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Overcomplicated MMO Betas

Heartless writes "On the heels of Vanguard's beta 1 announcement, Heartless Gamer blog has an article looking into why MMO beta processes are overly involved and detracting from the game they are meant to improve. From the article: 'But why even have such a process in the first place? If they honestly think they are going to get any sort of actual *testing* (I use the term loosely) from an over-hyped MMORPG community... they obviously failed basic MMORPG sociology. I could link hundreds of beta leaks and broken NDA contracts, but what would be the point? What you need to know is the fact that betas are infiltrated by those that want sneak peaks at the game. Definitely not by those that truly wish to test the product. Internal testers and paid testers have proved for years to be able to produce very finished products in the single player market.'"

64 comments

  1. Gimmicks by danikar · · Score: 3, Insightful

    In beta tests the company puts in a few neat features that will attract players. They let people play it for free to stress test the servers, not look for bugs. And hopefully get some fanboys that got really excited about a few gimmicks to promote the game for them. lol, NDA even the company that put it out doesn't care that much about it. They know for a fact it will be broken. It is free marketing.

    1. Re:Gimmicks by Hott+of+the+World · · Score: 1

      I remember hanging out the WOW beta boards back before Beta actually went live. They thought it would be a good idea to award "fansites" with 3 slots apeice to give away in addition to getting the random 1000 or so players. Bad Idea. Lots of fansites kept the 3 slots for themselves, and as far as Blizzard was concerned, tough noogies. The worst ones were the fansites who paid lip service to the idea of a giveaway, yet just gave the slots away to friends or hell, just lied about it.

      Sufficed to say, we all predicted that Blizzard would never be able to hold a problem-free contest. We haven't been proven wrong yet. I've left the game long ago, mainly because of other issues (last 2 semesters in college)

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      | - | - |
    2. Re:Gimmicks by Anonymous Coward · · Score: 2, Informative

      yup what he said, you shouldnt even do an open beta test if your looking for bugs, you need to have your show stopper bugs nailed down before you ever let the public see your game.

      This has been the bane of many MMO's that have come and gone. Pushed to get the game out too soon, rushed into a buggy beta test that reveals nothing but how premature the
      game really is, it ruined Earth and Beyond for example, beta'd too early, too buggy, too unbalanced and for too damn long (linke 6 months or more of open beta, ugh).

      The reason a MMO game should beta is to test for scalability and load problems with the service as a whole. Stress test the whole system, test the patcher, test the web stuff, test the community pieces (like the forums), test the game servers, test the login servers, test the whole infrastructure that supports the game.

      checked for things like memory usage, cpu usage, are you getting the players per CPU that you expected, is it holding up under the load.

      its icing on the cake if some players actually report a bug you missed (and you should scold your testers for missing it!).

      You also can test out your content delivery system under load (ie new updates, background downloading or whatever your doing).

      also it tests your network and game monitoring systems under load, are they reporting what they should, can you tell whats going on with the game, where people are bunching up etc.

      It can also help a little with game balancing, people using min/max the hell out of you game even in beta and find the best combinations of whatever is available. something youll need to fix before launch.

      you can also use betas to help drive some subscriptions when the game launches with things like (you get a discount after launch, or you get to keep what you have done already) this is useful especially if the beta was nice and short so they arent yet done playing your game already.

      Beta is an important step, but it should be used for the above purposes and not as a primary way to debug your game.

  2. Weight Of Numbers by Anonymous Coward · · Score: 4, Insightful

    10,000 players...
    1% genuinely beta test
    That's a 100 person QA team - far bigger than the typical MMO will ever see.

    Now up those numbers to:
    50,000 players...
    1% genuinely beta test
    5-10% vocally bitch about every weird bug and quirk they find
    Now you're looking at 500 decent QA testers and another 2,500-5,000 pain in the ass guys who're maybe worth 1% of a tester each but cumulatively do still add up.

    A beta test doesn't have to have every player responsibly beta testing. Sheer numbers ensure the end effect still gets met.

    Besides, by public beta, the main thing that should be getting tested is load and the weird load quirks caused by 5,000 players all deciding to try the same exploit etc. That, whether they're good testers or bad, still happens. Arguably it happens even better if they're "bad" beta testers as they're more likely to do things they "shouldn't".

    1. Re:Weight Of Numbers by ThatWeasel · · Score: 0

      Exactly. It is about possible testing actual server loads and in game action. And how a very large group of people affect the programmed system. This article is a non-event like usual.

      --

      TW
      Television is dead. Long live That Weasel Television

    2. Re:Weight Of Numbers by dhakbar · · Score: 3, Interesting

      As someone who has worked QA on a variety of SOE games and have had to read through player-submitted bug reports, there are FAR fewer than 1% of the player base submitting bugs in the first place, and the ones who bother cannot be considered "decent QA testers." Someone else mentioned it earlier... the beta phase is merely to hype the game. It's incredibly rare that players, even those with legitimate bugs, submit reports that are useful for QA purposes.

    3. Re:Weight Of Numbers by jandrese · · Score: 1

      It doesn't help that in a lot of the games you're given a bug report window with a 200 character limit to describe the bug. Many times that is just not enough room to adequeately describe what the bug is.

      I know long reports are hard on the QA folks, but for a real issue it can be necessary.

      A lot of players submit bug reports on stuff they just don't understand too. It's part of the game, but they havn't realized it yet (my fireballs don't work on this door!).

      --

      I read the internet for the articles.
  3. Marketing and stress test by AuMatar · · Score: 3, Interesting

    In that order. You don't get many useful bug reports from the large betas (you do from the smaller stages), but you don't know how it will handle release type number of users until release, unless you beta it.

