Escapist Editorials: A Bug By Any Other Name

Zom-B

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Susan Arendt said:
A Bug By Any Other Name

We forgive some buggy games while shunning others. Why?

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I can tell you why Alpha Protocol doesn't get a pass: They were too ambitious. They tried to creat a Metal Gear or Splinter Cell type game and didn't have the budget for it. Between environments, characters, weapons, missions, story, game mechanics, voice actors, and the hundreds of otehr elements that have to come together to make a high quality, 3D, story driven, well playing game, clearly Obsidian had to cut a few corners here and there or simply couldn't afford to do things as well as could be done with a larger budget.

They overreached and consequently much of the game simply doesn't look very good. Aiming is kind of atrocious too, which I found quite annoying. I really wanted to like the game, because I love the espionage/spy shit, but if it's poorly done, it's not good.

If Obsidian could have made the same genre of game, with the same story and and weapons and characters and all the meat and bones intact, but found a way to to present it in such a way as to eliminate the need for a huge graphics budget and if they had been able to utilize the Unreal 3 engine to it's fullest, it would probably have been a great game.

Not sure how it should been presented, but sometimes I envision a Diablo/Torchlight style view of the game world. Or even just MGS/MGS2 style game play that would still allow for all the stealth elements and weapons combat, but eliminate teh substandard 3rd person, 3D gameplay.
 

Lord_Gremlin

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Em, PS3 version of Skyrim, which is completely broken, is pretty much the example of game that is not fit for release and selling it should be considered a fraud. That is when bugs are unacceptable, when game is not working.

This really raises a question of law concerning software worldwide. As far as I know in Netherlands Bethesda will be forced to recall and refund PS3 Skyrim copies, but what about other countries?
 

Susan Arendt

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rod_hynes said:
Susan Arendt said:
veloper said:
The Madman said:
Nope, PS3 version. From what I'm told, the other versions aren't really buggy at all, just that one.
I think that's the problem. For the most part, us gamers are not coders or even if we are, how many of us worked on the games we are complaining about. How many problems are things we have 'heard' about, or have been 'from what i'm told' kinds of problems. Even if you experienced a problem in a game doesn't mean that you game is broke. Maybe you didn't fulfill all the requirements of the quest-line. Just because your having a problem doesn't mean the game doesn't work.
You're not wrong, but in my case, it wasn't a broken quest line. It was my character walking off by himself, missing items, etc. I always give a game the benefit of the doubt, but this was just plain buggy.
 

Susan Arendt

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Hey, folks --

I got this sent to me via PM, and I thought it provided really interesting insight into the bug situation, so I thought I'd share (with the sender's permission, of course):

Sorry for the delayed response but I actually had to spend some time and put a reasoned reply down for you. Unheard of on the internet. It is rather long but I don't have the time to go over enough times to reduce it. My apologies up front.

Let's assume a reasonably standard application development environment. We have workstations with servers and a central repository of out product. We also have a list of libraries with licenses to provide various levels of functionality that we either don't have the expertise or the resources (money,time,desire) to develop.

Each developer is responsible for a sub-set of the work and they work to a set of design documents to provide that. APIs are designed so functionality (internal or external) can support whatever combination of developers we have. Cool.

We built the product. Using the basic engine with enhancements to support the crazy/neat feature set for our game.

There is another huge (these days I really, really mean huge) department that does art. Design, layout, textures, animation, character design, weapons and whatever else can be seen by the user. All this has to be put together to build the actual game environment.

Now we get to start sending it out to QA. Which is play testing and not a whole lot else as far as I can tell.

In the OS world we tested with corner cases, automated scripts, writing specific tests to verify that a particular bug is not re-introduced as well as performance testing for extreme cases and memory size variations as well. That is a lot of work. Add a new hardware card and all this get tested again. Large server companies hammered on Intel (probably AMD as well) to quite pushing new chips out every quarter. Why? Because it took them six months to test the last one. With a new processor every quarter their customers were getting grumpy about being two CPUs behind.

When I transitioned into consulting I still had those habits. If my application could take an input file one of my tests was to send the executable through as input. It could complain and give a million errors or give up after some maximum number of errors but it could not crash. And it should start processing proper input without having to restart the application. I never delivered a bug to a customer. I wouldn't release the product to the customer until the bugs were gone.

Now onto the current world and we have a game to get out by Xmas or before we run out of money. The game has data in the GBs and objects that are fixed in time and space as well as some that can be moved, destroyed, sold and even left in a different world then where they entered the environment.

