I Disagree with david that just because you have a private testing team they
should automatically get a copy of the software, ---- especially in a field
like accessible games where every sale helps.
Testing is a way for non-programmers to contribute to accessible games
developement, ---- not a way to grab free coppies of the software, -----
especially as it's hoped the testing process will in itself be fun for the
players (all the games testing programs I've been involved in certainly have
been), ---- in fact if the testing process isn't fun, then the developer
certainly! has work to do, ;D.
Beware the Grue!
Dark.
----- Original Message -----
From: "David Chittenden" <dchitten...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, January 03, 2010 12:33 AM
Subject: Re: [Audyssey] Public betas vs private testing
Hello,
It sounds to me like you have spelled out all of the benefits and
detriments to both sides. The only things I would ad are that you can
always increase and decrease the size of a private team as needed, but you
typically should give the members a free copy of the software when the
game is finished. With public beta, you do not have the same control, but
you also do not need to provide software in recompense for the testing of
it.
I have been involved in both private and public beta programs. I tend to
prefer the public beta because you get many more and different
perspectives. Then again, I am not a programmer.
David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com
Philip Bennefall wrote:
Hi all,
I just wanted to put a question out. What are your opinions of private
testing with a dedicated team versus publicly released betas that
everyone can try out? I have a new game in development now, and I am
considering whether to make a public beta available similar to what
Thomas Ward and Jason Alan have done. I see some pros and cons with
private testing, though:
Pros:
1. Easier to manage. Since you have only a few people who are testing the
game you do not need to answer the same questions or receive the same bug
reports numerous times.
2. The element of surprise. With a private team, very few people know
about the development and so it comes as more of a nice surprise when
something new is released, where as in the case when everyone knows
pretty much everything that is going on it's hardly unexpected when a
game finally is released. In the worst case, some people may even have
gotten tired of the game after playing the betas!
Cons:
1. Limited testing=more possible bugs. If you have a smaller team you are
not as likely to catch every single bug before the product goes to
release. This can result in some pretty rapid patch releases (1.0.1,
1.0.2, 1.1, etc) right after 1.0 has been put out and this obviously
doesn't look too good.
2. Nagging. If everyone knows about the game while it is being developed,
I fear that some people would be sending emails asking when the next
version is out or wanting to know why this or that feature that they
suggested hasn't been implemented. This is of course a very broad
generalization and I do not in any way wish to insinuate that a lot of
people do this, but there are a few cases and it might make it annoying
for the developer to see the project all the way to the end. If no one
except the private testing team knows about the game, then you will not
get any public comments before you go 1.0 and then you are obviosly
prepared to take them.
On the other hand, of course, more public suggestions means more good
possible ideas for the developer to work with. Thoughts, anyone?
Kind regards,
Philip Bennefall
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