    --
    I still have more fans than freaks. WTF is wrong with you people?
  4. Public Beta testers aren't bug-hunters by incubusnb · · Score: 4, Insightful

    perhaps you don't understand the term "Load Testing", to properly stabilise a persistant world you have to put the servers under conditions that are similar to how they would be after release. The only real way to Load test an MMO is to have actual people playing the game, sure, you could populate the world with a basic AI, but you wouldn't get the same situations that a human would get into. perhaps the Article Writer knows next to nothing about MMO development and is just pissed off because he couldn't get a Beta copy of City of Villians or something.

    --
    /. is overrun by bed-wetting elitist nerds
    let it be known, for anything other than servers, a *nix OS sucks
    1. Re:Public Beta testers aren't bug-hunters by heartless_ · · Score: 2, Interesting

      I understand load testing... hence why I pointed out that is what the MMORPG developers need to do. Skip all these baby step "only a few in at a time" elitist testing phases. Drop 1,000 players in a day and keep going until the servers don't work anymore. The whole process of selecting a few select beta testers only wastes time and resources which could be better placed into the back end bug reporting systems or fixing the actual bugs themselves. Darniaq pointed out something on his blog that I totally agree with about the actual bug reporting features.

    2. Re:Public Beta testers aren't bug-hunters by snuf23 · · Score: 1

      Hmmm. Well in the two betas I'm in at the current moment it kind of went this way:

      Initial limited beta invites were a few thousand. This initial load revealed some big problems with the login system and database on both games. At this point, the beta sessions where more like "crash the server super quick to generate a ton of debug info". It seemed like in both cases the initial limited beta helped work out some major scale issues with the primary logon and character databases. This round of beta was also used in a marketing manner as a "thanks for playing our other game come check out our cool new one". Of course what you got to experience was about 5 seconds of game time as the client booted you out, and then hammering the login server trying to get back in.
      Then they started opening up the beta with more waves, once the initial login problems were fixed. Increasing load each time, particularly in the lower level zones, working towards a simulation of launch. With each patch and update the lag caused by the loaded server improved.
      It appears in both cases that in iterative process bringing more and more people into the beta helped to stabilize the game over time. Scaling straight up to a bojillion people wouldn't have helped because there were so many little pieces of could causing lag and load problems.
      As far as the value of the testers goes... sure you may get some crap feedback, but there were intelligent players that offered excellent feedback. Not always just in the "this is broken" manner, but more commonly in the "I really enjoy this aspect for this reason" or "this is tedious and annoying". The developer responses to this sort of feedback have been overwhelmingly positive. I think when you are deep in development it can be hard to see what's "fun" or not about the game in question.

      --
      Sometimes my arms bend back.
    3. Re:Public Beta testers aren't bug-hunters by heartless_ · · Score: 1

      Exactly why I believe that early beta or alphas are best tested by profesionals that are paid to do so.

      Then you drop 1000 players in at a time and nail out the bugs such that you mentioned in your beta experience.

    4. Re:Public Beta testers aren't bug-hunters by Impy+the+Impiuos+Imp · · Score: 1

      I'm a professional programmer with 20 years experience, and am good at producing detailed steps at reproducing problems. I have stated so on numerous alpha and beta test applications. I have had old machines at the dividing line of the recommendation, and the very latest Alienware with top end 3D card.

      I have never been accepted, except for "taking everyone who applies" open betas.

      So I really doubt they necessarily screen for quality testers. Or believe the applications. Or care.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  5. Stress Test by king-manic · · Score: 2, Insightful

    There are a few things you will find difficult to stress test properly. It takes a full scale assault by potential users to see how well your hardware infrastucture stands up. In single player games this is a non-issue. In even multi server small scale multiplayer games it's a non issue as well. But when you have 64+ connections to a server then you have to see if you theoretical test bear out in reality.

    --
    "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  6. That's not the point by wyldeone · · Score: 4, Insightful

    The point of betas of mmorpgs is advertising. Nothing more, nothing less. It is very difficult to actually test the games, let alone have your suggestions heard in the environment set up by the game companies. They serve the same purpose as game demos released a few weeks before the release of a prominent single player game, which is to drive excitement and anticipation of the final product. I am part of a beta testing group for Activision, which stays together from game to game, and is a smaller, more intimate group. We are able to actually test and improve games (we have worked on COD, COD:UO, RTW, THUG 2, and many others published by the company), but in the environment produced by mmorpg companies this is not the goal.

    --
    In the beginning the universe was created. This made a lot of people very angry and is widely considered as a bad move.
    1. Re:That's not the point by Lord_Dweomer · · Score: 1
      Exactly. Betas for MMOs have become just another marketing gimick. Need proof? Just look at the release of City of Villains. Websites are using beta passes to drive subscribers, and the company is using it to drive preorders.

      --
      Buy Steampunk Clothing Online!
    2. Re:That's not the point by ShadowsHawk · · Score: 1

      I've noticed that single player demos have dropped off in the last couple of years. They are either not released or released quite a while after the game is. I can't imagine that it's that difficult to released a demo and it's free publicity. Personally it's very rare that I'll buy a game without playing it first.

    3. Re:That's not the point by Impy+the+Impiuos+Imp · · Score: 1

      I've learned this the hard way. Ironically, I went and bought Black & White (and expansion pack!) based on it being one of the most highly rated games of all time. And I just couldn't get into it. I wasn't into "training" my giant monster (the sheep!). And the RTS aspect of it was somewhat lacking as I hated having to use the sheep to do a lot of stuff. I prefer the units highly automated so I don't have to micromanage stuff.

      So, too, with Warcraft III. Just didn't do it for me. It seemed like a RTS that wanted to be more squadlike like Sacrifice (an infinitely better game.) And the hero throws away a level 10 Mountain King to get a marginal upgrade to his sword (which hardly made him some kind of terminator.) I'd much rather have the mountain king standing there by his side as they duo-tanked while minions cut the foes down. Played it on hardest level possible, fought my way halfway through the undead campaign, and gave up. But I had known long before that point it wasn't for me, so I wish I had had a demo.