Scripting a test solution will never cover what a human can do. We had a technician named Mary that could crash code consistently. She never knew how she did it. It took us forever to finally get a system in that logged enough of what she did to repeat some of her bugs. She followed a script and her fellow techs could follow the same script and never get a failure. Mary starts and bang, Crash!

Video games are completely driven by the millions of Marys (of either sex) and they can be very frustrating to resolve things for.

Those were/are the basics. Now to answer your question: How do the same bugs show up time after time?

Hire a team, drive a product to completion and fire the team. Start another team to drive the next product and we get the same bugs repeated.

Keep the team but change the framework, or just some of the libraries and what worked for the old library will cause the new one to fail. It might even look like the same bug.

Don't document fixes. Don't have a coding standard. Don't let people get enough sleep. Don't develop complete automated test cases for internally developed functions. Don't have a good centralized bug database or a content control system.

Funny thing about operating systems: the developers never trust anybody. Check all error codes, verify all parameters and memory allocations. Those are standard in good OS coding. Not done in most other cases. Memory always works, writing to the hard drive always works, that library has never thrown an exception. Those views will get you a big bite out of your butt every time. Randomly if you pissed off the wrong gods.

I bought Rage at release (discounted from Amazon but release date) because I got 7.5 hours of discussions from Carmack over the last five years. I got another 10-15 hours of interviews. I figured I had at least 17 hours of time into the game before I bought it. Okay, pay the man. Wished for a better cohesive game but I paid the man. One of the things he talked about was static checking of the code using a MS tool from the XB development toolset. It gave probable bugs and a lot of coding standard result output. It will output a list of Don't do this: it can cause problems. Most game developers aren't anywhere close to doing this on their projects.

I don't use static checkers because I use rigid coding standards (I have tested them and they don't improve my code). I never vary the coding style. I may update them but once updated they never vary until it is time to update them again. That includes all the weird OS methods from above (never trust anybody, et al).

Now assume we are in crunch mode and trying to get to a gold master. We have three major releases to get working together. Sony has a 8-9GB drive space (i think) limit on what is loaded on the drive, MS has a different one and PCs basically don't have a limit. However, all system may have significant restrictions. Consoles have no memory. PCs have wildly divergent video, sound and input support. Plus they may have an unknown number of programs running simultaneously with yours.

We have a huge art department, a significant animation, game logic and probably two or three different teams driving the product releases. Developer Bob finds an issue with the PC and fixes it. It may or may not impact the console teams and he may or may not inform them. Of course he could be fixing a couple of dozens things a day and the one really important one doesn't get documented clearly enough (or at all) and the console guys miss it.

id keeps their teams around. Their people grow and get better. Runic games of Torchlight fame has a small team and intends to keep it small. Their code bases are pretty solid. Although Carmack's opinion on PC problems were interesting regarding being too far from the hardware to consistently get 60fps while the lesser powered consoles were easier to hit 60fps.

Now for the ultimate disappointment: I cannot fix this. Only good project management and reasonable solutions to letting developers having a life can fix it. Bring in young engineers and train them, grow them. Build solid testing solutions for every module. Write design documents for the actual software, not just the game. Assume nothing, trust no one.

That is why I rant. I don't repeat bugs. I learn, find the root cause and teach myself not to do that again. Change the coding style to reflect it if necessary.

Sometimes I need to think more like you. Waiting until 2/7/12 or later to get the New Vegas DLCs is probably cutting my nose off to spite my face. I will have to rethink it after this discussion.

ps: on Skyrim and PS3 issues. I would be surprised if we ever actually find out the real failure mode. We will just hear about a patch that fixed it. The problem, I suspect, is probably related to Sony encrypting the entire hard drive. They tie up one of the SPEs and as the save files get bigger it take longer (probably exponentially as it is a common mistake) and longer to process the save file. So is the hard drive nearly full and the save file large? Software mind says: If so then where is the temporary file stored? QA mind says: does the QA dept actually have machine with a hard drive that is nearly full?
 

GonzoGamer

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Trishbot said:
Considering the PS3 version of Skyrim becomes damn near unplayable, no, I won't give a game, even one I love, a pass.

All games have glitches, all games, to varying degrees of harm or amusement.

Sometimes they get adopted as "features" (Red Dead Redemption's "Donkey Woman"), but then other games get 9s and 10s and they're barely functioning.

