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News - Playtesting in the Cloud
1
Playtesting in the Cloud

[Image: Stadia_Playtesting_Blog_1920x590.jpg]

Tyler Duncan and Jeff Fox are on the front lines of what’s

happening with Destiny development. As members of the Bungie Test team, they help to

organize the testing of the game across many different groups within the

studio. They’re used to seeing the latest builds of the game and helping to coordinate

testing – from playing through scenarios and activities to organizing mass PVP sessions

involving dozens of Bungie employees. 

Testing happens in every videogame studio

and the more testing you can do, the better. The function is so essential to a

studio’s day-to-day operations that it’s easy to take it for granted. From

designers to developers, engineers to marketing folks, Bungie team members are

often invited to playtest sessions. You show up to the playtest lab, put on the

headphones, play for a while, and then share your experiences with others. That

fundamental process of play, feedback, and communication is part of the

lifeblood of a game studio.

It’s so essential, in fact, that the alternative –

developing games without that rigorous testing – is unthinkable. So what

happens when all of these time-tested and finely tuned processes get upended by

something like the COVID-19 pandemic? How do you continue to carry on such an important

development practice when everyone is working remotely?

As Fox and Duncan will tell you, you get creative.

Before we talk about adapting to new circumstances, let’s

paint a picture of a typical test at Bungie. Like most game studios, Bungie has

playtest labs where developers can gather on regular basis to test a build of a

game. As you might expect, these labs are constantly busy, with lots of teams

looking to book time to get a session in and to share feedback with each other

about how a particular area of development is going. Maybe it’s the scenario

team who is testing out the difficulty of a particular mission, or the audio

team making sure that the weapon sounds are where they want them to be.

In general terms, testing can be broken up between traditional

QA (quality assurance) testing and playtesting. Traditional testing is about analyzing

and validating design and engineering implementations. Are there bugs or

glitches that need to logged and fixed? Are things working as intended? On the

other hand, playtesting is about the intended experience for players. Does an

event have the desired effect on the player? Does it convey the right mood? Is

it fun to play?

As playtest coordinator at Bungie, Duncan’s role is focused

on organizing playtest sessions across the studio. “[It’s] a very hybrid

role,” said Duncan, who has been with the company for almost three years. “It’s

more akin to a lab manager. We have to do a lot of similar to IT work, in terms

of troubleshooting [things] like hardware and software issues. We have the test

background, so we know how to debug through things, how we get audio up and

working.” There’s also the

organizational aspects, working with teams to decide which content is going to

be tested, which team members will attend the tests, and more.

A typical busy week at Bungie HQ will see the playtest labs

being used every day, with multiple sessions per week, scheduled and set up in

advance by Duncan and his team. It’s no wonder then, that the playtest labs are

some of the busiest parts of the studio during a normal week.

Enter the COVID-19 crisis and the idea of “normal” has been

thrown out the window. In late February, Bungie began a massive effort underway

across all parts of the studio to gear up for an extended period of remote

working. That meant everyone would be leaving the studio… including testing. No

more playtest labs, no more in-person sessions to play and discuss. In short,

things were changing. “It was the whole stages of grief,” said

Duncan, when asked about his initial reaction to the news that they weren’t going

to be allowed in the studio any longer. “There was definitely some denial at

first. My team specifically was like, ‘Oh, we don’t need to be home. There’s a

lot we can do in the studio.’” 

Initially the team talked about using the

potential down time as an opportunity to tidy up and make some improvements

around the labs.

“[We thought] we could do things like

improve the hardware, do a lot of the manual labor that needs to be done to get

re-organized,” said Duncan.

At the same time, the team was already

aware that a pause in playtesting wasn’t going to be acceptable. “We [were]

thinking about how do we help teams playtest from home,” he said. “We were

doing an exploratory process [asking], ‘What are our different options? What is

viable and not viable?’”

The complications of remote testing while

working from home pile up quickly. There’s the basics of making sure that

everyone has a powerful enough machine to play on (in the case of PC testing).