      But demos work against you, too. If Blood Rayne (II)'s hips had been a little wider and more womanly, I may have bought it. =D How about a slider for this next time, boys? And if you're gonna simulate a large br34st3d woman, can you find a slender woman with real br34sts and model them, instead of modelling silicone sisters?!?!?

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  7. single player != mmorpg by minus_273 · · Score: 1

    Wow showed that load testing is pretty damn important. I douby a single user can really simulate all the factors that go into something like that.

    --
    The war with islam is a war on the beast
    The war on terror is a war for peace
    1. Re:single player != mmorpg by Gojira+Shipi-Taro · · Score: 1

      True, however solo play does also need to be tested. Players need to have an option when their friends are on. Pick-up groups are the single biggest cause of account cancellations right after grief players (and sometimes it's because of grouping WITH grief players). The games that I'm betaing now (can't say due to NDA) I'm concentrating on testing solo play, to make sure that customers that prefer that playstyle "most" of the time have an option. Obviously, some things in these games will require groups. Basic advancement should not be one of them.

      --
      "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
    2. Re:single player != mmorpg by Gojira+Shipi-Taro · · Score: 1

      should have been "are not on" thanks slashdot for the delay after posting. Even after first review I didn't catch that until I hit the post button...

      --
      "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
    3. Re:single player != mmorpg by Anonymous Coward · · Score: 0
      Pick-up groups are the single biggest cause of account cancellations right after grief players

      Site a source or stfu, fucktard.

    4. Re:single player != mmorpg by InsideTheAsylum · · Score: 1

      Site a source or stfu, fucktard.

      *quits slashdot because he can't find a single decent group of people to converse with and is bothered by all the griefers*

      PROOF'd

    5. Re:single player != mmorpg by C0rinthian · · Score: 1
      Pick-up groups are the single biggest cause of account cancellations
      This is why I stopped playing WoW for almost 6 months. Horrific PUG experiences with my 50+ Hunter. (I wasn't guilded) Unfortunately, there is nothing the Devs can do to make players not suck to play with. The only reason I'm back in game is that myself and 4 friends all started new characters at the same time, and we always play together. I'll never have to do a PUG again!
    6. Re:single player != mmorpg by Anonymous Coward · · Score: 0

      wait for 10 person raids sir, the worst idea in mmo's ever. but oh so much fun to grief. Keep in mind MOST griefers (like me) would rather play the game and view griefing as one of the few way to retaliate against incompetence iwth hardcoded teams, the rest are less griefers and more just asses. they do not even have the convience of requiring lots of people so there are backups for people who screw up =(.

    7. Re:single player != mmorpg by C0rinthian · · Score: 1

      I don't have a lot of experience with higher instances (Never been anywhere higher than BRD) but it is my understanding that just about everything short of MC can be 5-manned by a skilled group. It's not easy, but entirely possible.

      Besides, we've only just hit 30. We can recruit 5 more likeminded individuals as we get closer to that point.

    8. Re:single player != mmorpg by snuf23 · · Score: 1

      I was lucky enough to meet a couple of players in the early levels by helping them out. They turned out to be good guys and 6 months later we have a smallish guild of quality players. We don't recruit just to get more players, we recruit good players who are out to have fun.
      In direct contrast, a guild we play with sometimes has recently started to blindly recruit. They are going for the numbers in order to run Molten Core and Zul Gurrab. Some of their new players are complete idiots and on more than one occasion they have recruited known loot ninjas. On one hand, now they have more people to fill out their runs, but on the other hand good luck with that team getting through MC or ZG.
      I much prefer having a smaller, better guild than a playing with a bunch of jerks, morons or griefers.
      Oh, and yes you can definately 5 man most of the later instances. Sure it takes more time and more skill but it's not impossible. You'll probably need a well rounded group to do it, and some classes are better then other for certain instances. Even Upper Black Rock Spire which tops out at a 15 man raid can be done with much fewer. I've done it in an 8 man run.

      --
      Sometimes my arms bend back.
    9. Re:single player != mmorpg by Anonymous Coward · · Score: 0

      A mod point! A mod point! My kingdom for a mod point!

  8. Yet more gripes from the land of betas by Iriel · · Score: 1

    One thing that, while rare, is still quite aggravating is when a studio alpha tests with next to no features and then charges for the beta. I still can't find out how this does anything but alienate users, but somehow people manage to pull it off.

    --
    Perfecting Discordia
    www.stevenvansickle.com
  9. Big Budget Testing by cmotd · · Score: 0

    So a MMO developer should hire 20 000 ppl to test their games eh? You're a genius mate. The industry needs more people like you to sort it all out.

  10. More than free advertising... by Tojosan · · Score: 4, Interesting

    It's like giving out free maryjo samples.....a dealer is bound to get some instant new business. Heck, they could get a commercial on every TV show for free and it wouldn't be near the value of 1000 potential customers getting a taste. And not a taste with 1 million others but a very tight availability taste.

    Also, as a programmer, I can say you can unit test till you are blue in the face, but it only takes a user 5 minutes to find a bug you'd have never tested for.
    If only one major bug is caught that's huge icing on the marketting and catching customers angles.

    But I think there is one factor we overlooked...ego. If you'd spent years developing a new toy, you didn't do it to keep it locked up for yourself. You did it for someone to play with. I'm betting the rush of first players digging into the new toys you rolled out is huge! and heck, if it sucks, at least you only had to deal with the a small amount of laughs the first day. Ha!

    Be swell

  11. Response by Darniaq · · Score: 2, Insightful

    I WISH beta processes were more harrowing to get into. Without a more stringent front end, we'll just perpetuate this cycle of useless noise drowning out any real hope of relevant reporting.

