Re: [Audyssey] Public betas vs private testing

2010-01-06 Thread Jason Allen
I'm weighing in a bit late on this conversation, but I've generally had a
positive experience with open public testing. There are a few things I'm
worried about though. For one, as your application gets better, you start
competing with your final product. I'm also a little worried about people
burning out on the game before it's even released, but I think I can
circumvent that by adding a heap of new content for the final release.
Another problem is early conversations mention a lot about the instability.
That's normal in young applications but it might throw some people off.

As for the benefits, there were a lot of those too. It has built a great
community which you wouldn't have had if you had a surprise release. Once
everyone knows a new version is imminent, there is a lot of excitement too.

I started public testing extremely early because I really wasn't sure how to
proceed with the interface. Walking around a random dungeon had to have
special consideration. Plus all the important decisions about SAPI and
others were up in the air. Now I have a much better idea and I think the
next project will benefit a lot from that.

From a game sales standpoint, I don't know if public or private testing is
better yet though.

Cheers!
Jason
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Re: [Audyssey] Public betas vs private testing

2010-01-04 Thread Philip Bennefall

Hi David,

yes, that sounds like very intensive beta testing and although testing for 
games can sometimes be difficult, it does not sound as though it reaches 
quite up to that level. In any case, I usually discuss with the people that 
test for me whether or not they should get a free copy depending on how much 
time they are going to spend on it etc. If they are only giving the game a 
few test runs and giving some spontaneous feedback then they will usually 
not receive a free copy, though again it depends entirely on how much time 
and dedication that they put in. I would, however, give a free copy to 
anyone who tests the software every day for 6 months. Smile.


Kind regards,

Philip Bennefall
- Original Message - 
From: David Chittenden dchitten...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 04, 2010 1:29 AM
Subject: Re: [Audyssey] Public betas vs private testing



Hello,

The business, productivity, and AT programs which I have alpha and beta
tested were typically in the multi-hundred to few thousand dollar range.
For these products, beta testing has always been quite intensive;
usually lasting at least six months and requiring considerable time
commitments. In many cases, we use the solution on our business machines
to give it real-world challenges. Whenever bugs crop up, we file
detailed reports on how to specifically reproduce the bugs. When bugs
are intermittent, we dig for them while still using the software
normally. In other words, one of the things we do is try to crash the
programs and report exactly on how we caused the crashes.

I have done this through a private business, while working for a
university, and as a private consumer. In all cases, this is what
private alpha and beta testing consists of, and the developers always
get their money's worth for the software. If we charged, it would cost
significantly more for the service (the company which trained me now
only alpha and beta tests for large corporations and charges for their
services). It was in the late 90's when I worked with them and was
taught. I never became as intense as they are, but I always use the
principles they taught me.

David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com



Philip Bennefall wrote:

Hi David and Dark,

I also think that the final price of the product has an impact on this
decision. What you are essentially doing is paying the beta testers
for their work, and so let's say that the game will sell for 25 or 30
dollars then that's probably a reasonable amount to give in return for
testing which in turn would most certainly warrent a free copy. If,
however, the game or product sells for $150 then I would argue that a
free copy is too much payment in most cases. If the testers spend a
year running the program over and over again then it probably is not,
but in most cases I'd say that it is and then a price reduction would
be in order instead.

In short, one has to decide what one as a developer considers to be a
reasonable amount to pay for testing and if this covers the cost of
the game, give it out for free and if it does not cover it, give a
reduction.

Kind regards,

Philip Bennefall
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 03, 2010 12:25 PM
Subject: Re: [Audyssey] Public betas vs private testing



No problem David.

Like everything else, it's up to the developer, I was just pointing
out that
it was not a necessary condition of private testing that the
developer has
to give away 5 or 10 coppies of the game for free.

It does seem reasonable with business software and the like, --- 
sinse A,

the markit can stand it and B, the testing process itself wouldn't
necessarily be enjoyable to the tester.

Beware the grue!

Dark.


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Re: [Audyssey] Public betas vs private testing

2010-01-04 Thread Thomas Ward

Hi Dark,
Yes, in deed. It is a rather unusual situation, and  one I doubt another 
game developer will find themselves in. The problem began long before I 
got on the seen with Alchemy offering certain games with certain 
features, making and breaking promises, and something I should have left 
well alone. However, like many others here I had money wrapped up in 
Raceway and Montezuma's Revenge so felt I had the right to the source 
code so I could finish and sell the games myself. Plus I didn't want to 
see anyone get screwed over Alchemy pulling out like that and keeping 
the money for the preorders. So no matter how you cut it it was a bad 
situation from the start.
I believe once I get Raceway and MOTA done things will get allot better 
for everyone. For one thing any games I work on will be my own, I won't 
be taking preorders for them, and I don't even have to announce their 
existence until I'm ready too. That allows me to design a game 
relatively in secret, and only when it is ready to be tested will I make 
the project known to the public at large. That allows me some breathing 
room to do things on my own time and in my own way.



dark wrote:
I see the truth of all that Tom, however as you said yourself, i don't 
think Mota is a particularly typical testing process at all for games.


Even apart from the pretty major money issue you mention, there was 
the fact that the original alchemy game had features x y z, that you 
then produced your own game which got shot down by the evil lawyers of 
doom, and now we're onto a third project under the same banner but 
essentially a different game.


When i think of all the Monti and mota versions i've played, features 
have gone in and out like nobody's business due to all these changes.


I think if Monti had just been firmly and squarely released as it 
should have been, all these shinanigans would've sorted themselves out.