Then there are the inherent security risks with removing expensive development

kits from the studio. And with internet connections being what they are, it’s

unreasonable to expect remote testers to use their home bandwidth to download a

new build of the game remotely each time they wanted to hold a testing session.

With these restrictions in mind, how do

you continue the rigorous testing schedule that is one of the keys to shipping

new Destiny experiences on time?

The answer, it turns out, was in the

cloud.

Jeff Fox has been with Bungie for seven

years, working as a test lead. Alongside Duncan and others on the Test team,

Fox has helped test a huge variety of Destiny gameplay, including activities,

matchmaking, networking, and more. His most recent project was launching

Destiny 2 on Google’s then-new Stadia streaming service.

“It was definitely unique because we’d

been historically on traditional platforms – Sony PlayStation, Xbox, PC,” Fox

said. “Going into this weird new streaming platform in the cloud was a unique

challenge. It was also really exciting from that perspective as well; once

you’ve been in QA long enough, everything is kind of very similar. So getting a

fresh new perspective on a different platform opens up new challenges [and]

it’s always great to move into that.”

By the launch of Destiny 2 on Stadia,

Bungie developers and testers were becoming more familiar with the platform. That

experience, combined with a workflow that was designed for ease of use, and it

wasn’t long after the studio-wide “work from home” orders were issued that the

idea of shifting a chunk of all-up testing onto the Stadia platform came up.

“Using Stadia in the ‘work from home’

transfer seemed like the easiest thing we could have done, and the fact that we

already had our game stood up on that platform made it kind of a no-brainer to

start looking into that,” Fox said.

Whereas a traditional test session is

preceded by a relatively lengthy process of propping a build onto multiple

consoles or PCs in the testing lab and working through any technical snafus

that may crop up, testing on Stadia was a relative breeze.

“On

Stadia we can publish a build in a way that all of the instances we use

automatically get the build distributed to them at the same time,” said Fox. “We’re

able to very easily get a pool of up to 300 instances or so with the game ready

to play at a click of a button, which is fantastic. You can’t do that any other

way when we’re running a big studio playtest like that.”

Testing also places a high level of

importance on uniformity of setup – in a playtesting lab, everyone is using the

same equipment as much as possible. As Fox pointed out, this is even easier

with Stadia. “It’s all cloud-based,” he said. “There is no physical hardware in

studio. You can use a variety of compatible controllers. The best thing about

developing Stadia [is that] there’s literally no hardware at all on the desk.

It’s all in the cloud so we didn’t have to worry about that at all.”

While playtesting with Stadia has its

distinct advantages – ease of setup for both players and coordinators, hardware

uniformity – it’s taken some work to get there. That’s in part because

traditional playtesting success is often the result of long-standing rituals

and routines. The teams schedule a test session, the coordinators work to get

the lab set up with the correct build, and everyone knows the process of where

and when they need to be at the lab. It’s a scripted routine that is the result

of a lot of learning over time.

Moving to a new system requires new

communication paths, and new rituals to form, not to mention the very real

changes that have come when an entire studio is learning to function remotely.

It’s something that Bungie’s Test team is still focusing on as the weeks go on.

“In terms of stabilizing and having a

normal day to day, we’ve just about got there,” Duncan said. “[The] first thing

was, let’s get teams playtesting again. Then we started to transition to

wrapping our old team rituals or processes back into the Stadia thing.”

While there’s still more work to go, the

team is feeling good about the progress made so far and the potential this kind

of cloud-based testing has for Bungie. That’s in no small part due to Bungie’s

willingness to adapt, said Fox.

“I was surprised at how quickly people

were able to pick up on the process,” Fox said. “Generally when you say, ‘Oh

yeah, we’ll stream it over the network. It will be fine!’ people are [going to

be] pretty skeptical. But the overall feedback has been really good. This is

working for us now during work from home.”

Duncan is even more bullish on the

future.

“This is going to change everything,” said Duncan. “We are in a new tradition. Just because we used to have every team

playtest in labs [in the past], it doesn’t mean we stop doing that. But the

process is evolving and changing. And we need to continue to be flexible.

“The future is now. What we thought was

impossible is definitely not the case.”
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