    From here:

    There needs to be a good back end reporting system too. Forums do not cut it. They may work for a few hundred testers, of which maybe 75% of them would read the forums and 50% actually post. However, when the game starts stress testing the servers, the players will generate much more noise than actual signal on the forums. Most of this noise will be rehashing long standing bugs or incomplete features, requiring even other testers to skim posts so much they may miss something relevant.

    In my opinion, all reporting should be done through ingame interface. And, the reporting should be based on the developers pushing specific agendas for specific results, at least most of the time. There is a lot to be gained by allowing your testers free run of the experience. This helps generate discussion about what is fun versus what is not. However, without specific focus on features and systems, some bugs and incompleteness can either never be reported, or doesn't get reported sufficiently enough to prioritize it being fixed prior to launch.

    1. Re:Response by heartless_ · · Score: 1

      I linked your post up further there Darniaq and had tried to edit the /. submission to include it since it brings up a great point.

      However I am still a firm believer that if you're going to be that strict on picking testers you can put that money and man hours into paying real game testers.

      The public community of gamers is best at stress testing... at which point a focused and coordinated bug reporting system is required.

    2. Re:Response by snuf23 · · Score: 1

      "In my opinion, all reporting should be done through ingame interface. And, the reporting should be based on the developers pushing specific agendas for specific results, at least most of the time."

      This is how I've seen it done in a couple of betas I've been on. The bug submittal is done through a game command or interface option so you can log the bug as it happens. Additionally, important information such as the player's location, status and even video card used can be automatically gathered.
      While the testing I've done hasn't been specific to the point of "run this one quest" - specific areas have been noted to test. For example: "concentrate on the tutorial", "the login interface has intermittent problems, please hammer it".

      --
      Sometimes my arms bend back.
  12. The value of public testing... by drspooky · · Score: 2, Insightful

    The problem with the article is that the author is assuming that the beta tests are something that they are not intended to be. The idea that the testing and late stage development of a multiplayer product is analogous to that a single player game shows a gross misunderstanding of the difference in the development process of multiplayer games.

    MMO beta tests are not for fielding player responses, taking suggestions from the public, or even for bug reporting. The development team and internal QA does all of this far better than the public ever will. While it is nice when players do these things, there is simply too much input to be considered. Most bugs that are reported are false, and most suggestions are, well, unfeasible. To put it politely.

    Now, what beta tests -are- useful for is information gathering and the exposure of balance issues and observing bugs that simply cannot be identified in a closed testing environment. MMOs are games that are designed to run unsupervised with thousands of players, and the only way to ensure proper functionality and proper balance is to open up the doors to people who will behave in a way that is consistent with the paying public. Behavior from a smaller group can be extrapolated to the larger buying public and it is this observation of the overall system that is the most useful information to developers. It is not, as the article suggests, that developers are relying on testers to do the job of internal QA.

    There is also immeasurable value in data mining information on character choices, the economy of the game, what aspects of the game that people are choosing, which they are ignoring, where they go the most often, where they gather, what they're fighting, how they are playing the game in ways that are unexpected (and unsupported) by the design.

    There are far too many factors in a game that is the scope of an MMO to deal with exclusively in internal testing. The data that is gathered when people simply play the game is extremely valuable and cannot be simulated or reproduced in any other way.

    ---
    EJC

  13. Has this guy played a MMO? by MMaestro · · Score: 2, Interesting
    So now every new beta application is going to be over stating what hours they play or the person submitting it will try to *guess* the *magic combination* of inputs to produce the highest % chance of getting into beta. Congratulations Sigil; you just flooded your beta application pool with a bunch of false information.

    Actually some MMO players generally UNDERESTIMATE what hours they play, when and how powerful/weak their PC rigs are. You have to consider the users who stay logged on 24/7 'because they can' or because they run AFK player-run shops or whatever. If the servers stay up 24/7, theres someone out there who will stay online 24/7.

    How much work is it to review countless beta applications? I have no solid numbers, but there is no way they can convince me that it doesn't take away from the game development.

    Plug data into an Excel worksheet, randomly pick X number out and thats Group 1. Sort the data by 'average time spent playing games' and thats Group 2. Etc, etc, etc. Any programmer who can write a MMO game can write a program that can automate this.

    The idea of NDAs is also hard for me to understand. World of Warcraft had no problem without one.

    Actually, WoW didn't have a NDA because that wasn't a beta. It was free marketing. And the 'closed beta' prior to it DID have a NDA. Given how poorly the servers did at launch day, the fact that they SERIOUSLY did not take that last 'beta' seriously is clear.

    WoW beta only suffered from too much interest, but Blizzard did a remarkable job of eventually getting 500,000 testers online.

    Bolding by me.

    Sigil will be balancing this game as any other MMORPG... over time!

    Yeah other MMO games like WoW and FFXI tried before and nearly killed themselves. WoW's player run economy is a joke since anyone who can use a keyboard could craft and all but the most extreme basic materials were sold by NPCs. On top of that people were hitting the level 50 limit within weeks of the games launch and the best equipment is all obtained from time consuming, pro-hardcore instances with drop rates on par with winning the lottery. Its the exact opposite with FFXI. Leveling up in FFXI is considered to be the worst 'grind' in out of every other MMO out there, crafting is a near impossibility without learning economics 101 and accounting 101 not to mention the Chinese 'gilfarmers' screwing around with inflation. The best equipment either costs more money than your day job's wages or is dropped from an impossible to solo monster and probably has a bad drop rate.

    The general rule of thumb for MMOs is that time does not cure all. Give WoW a year and people will be bitching about lack of things to do after hitting level 60 on every class and race combination. Give EQ2 a badly designed economy and one year later SOE will start acting desperately... oh oops, that already happened.