I mean, have you SEEN how long the list of known bugs and glitches is for New Vegas?
http://fallout.wikia.com/wiki/Fallout:_New_Vegas_bugs

Such is the case with Skyrim. Granted, Skyrim SHOULD be a game I love. I want to love it more than I do. I love many parts of it. But the damn game does not WORK after a certain point.

An unplayable game is a worthless game and it hurts to say that Skyrim, for me, is a worthless game I cannot play.

My opinion is no game, no matter the size, no matter the hype, no matter the budget, should get a "pass" from critics because they're okay with the glitches. No game that crashes so frequently and is so poor technically should receive universal acclaim, perfect 10s, and recommendations that everyone should buy it and support these business practices.

I can't ethically go through it... and as a game developer myself, I'm going to dedicate as long as I possibly can on testing the game to ensure I don't release a product as broken as Skyrim to my paying customers.
Thank you for that. Seriously.
I feel the same way as a consumer. San Andreas is one of my all time favorite games and in that one you can't drive down a road too fast (much less fly down it with a jet) without the buildings going invisible. Fallout 3 is probably my favorite game of this gen and that was riddled with bugs too. I expect a few glitches in a big open world game. However Fallout New Vegas got unplayable for me after a while when I couldn't go for 15 mins without a total freeze up. I was hoping to hear that Skyrim would function (at least on that basic level of not freezing up) better with the new engine but I wasn't wiling to bet $60 on it... especially not for the ps3 port which I was sure would be atrocious. When I get Skyrim (after the modders fix it and maybe after goty), it'll be for the pc.
 

chronobreak

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I don't forgive any game, because there shouldn't be a double standard there. We, as the consumers, need to buckle down and demand more for our money, instead of settling for less. This means taking personal opinion off the table, and being honest with ourselves about the problem of buggy software being put into the market.

This especially goes for gaming journalists, who have to really start taking these companies to task instead of giving them free passes because of other enjoyable aspects of the game. I can't think of another industry where mistakes are as tolerated as video games.
 

rod_hynes

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chronobreak said:
I don't forgive any game, because there shouldn't be a double standard there. We, as the consumers, need to buckle down and demand more for our money, instead of settling for less. This means taking personal opinion off the table, and being honest with ourselves about the problem of buggy software being put into the market.

This especially goes for gaming journalists, who have to really start taking these companies to task instead of giving them free passes because of other enjoyable aspects of the game. I can't think of another industry where mistakes are as tolerated as video games.
If you do that, your more likely to stifle the developers, they won't want to try anything new, because it might make bugs, Games will take a lot longer to make, you will pay more for them. You will get games that are more like a cut and paste from the previous iteration every time, is this what you want?
 

rod_hynes

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GonzoGamer said:
Trishbot said:
Considering the PS3 version of Skyrim becomes damn near unplayable, no, I won't give a game, even one I love, a pass.

All games have glitches, all games, to varying degrees of harm or amusement.

Sometimes they get adopted as "features" (Red Dead Redemption's "Donkey Woman"), but then other games get 9s and 10s and they're barely functioning.

I mean, have you SEEN how long the list of known bugs and glitches is for New Vegas?
http://fallout.wikia.com/wiki/Fallout:_New_Vegas_bugs

Such is the case with Skyrim. Granted, Skyrim SHOULD be a game I love. I want to love it more than I do. I love many parts of it. But the damn game does not WORK after a certain point.

An unplayable game is a worthless game and it hurts to say that Skyrim, for me, is a worthless game I cannot play.

My opinion is no game, no matter the size, no matter the hype, no matter the budget, should get a "pass" from critics because they're okay with the glitches. No game that crashes so frequently and is so poor technically should receive universal acclaim, perfect 10s, and recommendations that everyone should buy it and support these business practices.

I can't ethically go through it... and as a game developer myself, I'm going to dedicate as long as I possibly can on testing the game to ensure I don't release a product as broken as Skyrim to my paying customers.
Thank you for that. Seriously.
I feel the same way as a consumer. San Andreas is one of my all time favorite games and in that one you can't drive down a road too fast (much less fly down it with a jet) without the buildings going invisible. Fallout 3 is probably my favorite game of this gen and that was riddled with bugs too. I expect a few glitches in a big open world game. However Fallout New Vegas got unplayable for me after a while when I couldn't go for 15 mins without a total freeze up. I was hoping to hear that Skyrim would function (at least on that basic level of not freezing up) better with the new engine but I wasn't wiling to bet $60 on it... especially not for the ps3 port which I was sure would be atrocious. When I get Skyrim (after the modders fix it and maybe after goty), it'll be for the pc.

