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Повідомити про проблему з перекладом
But if the people getting paid to QA, aren't doing their jobs, why are they getting paid?
If we want the people that are getting paid to do their jobs, we could not help them with EA bugs and issues with the game...but then...what would happen if they didn't know how to fix the games problems?
Why did they get paid? Are they getting paid to not even wash someone's window?
If so, then the end result is a game that's not well polished
If you buy into Early Access, or any early development of the game, you are helping to fund the game, and getting to play some content as a bonus.
Actual testing is a mind-numbingly repetitive process that involves filling out detailed forms when issues are discovered. Playing the content is not actual testing, so you are not working for free.
This is absolutely true.
I did a TINY amount of testing back in the day for a few things.
I wrote for certain gaming magazines in the PS1 and 2 era. I got to do mostly walkthroughs and guides, but I'd also review as well or write the odd story (usually when someone else cound't be arsed).
And because of this I'd get game discs about 2-3 months before release. I'd have around a month to work on a piece before it needed to be finished and sent in. Then they had to get the magazine ready for the printers one month before release. So these would mean that the magazine release would coincide with a game's release a lot of the time.
Because of this some games were already "gold" by the time I got them, but other times they weren't quite finished and I'd regularly be working off unfinished code, and receive regular updated discs to do the next "bit". I have quite a few for Colin McRae Rally 2.0 for example.
Anywho, on a few rare occasions I gave some other feedback and as thanks I'd sometimes end up testing a small thing for someone. While it wasn't the whole game, it would usuall be a small facet or area. I once tested a load of those Action Replay discs for Datel.
And testing is laborious and not fun at all.
For something like an open world game it involves going round the map and painstakingly pushing up against every single asset and bit of the enivronment to see if you clip out or get stuck. FOR HOURS.
Or in something like a racing game, doing the same plus driving round in reverse and other silly things to try and break it.
Testing is not a fun endeavour. It traditionally used to be one of the ways to get a foot in the door at gaming jobs, as it was such a dogsbody job, it was much the same as "teaboy".
The problem with QA in gaming is too many people think it's the easy entry-job into the industry and it'll be 'just playing games'. It's actually quite of an dead end route intro the industry for the most part.
Initial video, near the end of the testing and learning process:
https://www.youtube.com/watch?v=7uYl5afN2cI
Strategy perfected:
https://youtu.be/DZq3AnAZlDg?si=skh5EnRin9xh4NMo