    1. Re:Has this guy played a MMO? by heartless_ · · Score: 1

      No I just blog about MMOs because I don't play them o_O

      Anyways. Actually some MMO players generally UNDERESTIMATE what hours they play, when and how powerful/weak their PC rigs are. You have to consider the users who stay logged on 24/7 'because they can' or because they run AFK player-run shops or whatever. If the servers stay up 24/7, theres someone out there who will stay online 24/7.

      -24/7 loggers are not what make a beta test run. Its the person that plays the game for an hour and analyzes his play providing feedback that is a tester. You are refering to players after launch.

      The point of what you quoted was that players will LIE about what hours they play and how their computer performs at the CHANCE they can land in a beta. Hopefully you can see now where the extra man hours and resources are required to weed out such applications. Hence my move for single player type closed testing in the initial beta stages ramping up to a full blown *free for everyone* stress test aka marketing ploy.

      Plug data into an Excel worksheet, randomly pick X number out and thats Group 1. Sort the data by 'average time spent playing games' and thats Group 2. Etc, etc, etc. Any programmer who can write a MMO game can write a program that can automate this.

      -Again the point of wasted man hours and resources devoted to a project that isn't *essential* (essential in my view) to the overall game development process. As Darniaq points out... the bug reporting function deserves the attention.

      Also the fact of bogus data being entered only compounds your spreadsheet answer.

      Actually, WoW didn't have a NDA because that wasn't a beta. It was free marketing. And the 'closed beta' prior to it DID have a NDA. Given how poorly the servers did at launch day, the fact that they SERIOUSLY did not take that last 'beta' seriously is clear.

      -If I remember correctly (correct me if I'm wrong) the NDA was dropped after the friends and family beta. Most of the beta was without an NDA... hence why sites like Thottbot.com were running full steam well before the game hit stress test.

      And on a final note... name any other MMO beta that put 500,000 testers online and still had to shut out thousands more? Name any websites/online services that reach the same concurrent user levels of World of Warcraft and run flawlessly out of the gates?

  14. If you want to get paid to beta test by CrazyJim1 · · Score: 1

    Sign up on www.betaguild.com . I know it hasn't been updated for a while, but thats because my host is undergoing renovation and I can't change stuff. I can get you a part of the team though. I'm looking for a crack team of beta testers. In the long run, I'll figure out who's the best beta testers around, and be able to solicit them to companies. For right now, we're just in the slow growth stage for a few years.

  15. Beta Tests by Hachima · · Score: 1
    The author acts as if this phase of beta is a stress test. This is very early beta. It's basically the Alpha stage of WoW. The two game companies just choose to use different terms for the phases of beta. There are many game mechanics that are going to change in this stage of beta. For example one thing Brad wants to test is Trivial Loot Code(TLC). When so much is changing and the server structure is still under development you want to be real selective on who is playing the game and giving you feedback.

    I think the actual beta test application is one of the best applications I've ever seen really. It gave plenty of opportunity to find out what type of player was applying to the beta. I've seen Brad post on the official forums and also on community boards he does not control. I've been very impressed with how much he cares about the game.

    I would agree that there are many people out there that just want to play the game and not actully test or provide feedback on the game. However I've been in many early alpha/beta tests and there are a lot of very dedicated testers that provide amazing feedback. Not a lot of people get the chance to see some of the great discussions that go on between the testers and devs in these early tests. Once a test goes to a big stress test stage the devs kind of disapear from the scene because there is a lot of noise and it becomes hard to have some good discussions. I think early testing should absolutely be a hard processes in order to find out who the dedicated testers will be. If someone doesn't like to put forth the effort to fill out some information on an application I doubt they will be willing to take the time to post feedback/bug repots on the game.

    Games I've tested

    Meridian 59 by 3do (Beta) - 1996
    Meridian 59 (Private dev server for testing potential patches) - 1997
    Magestorm by engage games (beta 1997)
    Diablo (Beta and stress) - 1998
    Everquest (Beta 2,3,4 and stress) -1999
    Asherons Call (Beta) - 1999
    Diablo II (stress test) - 2001
    Anarchy Online (stress test) - 2001
    Dark Age of Camelot (Beta 3,4) - 2001
    Earth and Beyond Closed Beta 2001
    Meridian59 Re-release 2002
    Final Fantasy XI Japanese Version Private test - Feb 2003
    Final Fantasy US Open Beta Test - July 2003
    World of Warcraft (Alpha and Beta) 2003
    Everquest 2 (Late beta) 2004
    Guild Wars (Private Alpha) 2004
    Matrix Online - 2004
    Auto Assult Online 2005
    Guild Wars (Post release private Dev servers) 2005
    Other betas that can't be mentioned due to NDAs

    1. Re:Beta Tests by heartless_ · · Score: 1

      To quote one of my favorite movies ever... "You are not your list of games tested." You are reding the /. quote and not the article. My view is that selective beta processes waste time. There is very good software beta testing companies out there that are reasonably priced, specialized in breaking software, and provide better feedback than 99% of any *over the net* tester you will get. This is a process that has worked for countless years in the single player market. It is ignorant to say MMORPG != single player in terms of testing. It is a) a piece of software that b) can be tested better by any set of profesional (meaning this is what they do for a living Example... Betabreakers.com) beta testers. You then produce a sound piece of software to then load/stress test by allowing your main beta audience in. I am hoping someone that is reading this can break down the true cost of man hours and resources it takes to sort through 100,000's of beta applications and select testers compared to what those same man hours and resources could do if put to use improving bug reporting functions and sorting of bugs in preperation for a wide open stress test. Read the article fully next time please.

    2. Re:Beta Tests by Hachima · · Score: 1

      I did read your entire article. Why don't you read my entire comment. You want them to go right to stress testing. The game is no where near ready for that. The game mechanics and many other things still need to be worked out. From your attitude it sounds like you have never even participated in a small exclusive beta test. Many important things are done in this phase and it is a neccesary step for these types of games.