Why are you assuming that all of the problems you are having are from the game? Have you considered any of the other things it could be? IE Hardware, Hard disk, video card?
 

GonzoGamer

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rod_hynes said:
GonzoGamer said:
Trishbot said:
Considering the PS3 version of Skyrim becomes damn near unplayable, no, I won't give a game, even one I love, a pass.

All games have glitches, all games, to varying degrees of harm or amusement.

Sometimes they get adopted as "features" (Red Dead Redemption's "Donkey Woman"), but then other games get 9s and 10s and they're barely functioning.

I mean, have you SEEN how long the list of known bugs and glitches is for New Vegas?
http://fallout.wikia.com/wiki/Fallout:_New_Vegas_bugs

Such is the case with Skyrim. Granted, Skyrim SHOULD be a game I love. I want to love it more than I do. I love many parts of it. But the damn game does not WORK after a certain point.

An unplayable game is a worthless game and it hurts to say that Skyrim, for me, is a worthless game I cannot play.

My opinion is no game, no matter the size, no matter the hype, no matter the budget, should get a "pass" from critics because they're okay with the glitches. No game that crashes so frequently and is so poor technically should receive universal acclaim, perfect 10s, and recommendations that everyone should buy it and support these business practices.

I can't ethically go through it... and as a game developer myself, I'm going to dedicate as long as I possibly can on testing the game to ensure I don't release a product as broken as Skyrim to my paying customers.
Thank you for that. Seriously.
I feel the same way as a consumer. San Andreas is one of my all time favorite games and in that one you can't drive down a road too fast (much less fly down it with a jet) without the buildings going invisible. Fallout 3 is probably my favorite game of this gen and that was riddled with bugs too. I expect a few glitches in a big open world game. However Fallout New Vegas got unplayable for me after a while when I couldn't go for 15 mins without a total freeze up. I was hoping to hear that Skyrim would function (at least on that basic level of not freezing up) better with the new engine but I wasn't wiling to bet $60 on it... especially not for the ps3 port which I was sure would be atrocious. When I get Skyrim (after the modders fix it and maybe after goty), it'll be for the pc.

Why are you assuming that all of the problems you are having are from the game? Have you considered any of the other things it could be? IE Hardware, Hard disk, video card?
Do you mean with the PC or PS3? With the PC version of Fallout 3 I had no problems once I figured out how to mod it properly. And I assume the hardware in my ps3 is fine because it seems to play most other games alright; it's just Bethesda titles that make it crash so frequently.
 

chronobreak

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rod_hynes said:
If you do that, your more likely to stifle the developers, they won't want to try anything new, because it might make bugs, Games will take a lot longer to make, you will pay more for them. You will get games that are more like a cut and paste from the previous iteration every time, is this what you want?
That's a really one-dimensional way of thinking. The market will always decide the top of what people will pay, so they can try to raise the price, but if the public don't bite, well they will have to lower it. I can see the market correcting all these problems really; whatever company can overcome the obstacles and please the customer at the best price is the winner.

I don't know what's worse- games riddled with bugs because it's always bee that way, and the public became too apathetic about it, or what you describe with cut and past experiences. There has to be a middle ground.
 

rod_hynes

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Guest said:
rod_hynes said:
If you do that, your more likely to stifle the developers, they won't want to try anything new, because it might make bugs, Games will take a lot longer to make, you will pay more for them. You will get games that are more like a cut and paste from the previous iteration every time, is this what you want?
That's a really one-dimensional way of thinking. The market will always decide the top of what people will pay, so they can try to raise the price, but if the public don't bite, well they will have to lower it. I can see the market correcting all these problems really; whatever company can overcome the obstacles and please the customer at the best price is the winner.

I don't know what's worse- games riddled with bugs because it's always bee that way, and the public became too apathetic about it, or what you describe with cut and past experiences. There has to be a middle ground.
Your right, a middle ground would be great. What I mean though is if you demand perfection, you will always have a tighter gameplay experience, but at the cost of freedom. The functions of a game like FF13 will probably always work. But your stuck in a one way road. A game like ES Skyrim may NOT always work, but you have the open game that that kind of games attracts.