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News - Playtesting in the Cloud - xSicKxBot - 06-25-2020 Playtesting in the Cloud <div style="margin: 5px 5% 10px 5%;"><img src="https://www.sickgaming.net/blog/wp-content/uploads/2020/06/playtesting-in-the-cloud.jpg" width="1920" height="590" title="" alt="" /></div><div><div><img src="https://www.bungie.net/pubassets/pkgs/137/137780/Stadia_Playtesting_Blog_1920x590.jpg" class="ff-og-image-inserted"></div> <p> Tyler Duncan and Jeff Fox are on the front lines of what’s<br /> happening with Destiny development. As members of the Bungie Test team, they help to<br /> organize the testing of the game across many different groups within the<br /> studio. They’re used to seeing the latest builds of the game and helping to coordinate<br /> testing – from playing through scenarios and activities to organizing mass PVP sessions<br /> involving dozens of Bungie employees. </p> <div>Testing happens in every videogame studio<br /> and the more testing you can do, the better. The function is so essential to a<br /> studio’s day-to-day operations that it’s easy to take it for granted. From<br /> designers to developers, engineers to marketing folks, Bungie team members are<br /> often invited to playtest sessions. You show up to the playtest lab, put on the<br /> headphones, play for a while, and then share your experiences with others. That<br /> fundamental process of play, feedback, and communication is part of the<br /> lifeblood of a game studio. </div> <div> It’s so essential, in fact, that the alternative –<br /> developing games without that rigorous testing – is unthinkable. So what<br /> happens when all of these time-tested and finely tuned processes get upended by<br /> something like the COVID-19 pandemic? How do you continue to carry on such an important<br /> development practice when everyone is working remotely?</div> <div> As Fox and Duncan will tell you, you get creative. </div> <div> Before we talk about adapting to new circumstances, let’s<br /> paint a picture of a typical test at Bungie. Like most game studios, Bungie has<br /> playtest labs where developers can gather on regular basis to test a build of a<br /> game. As you might expect, these labs are constantly busy, with lots of teams<br /> looking to book time to get a session in and to share feedback with each other<br /> about how a particular area of development is going. Maybe it’s the scenario<br /> team who is testing out the difficulty of a particular mission, or the audio<br /> team making sure that the weapon sounds are where they want them to be. </div> <div> In general terms, testing can be broken up between traditional<br /> QA (quality assurance) testing and playtesting. Traditional testing is about analyzing<br /> and validating design and engineering implementations. Are there bugs or<br /> glitches that need to logged and fixed? Are things working as intended? On the<br /> other hand, playtesting is about the intended experience for players. Does an<br /> event have the desired effect on the player? Does it convey the right mood? Is<br /> it fun to play?</div> <div> As playtest coordinator at Bungie, Duncan’s role is focused<br /> on organizing playtest sessions across the studio. “[It’s] a very hybrid<br /> role,” said Duncan, who has been with the company for almost three years. “It’s<br /> more akin to a lab manager. We have to do a lot of similar to IT work, in terms<br /> of troubleshooting [things] like hardware and software issues. We have the test<br /> background, so we know how to debug through things, how we get audio up and<br /> working.” There’s also the<br /> organizational aspects, working with teams to decide which content is going to<br /> be tested, which team members will attend the tests, and more. </div> <div> A typical busy week at Bungie HQ will see the playtest labs<br /> being used every day, with multiple sessions per week, scheduled and set up in<br /> advance by Duncan and his team. It’s no wonder then, that the playtest labs are<br /> some of the busiest parts of the studio during a normal week.</div> <div> Enter the COVID-19 crisis and the idea of “normal” has been<br /> thrown out the window. In late February, Bungie began a massive effort underway<br /> across all parts of the studio to gear up for an extended period of remote<br /> working. That meant everyone would be leaving the studio… including testing. No<br /> more playtest labs, no more in-person sessions to play and discuss. In short,<br /> things were changing. “It was the whole stages of grief,” said<br /> Duncan, when asked about his initial reaction to the news that they weren’t going<br /> to be allowed in the studio any longer. “There was definitely some denial at<br /> first. My team specifically was like, ‘Oh, we don’t need to be home. There’s a<br /> lot we can do in the studio.’” </div> <div>Initially the team talked about using the<br /> potential down time as an opportunity to tidy up and make some improvements<br /> around the labs. </div> <div> “[We thought] we could do things like<br /> improve the hardware, do a lot of the manual labor that needs to be done to get<br /> re-organized,” said Duncan. </div> <div> At the same time, the team was already<br /> aware that a pause in playtesting wasn’t going to be acceptable. “We [were]<br /> thinking about how do we help teams playtest from home,” he said. “We were<br /> doing an exploratory process [asking], ‘What are our different options? What is<br /> viable and not viable?’”</div> <div> The complications of remote testing while<br /> working from home pile up quickly. There’s the basics of making sure that<br /> everyone has a powerful enough machine to play on (in the case of PC testing).