    3. Re:Beta Tests by heartless_ · · Score: 1

      Actually you missed my point then. I am for replacing the early *small exclusive beta test* with a profesional beta testing company or in house testing groups(for larger companies). I agree 100% many important things are done in that phase.

      The issue I have is that the amount of time and resources wasted trying to pick a few select beta testers out of a pool of thousands is better spent developing other areas... such as what Darniaq has suggested in the actual bug reporting functions.

  16. Noise To Signal Ratio by Moraelin · · Score: 3, Insightful

    Quantity doesn't always equal quality. If that were the case, we'd still be using the old no-ranking search engines on the Internet, and Google's attempt at sorting out by relevance would have silently failed. At some point, you'd rather just get the actual info, and not scroll through 10 pages of crap before you find anything relevant. One more guy posting "my class sucks" threads is just more noise, not more signal.

    In other words, when I Google for something, I'd rather have 1 link that is exactly what I want, than 100,000,000,000 irrelevant links. The same goes for beta-testing, _if_ the goal is actually to beta-test, and not just to get some free publicity: I'd rather have just 50 people actually professionally looking for bugs, than 50,000 whining about everything else.

    Having 500 people who genuinely test for bugs, is _worthless_ if their signal is drowned in the noise from 50,000 people posting like there's no tomorrow about how your game sucks ass because his Priest doest't _start_ with the Mages' level 50 spell. (That's sadly not even a joke. Something Awful once had a parody of an open letter to Sony, in which they asked for really ludicrious stuff, including _literally_ that a level 1 priest should start with the most powerful mage spell. Much to their surprise, they got a helluva bunch of emails aggreeing wholeheartedly.) Or how it sucks ass and is unbalanced because it doesn't _force_ everyone else to group with his Priest that bought everything _except_ healing/buff spells. (Add a long circular-backpatting whine about how players are idiots and don't appreciate how useful that priest is with his mace alone.) Etc.

    And it goes downhill from there. The guy who discovered a bug and filed it, will start _one_ post. The guys arguing that their characters should have 100% resistance to damage and an insta-kill spell that costs no mana, will start one per day. And more often than not, spill into the other topics too. (Surely a post about how a mage spell sometimes fails with no explanation, not even a "your spell was interrupted" message, is _the_ right place to post about how either (A) you mages had it too good and it was about damn time that spell got a downgrade, or (B) about how we mages are the whipping boys of the devs, and they downgraded yet another of our spells. Doom, gloom, run for the hills, and all that.)

    Welcome to the wonderful world of looking for the proverbial needle in the haystack.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Noise To Signal Ratio by Cali+Thalen · · Score: 2, Insightful
      I'd rather have 1 link that is exactly what I want, than 100,000,000,000 irrelevant links. The same goes for beta-testing, _if_ the goal is actually to beta-test, and not just to get some free publicity: I'd rather have just 50 people actually professionally looking for bugs, than 50,000 whining about everything else"


      Well, sure if you have that exact goal...but that's not what beta testing is.

      Lets say that your scope was to take those 100,000,000,000 pages and check them for errors and typos...now which team would you want?

      Beta testing is not about testing a single feature or even a feature set (usually), it's about getting as many eyes on the game as possible. It's about random hardware and software configurations messing things up. It's about the *actual* effect of getting 50,000 people trying to log in and play. It's about someone doing something that no professional gamer would even *consider* doing.

      I'm not knocking the idea of the seasoned beta tester...they're important as well. They know what to do, and they do it more efficiently and more systematically, but they can't do *everything*. They can't stress the systems as much as a crowd of fanboys can.
      --
      Chaos, panic, disorder...my work here is done.
    2. Re:Noise To Signal Ratio by heartless_ · · Score: 1

      I'm not knocking the idea of the seasoned beta tester...they're important as well. They know what to do, and they do it more efficiently and more systematically, but they can't do *everything*. They can't stress the systems as much as a crowd of fanboys can.

      That is what I am saying. Let the beta testers that do it for a living get the job done and get the software solid. Then hit the stress test to get as many possible combinations of PCs running the software and hitting the servers to get those bugs out of the way.

      The time and resources wasted sifting through 100,000's of beta applications coumpounded by the fact so many people aren't providing very good factual data is time and resources better spent on suggestions such as the back end reporting functions that Darniaq has pointed out.

      Overcomplicating the beta process hurts it.

  17. Sigil is not like Blizzard or Turbine by Alarash · · Score: 1
    Recently, Turbine announced 125 000 (!!!) applications for Dungeons & Dragons Online alpha. Now that's ridiculous. It's a marketing trick to make everyone believe that, even in early stages of development, the game seems interresting to a lot of people.

    Then you have Blizzard, who didn't requested a NDA for World of Warcraft. This way, a lot of people would make movies, screenshots, features reviews, etc... Another marketing trick to create a lot of hype.

    And you have Sigil, who allows only the people who registered on their forums before the beta 1 announcement. To me, that means that only people who really look after this game, so much that they bothered to register on the forums, will have the opportunity to apply. Sigil also indicated that they might conduct phone interviews with some applicants.

    So, yes, a lot of people want to get in the betas just to have a free sneak peek - even if the game is far from being "done" (if that's even possible for a MMO). But I think what can make a difference is the way you select your beta testers.

  18. They don't listen anyway.... by haplo21112 · · Score: 1

    ...I have participated in many betas(and quite a few alphas). The one things that I have learned is that the developers never seem to listen to what the players tell them. One of the games myself and many other testers pointed out a HUGE flaw in the game balance, 4 months before it went live. It was not until several months after go live that they eventually fixed it.

    The developers should be more willing to listen to testers feedback about the games. In my opinion testing is not just about finding bugs and load testing. Its about testing to see if the game is any good or not and trying to fix those issues before go live. Many of the Betas I have participated in I have never actually played after the game's release. Why? Because flaws in the game that I pointed out as making the game un-fun persist even after go live.

