitates that there will be bugs. If I like a game, I want to help it work smoother, and as long as the bugs are rare enough that they do not interrupt my gameplay several times an hour, I would be more than happy to assist in their elimination.

    An MMORPG released with no bugs will mark a significant date in the history of gaming. I haven't played enough to know, but, after all these years, has Nethack reached bug-free status?

  22. Its not a beta when its an alpha by mayns · · Score: 1

    I think a big problem with beta tests, and the preception of gamers, stems from these games ability to be internally patched. Because of autopatching, the devs feel they can release a beta way too early and then add in components as the beta progresses. That doesn't sound anything like the beta state in not-mmo games. That sounds more like an alpha state to me. Beta testing in offline games is usually about finding obscure bugs the devs would never have to time to pick up on their own and play-balancing. Betas in mmo's are about server stress-testing an unfinished product, with many game features not yet activated or horribly broken. So gamers, in their first exposure to the new game, get a broken experience and terrible lag. Beta should be about gixing a syntax error in the npc for the lvl 2 quest, or fining out the quest fails if i click on the npc 11,282 times in a row; they should not be about "this early quest-specific npc is not yet activated." These games should be in a much more finished and polished state before they go beta. Instead they get sent to cd mastering requiring massive patches just to be playable on opening day. Is it corporate's fault, rathe than the devs, jor pushin out the product too quickly. probably, but its the devs who gamers deal with in game, so as long as they prtend this isnt a problem it will continue to be so.

  23. When beta should start and end by servognome · · Score: 1

    Beta should start when the game is usable enough to get customer input. This means that alot of content can be missing, the game can crash, there can be lots of nagging problems, but there is enough there for people to get the feel and respond.

    Most people who play games, especially MMORPG are not technically savvy, you want to get input from many different people on things like UI and general mechanics of playing because later on it is more difficult to fix those problems. Once those fundamentals are done then beta can expand to address things like content, balancing, etc.

    Beta should end, when the game is stable (at least stay up 1 week straight) and there is sufficient content for the majority of players. Unfortunately we live in a world where money is a driving factor, MMO games are complex and expensive so delays are very detrimental. SWG is one example of a game launched early (hmmm just before Q2 ended coincidence?) Even though the majority of the beta community protested. Not to mention the pain of AO

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    D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  24. Betatests by Lord_Dweomer · · Score: 2, Insightful
    Well, with MMORPGs, I'll be honest, when I betatest, I don't do it for them, I do it for me. Why? Well, frankly I am sick of all the MMORPGs that get released that could still be considered Betas. I'll be damned if I'm going to pay $60 for the box, and then $12/month to see if a game is worth playing. Yeah they offer 1st month free, but its a big hastle.

    Sometimes, if the beta was a good experience, I will purchase the game, as was the case with EQ and DAoC.

    Betas have become not something necessarily about testing, but rather giving a preview to all of the fans who have been eagerly watching the game progress from its conception.

    If a game company wants to capitalize on it, treat it as a promotional event. I'm in marketing/advertising, and from my PoV, thats exactly what these things are. For example, some games have given everybody tons of cash, lots of XP and skill points on the last day and let them go nuts. This is the kind of thing that can hook you customers. You see, if they get a taste for the high level stuff on the last day, they might be more willing to shell out the $60 for the box, and all the monthly fees necessary to get to the high level again.

    Perhaps the concept of the beta-test has evolved.

    --
    Buy Steampunk Clothing Online!
    1. Re:Betatests by ITman75 · · Score: 1

      Must of bought The Sims Online. That game when it came out was only on public beta for 3 months before it was released. Us beta testers Told Maxis that it was in no way shape to be released and they should beta it longer. Well as soon as it came out lot of us beta testers exited stage left. I stayed in it for 1 year and let me say It is Still not ready. Content is missing that they said they were going to put in it since Beta and it is still buggy.

  25. Nooooooo! by Shazow · · Score: 1

    Shhh, the more bugs the users find, the more bugs the developers have to fix :D

    We don't want more work, now do we?

    lol

    Ignorance is bliss, as they say.

    - shazow

  26. no kidding how long has RO been in beta? by cyrax777 · · Score: 1

    Ragnarock Online its got to be in beta for atleast a 3 or 4 years by now. dont know if it ever got out of beta thu stopped playing a long time ago. then in other massily long beta's look at Mame been over 3years and still not at 1.0 yet.

    1. Re:no kidding how long has RO been in beta? by Ayaress · · Score: 1

      Dransik went into open beta for the first time in late 2000. It went back and forth between open and "closed beta" (closed beta=no new accounts allowed, only existing accounts. Open beta=free signup), and then went non-beta for a while in 2002. In late 2002, it went back to open beta with a new engine and some massive overhauling, which went to "pay-to-play beta" due to the developers going bankrupt last August. Then, TKO software bought Asylumsoft, and now it's back in open beta with a new name (Ashen Empires)...

      The problem with MMORPGs is that they never get out of the classical definition of "beta." They're never quite "done." New problems come up as user levels exceed the design limits of the system and long-term accumulation of items or gold by players unbalances the game economy in unforseen ways and requires changes to the system. New content is added regularly to give people new things to look for and do. This sort of state would be called "beta" in any other kind of game, since they develop them, release them, patch any remaining bugs, then stop developing for it. But with MMORPGs, it's just the way things work.

  27. Business Opportunity by Mr.+Jax · · Score: 1

    Why not start a business specialiced in MMORPG Beta testing? I'm sure there is some kind of way this can work.

    Example strategy:
    Some helpdesk/support company can provide such a service. When they have a 'BETA Test project' they temporarly hire a couple of more agents to reduce the average load. Then they have all the agents play the game while they are not receiving phone call's and train them to correctly submit bug reports.

    Just a thought, but there must be a way to make profit out of this!

  28. Try before you buy by spyrochaete · · Score: 1

    I think massively multiplayer online games should offer a trial basis - 1 free or inexpensive month. Paying $70 for a CD and $15 for the first month is a hefty investment for a buggy piece of crap.

    MMOG is a fledgeling genre that is dominated by relatively few products right now. Little competition equals little effort. It's a pretty safe bet any MMOG will be quite imperfect in the first 6 months of its operation. 2004 will introduce dozens and dozens of new games, each contesting for the same pool of potential subscribers. The strong will prevail, the weak will disappear.

  29. The real meaning of 'beta test' by robnauta · · Score: 1

    It's been happening for the last 10 years or so, but the words 'beta test' lost all meaning, judging from the replies here as well. There used to be a decent distinction between alpha test and beta test. Alpha means it isn't yet 100% complete, beta means it's basically finished and only needs to be tested before final release, with the possibility of bug tests. A beta test copy of software used to mean that it was the release candidate. Originally a beta test didn't mean the owner knows that it's full of bugs, or that parts still have to be completed. I am surprized to see some companies do betas while they are still developing it, or have to still add the magic and only combat works. Of course users will see a beta test as a chance to play a game for free, and to play it as soon as possible. They know that out of 100 users only 5 will report bugs or even read the forum.