<br /> Then there are the inherent security risks with removing expensive development<br /> kits from the studio. And with internet connections being what they are, it’s<br /> unreasonable to expect remote testers to use their home bandwidth to download a<br /> new build of the game remotely each time they wanted to hold a testing session.</div> <div> With these restrictions in mind, how do<br /> you continue the rigorous testing schedule that is one of the keys to shipping<br /> new Destiny experiences on time?</div> <p> The answer, it turns out, was in the<br /> cloud.</p> <div>Jeff Fox has been with Bungie for seven<br /> years, working as a test lead. Alongside Duncan and others on the Test team,<br /> Fox has helped test a huge variety of Destiny gameplay, including activities,<br /> matchmaking, networking, and more. His most recent project was launching<br /> Destiny 2 on Google’s then-new Stadia streaming service.</div> <div> “It was definitely unique because we’d<br /> been historically on traditional platforms – Sony PlayStation, Xbox, PC,” Fox<br /> said. “Going into this weird new streaming platform in the cloud was a unique<br /> challenge. It was also really exciting from that perspective as well; once<br /> you’ve been in QA long enough, everything is kind of very similar. So getting a<br /> fresh new perspective on a different platform opens up new challenges [and]<br /> it’s always great to move into that.” </div> <div> By the launch of Destiny 2 on Stadia,<br /> Bungie developers and testers were becoming more familiar with the platform. That<br /> experience, combined with a workflow that was designed for ease of use, and it<br /> wasn’t long after the studio-wide “work from home” orders were issued that the<br /> idea of shifting a chunk of all-up testing onto the Stadia platform came up.</div> <div> “Using Stadia in the ‘work from home’<br /> transfer seemed like the easiest thing we could have done, and the fact that we<br /> already had our game stood up on that platform made it kind of a no-brainer to<br /> start looking into that,” Fox said.</div> <div> Whereas a traditional test session is<br /> preceded by a relatively lengthy process of propping a build onto multiple<br /> consoles or PCs in the testing lab and working through any technical snafus<br /> that may crop up, testing on Stadia was a relative breeze. </div> <p> “<span>On<br /> Stadia we can publish a build in a way that all of the instances we use<br /> automatically get the build distributed to them at the same time,” said Fox. “We’re<br /> able to very</span> easily get a pool of up to 300 instances or so with the game ready<br /> to play at a click of a button, which is fantastic. You can’t do that any other<br /> way when we’re running a big studio playtest like that.”</p> <div> Testing also places a high level of<br /> importance on uniformity of setup – in a playtesting lab, everyone is using the<br /> same equipment as much as possible. As Fox pointed out, this is even easier<br /> with Stadia. “It’s all cloud-based,” he said. “There is no physical hardware in<br /> studio. You can use a variety of compatible controllers. The best thing about<br /> developing Stadia [is that] there’s literally no hardware at all on the desk.<br /> It’s all in the cloud so we didn’t have to worry about that at all.”</div> <div> While playtesting with Stadia has its<br /> distinct advantages – ease of setup for both players and coordinators, hardware<br /> uniformity – it’s taken some work to get there. That’s in part because<br /> traditional playtesting success is often the result of long-standing rituals<br /> and routines. The teams schedule a test session, the coordinators work to get<br /> the lab set up with the correct build, and everyone knows the process of where<br /> and when they need to be at the lab. It’s a scripted routine that is the result<br /> of a lot of learning over time. </div> <div> Moving to a new system requires new<br /> communication paths, and new rituals to form, not to mention the very real<br /> changes that have come when an entire studio is learning to function remotely.<br /> It’s something that Bungie’s Test team is still focusing on as the weeks go on. </div> <div> “In terms of stabilizing and having a<br /> normal day to day, we’ve just about got there,” Duncan said. “[The] first thing<br /> was, let’s get teams playtesting again. Then we started to transition to<br /> wrapping our old team rituals or processes back into the Stadia thing.”</div> <div> While there’s still more work to go, the<br /> team is feeling good about the progress made so far and the potential this kind<br /> of cloud-based testing has for Bungie. That’s in no small part due to Bungie’s<br /> willingness to adapt, said Fox.</div> <div> “I was surprised at how quickly people<br /> were able to pick up on the process,” Fox said. “Generally when you say, ‘Oh<br /> yeah, we’ll stream it over the network. It will be fine!’ people are [going to<br /> be] pretty skeptical. But the overall feedback has been really good. This is<br /> working for us now during work from home.”</div> <div> Duncan is even more bullish on the<br /> future.</div> <p> “This is going to change everything,” said Duncan. “We are in a new tradition. Just because we used to have every team<br /> playtest in labs [in the past], it doesn’t mean we stop doing that. But the<br /> process is evolving and changing. And we need to continue to be flexible.<br /><span><br /></span></p> <p><span>“The future is now. What we thought was<br /> impossible is definitely not the case.”</span></p> </div> https://www.sickgaming.net/blog/2020/06/24/playtesting-in-the-cloud/ |