    The best example is "Ultima Online" I played the Beta of the game from the day the beta was first available until they cut it off before go live. I filed many many bug reports, some for out right glitches, some for game play issues. Several of the glitches persisted into the second year of the games release. Nearly all of the game play issues persisted! Eventually the game just got completely fustrating and boring. I participated in the official and unofficial game forums, however many of the things that myself and many other players continuely pointed out never got addressed. Infact many changes that were implimented actually made things worse.

    --
    Power Corrupts,Absolute Power Corrupts Absolutely, leaving one person(group)in charge is absolutely corrupt.
    1. Re:They don't listen anyway.... by nytmare · · Score: 1

      Developers will not receive quality feedback from players until they start giving some of their own. When a player submits a bug report, no matter how detailed, how obvious, how easily-reproduced, how easily-corrected it is -- what happens? Nothing. No questions back to the player, no fix produced, not even acknowledgement of receipt. I honestly don't see the point of beta programs or official bug reporting mechanisms when they are routinely ignored by the developers.

      A person like me would say the industry is stuffed full of people who don't value quality.

  19. Heh by JavaLord · · Score: 1

    but why even have such a process in the first place? If they honestly think they are going to get any sort of actual *testing* (I use the term loosely) from an over-hyped MMORPG community... they obviously failed basic MMORPG sociolog

    Heh, but blizzard changed a lot pre-launch to post launch of wow. For those that play, the paladin class was totally revamped (many believe for the worse), and a lot of balancing issues were worked out (Will of the forsaken was originally always on, Mortal strike did 200% weapon damage...etc)

    1. Re:Heh by heartless_ · · Score: 1

      Attributed to Blizzard's class balance internal testing team in their very own QA office. That is how Blizzard determines and reviews each of the WoW classes... internally. Player feedback appreciated... left in the o-file.

      Testing... as in finding bugs that stop the game from being playable. Balancing is something that will happen pre-release, post release, and further down the road regardless of beta testing. The bugs will be fixed hopefully, but the balance will be lacking.

      Not saying these areas don't need testing, but you are not going to get it out of a bunch of random net testers.

  20. That's another thing I was wondering by Moraelin · · Score: 1

    Yeah, that's what I was suspecting/wondering. Some games have been launched with such glaring errors, that, yes, I've always wondered if anyone actually tried finding any bugs during their much-hyped beta.

    Heck, while you have a point that UO _is_ a good example there, I have an even better one: Anarchy Online. Read the review on Something Awful, and I can personally atest that yes, the game was _that_ broken after the devs claimed it was finally 110% fixed and stable. In fact, there's a whole slew of of more problems that Something Awful didn't even touch, like people swimming in the floor or suddenly finding themselves falling to their death from stratosphere, when a second earlier they were running on flat ground. As released, it was even worse.

    I mean, it's not even minor bugs or balance issues. There were some issues which a beta test, no matter how superficial and unmotivated, simply couldn't have missed.

    E.g., you could have to go through those opaque light swirls that their buggy open doors often looked like, and find yourself falling into a 6 ft hole that the random map generator had created. There just was no way out. You either tried contacting support to get you out, or (eventually) grudgingly commit suicide and respawn in the city.

    Hasn't _any_ tester fallen into one of those holes? (Or even just ran into the sheer annoyance of open doors turning into a swirly graphical glitch that you can't actually see through.) I fid that totally improbable. Did everyone rather silently commit suicide than report the bug? Equally improbable. Or maybe it's simply that the developpers and publisher didn't give a rat's ass about those bug reports?

    --
    A polar bear is a cartesian bear after a coordinate transform.
  21. New Lows by thebdj · · Score: 2, Informative

    Wow, now we are having bloggers post links to their own blogs to drive up traffic...and to make it worst the thing is hosted on blogspot. I mean seriously, at least get your own DNS and route it or buy some shared spaced.

    Now onto the topic at hand, this just shows that 90% of bloggers are talking out of their ass. In this case he really misses the point of beta testing in an MMO. There are several very good reasons and they are reasons that are necessary to test. Later stages in almost all MMO beta test are load tests. They could care less at that point who reports bugs, they just want to make sure the servers don't go kaput when the game launches.

    Another problem is you need a large number of people to beta test any MMO. There are literally hundreds of possibilities when a game is in the beta mode (if not thousands) for character development. Look at World of Warcraft. You have to test every race with every classes. You have to test quests at multiple levels, you need to test raids and dungeons. There is a lot more to beta in a MMO then in a single player or even regular multi-player game.

    Not to mention the fact that the Beta taste gives you the chance to hook all those players and then start charging them. It also gives you the chance to get free word of mouth advertising. Open betas are a bit more of a joke on other games, but in those situations companies release "demos" to perform essentially the same task without calling it a beta. I have beta tested a regular game and an MMO. Let me say it is much bet to use a community of people in the tens or hundreds of thousands to test your game then to use your few hundred employees with an MMO. Like I said before, the sheer scale of MMOs makes fully closed Beta's an unreliable and ineffective means to test the game.

    --
    "Some days you just can't get rid of a bomb."
    1. Re:New Lows by heartless_ · · Score: 1

      Congrats on actually reading the article and not just the /. blurb.... oh wait you didn't. Read my various other replies for the answers you seek.

      Every single thing you stated is stated in my article. Congrats on repeating it! Also read the previous posts on how quantity of testers does not equal quality.

      Now say it with me... "Before I post on /. about an article, I will actually read it." Now don't we all feel better?

    2. Re:New Lows by heartless_ · · Score: 1

      Also if you would like I will have a *real* website host it... then would my credibility score rise with you? Seriously... stop looking at the URL, read the actual aticle, and evaluate it based on how it is written.

    3. Re:New Lows by Anonymous Coward · · Score: 0

      like i commented to my friend earlier you came back to start whining that we all believe your post is meaningless because you are just another ignorant blogger in the ignorant world. you know you posted the damn blurb you fool, make sure it is more relevant next time...

    4. Re:New Lows by Anonymous Coward · · Score: 0

      As an MMOG developer, I can assure you that the main purpose of public betas is stress testing. Quantity, not "quality", as such. We have internal paid QA for quality reports on gameplay and other issues, but the only way to know how the system is going to work under real world conditions is to have real world clients hammering it. External bug reports are still welcomed and useful, but you can pretty much guarantee that when an MMOG opens public betas, stress testing is at the top of the list.

      When operating a public beta, we have systems logging moves and interactions, verifying the game state and flagging problems. We are often testing fixes or changes to particular subsystems and need to tightly control how many clients are attached, while we analyze the behavior of the system. This makes it easier to detect the source of problems rather than immediately throwing thousands of clients in and watching the whole thing explode.

      I'm sorry if you or other potential beta testers are unable to play during these stages, but I hope you can understand the reasons behind these limits and have patience. For my part, I will make sure to stress the importance of regular feedback and explanations of the beta testing process to the beta community so hopefully people don't feel so excluded.

    5. Re:New Lows by heartless_ · · Score: 1

      If you think I feel excluded you are wrong. I am not worried about getting into betas. I, unlike many posters here, don't consider myself and expert by particiapting in XX number of betas. It isn't about exclusion it is more about ensuring the resources are adequetly placed where they do the best for the game.

      I am of the concerned variety that believe resources and time are being wasted on overcomplicating the beta process. That same time and resources can be put back into improving the back end bug reporting functions.

  22. A Different concept by Anonymous Coward · · Score: 0

    The Vanguard beta opened up to stage 1 for one reason - beta 0 people could not get groups to explore content. Sigil is not stupid enough to get the public to test their engine. But with the near infinite content available in MMORPGs it really takes 1000s of people to properly review it all. Be sure that if Drizzt_056 has done a quest for a week to get his sword of uber and doesn't get it he will report it. Probably multiple times, once in all caps. As others stated, it is also necessary for stress tests. Many games have thought they were finished and then realised their servers needed an overhaul after a stress test happened. Actually, a lot never fix this problem

    1. Re:A Different concept by heartless_ · · Score: 1

      Again the quantity does not equal quality debate. Putting more testers into the world does not mean anything... in actuality it makes it worse. Hence why Darniaq has provided a great article about the problem of piss poor bug reporting functions.

  23. The game companies don't care by Anonymous Coward · · Score: 0

    They don't care if there is a leak, because when there is, they are getting that much more feedback on the game. Everytime you hear that such and such game got leaked, you know the developers are out browsing the big forums where everyone is talking about them

  24. Someone didn't get in by Somatic · · Score: 1
    I can't tell what the point of this article is. It looks like the author was pissed off by how long the Vanguard beta sign up form was and decided to rant about it. The few points he makes are wrong, anyway.

    Sigh... now all of the good articles about VG beta won't get airtime. For shame.

    I hereby dub the author of that article Mini_Jack_Thomson_09572 , for his ability to say nothing useful yet still get media attention.

    --
    My script don't crash! She crashes, you crashed her!
  25. What actually happens in beta by Why's_This_Fish_So_B · · Score: 1

    Most of the players treat it as a sneak preview at best or more commonly just free play.

    A tiny fraction of people find and report bugs as they're supposed to.

    A much larger minority actively looks for glitches, bugs, and exploits ... and then proceeds to squirrel them away for later. Then at go-live time the carefully-planned game balance is instantly pooched by these guys who run straight to the loophole and max out while the new players are still trying to find the bank.

    I can see a marketing reason to open a game up to the public, but other than that, no. Besides, if your game has any sort of showstopper issue, you've lost that customer for life and a few more who that person tells about buggy this and laggy that long after you've fixed the bug.

    Functional testing is best handled by people whose professional interest lies in finding and fixing bugs, not finding and exploiting bugs.

    Stress testing can just as easily be accomplished by 10k macroed test sessions as by 10k live players. In fact, better, since the macros can hit everything, faster, and all at once if you want. Might as well be ready for when bot pharming teams hit your game, right? Better yet, if you find the script is leveling faster than a human player, you have a problem.

  26. Wha-huh? by faloi · · Score: 1

    What you need to know is the fact that betas are infiltrated by those that want sneak peaks at the game. Definitely not by those that truly wish to test the product.

    They're hardly being "infiltrated" by anybody. If you pre-order most games these days, you get guaranteed beta access which oddly coincides with when they're ramping up their stress tests. If you already subscribe to an online game the company is running, you tend to get beta access to their new stuff as well (whether or not you fork out cash). It's an easy way to generate word of mouth prior to release, and to make some people that over-value being part of a Beta test to get some snobbery points ("Yeah, I've been playing since Beta 2!").

    You gotta figure that, given the people they're recruiting, the application process is a bit much. It's far easier to provide your email address and check a box saying you've beta tested before (and perhaps provide a timezone), and then get picked by a RNG. By the time public betas open, they don't care as much about different hardware configs. And I've seen people kicked from betas for making some exploits public in restricted forums. Never made sense to me, you plan on getting character wipes occasionally anyway so having someone publish the information shouldn't be too terrible. If you wanted to truly beta test the product, in my opinion you'd let people get developer-like access. Let some people xp/skill up the old fashioned way, let others generate their characters at the high-end of what's available in the game. Get every aspect of the play tested. That's also my problem with test servers a lot of companies make available for patch testing. It does no good to have a patch server where you'd have to level from scratch if all the changes impact the high-end game. But that's into other beefs of mine with MMORPGS...

    --
    "It is a miracle that curiosity survives formal education." -Albert Einstein
  27. uh? by Bad+Ad · · Score: 1

    except that they dont charge for betas, as they wipe all your account after the betas ended.