Hopefully any games Philip, yourself, or indeed anybody else developes 
in future will be free of all these swings and roundabouts.


Beware the grue!

Dark.



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Re: [Audyssey] Public betas vs private testing

2010-01-04 Thread Thomas Ward

Hi Dark,
That's my entire point though. In order for me to test the entire game I 
have to give away a full unlocked copy to someone that way the final 
game level which is different from the first gets fully tested as well 
as all the levels in between. That's why I made the point that a 
developer really could use a private team for testing the full/unlocked 
copy where the public team gets only a demo for general testing on a 
larger range of systems and platforms.


dark wrote:

Hi tom.

I wasn't in anyway suggesting giving away public copies of the game. 
As has already been said, public copies should be restricted to demo 
content only, and for the purposes of testing the general running and 
mechanics of the game.


If you've got a game which employs vastly different enemies and 
mechanics throughout, so that the last level is vastly different to 
the first,   then indeed private testing does make sense as you 
will need people to play the private version.


there are stil other options than giving away free coppies though such 
as reductions in price.

#
Essentially it just depends upon how complete your private beta is.

Beware the grue!

Dark.



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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread Thomas Ward

Hi Philip,
I think you pretty much covered all the major pros and cons of private 
vs public testing so I really can't add too much to that part of the 
discussion. However, what I may be able to add here is the benefit of my 
experience with private verses public testing.
As far as public testing goes I've had mixed feelings about it. When I 
originally started USA games back in 2004 I began with a free game 
called Star Trek Final Conflict. During the testing of STFC the 
experience was very positive, was fun for everyone, and I got lots of 
helpful end user feedback and suggestions. However, that was for the 
most part a low pressure project so the community was pretty cool about 
it. However, the problem with public testing for me really began in 2006 
soon after I agreed to take over some game projects James North had been 
working on where money had already changed hands creating a very heated 
and stressful situation.
Over the passed three years nagging has been my number one problem with 
public testing. I often get requests like when is the next beta coming 
out, why didn't I add this or that suggestion, why don't I stop fooling 
around and get the game done, and so on. A few, not all, tend to think 
because they paid in advance for this game that I must add the features 
they suggest, and get the game done according to some time table they 
themselves think would be reasonable. This, of course, has not been a 
pleasant experience for me at all.  However, i contribute most of this 
to the fact money had already changed hands before I took over the 
project, and now some people believe I owe them whatever they want when 
they want it.
However, no matter how bad the negative feedback has been there have 
been a lot of positives that have come out of public testing. I've found 
bugs faster, tested it on a wider range of systems, and got a lot of 
suggestions that could be added while the game was being designed from 
scratch. I found out what people did and didn't like about my games 
allowing me to tailer the game to what the majority of people wanted. 
This undoubtedly has resulted in a much better product in the long run.
As far as private testing goes I've had some mixed results with that as 
well. Some people just join in order hoping to get a free game out of it 
which means they don't do a lot of testing and aren't really working for 
your best interests. Some are honestly trying to help, but miss things 
or don't encounter bugs that might show up on a different system. The 
worst problem I've had is a couple of private testers that were doing a 
good job testing, but they were bad mouthing and having personal issues 
with the other testers. In the end I had to kick them off the test team 
to restore peace and order to the list.
On the positive side private testing really helped me get the game 
engine written, tested the early stages of MOTA, when the game and the 
engine really wasn't ready for public consumption. There were several 
bugs in the engine I know of, some popped up on some testers machines, 
and not others. By using the test team first I managed to get through 
allot of stability issues and bugs so by the time I released the first 
public beta many of the bugs and serious problems had been resolved.
The other related advantage is how the test team views the project 
verses the public. In a game's early development the developer may 
change his/her mind many times and drastically change certain elements 
of the game such as adding some and removing others here and there. A 
test team understands this is an early test release so won't complain to 
much if you add something new or yank something old out of the game. As 
I've recently discovered with the public betas of MOTA sometimes the 
public takes a completely different view and screams for that feature to 
get immediately returned to the game even though the developer may have 
reasons not to restore that feature to the game at that time. This 
happened to me not to long ago when I decided to disable the save/load 
game feature in the demo, and people screamed bloody murder over it. My 
attempts to explain that the game was only a demo, not a full registered 
game, fell on deaf ears. They had the feature in the previous release 
and now they want it back.  This wouldn't have happened if I would have 
disabled that feature from the start, or was using a private test team.


Cheers!


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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread Thomas Ward

Hi Dark,
Actually, that is standard practice in the mainstream business world. 
One way a company gets private testers is by giving them a free product 
for their help, or give them a rather big discount so that he/she gets a 
good deal out of the testing process. Plus you can't really fully test a 
product unless you actually give them a fully working and registered 
product before final release to evaluate it.
It is one thing to give say 10 people a fully functional product for 
free for testing purposes, and quite another to give everyone a free 
copy for testing purposes and then ask for money for it after testing is 
over. Many People will keep the test version you gave them and forgo 
paying for the 1.0 upgrade. So it isn't exactly financially feasible or 
realistic to give everyone a fully functional product and demand money 
for it after you determine testing is complete. So in a case like that 
it is better to give a private test team 10 copies of the full product 
to test, and sell it once the final product is determined to be ready 
for sale.


Cheers!


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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread Thomas Ward

Hi David,
Most accessible game developers follow the same moddel. It is generally 
understood if you test a game for a game developer you usually get a 
free game out of the process. So it is pretty much expected by this 
community.


David Chittenden wrote:

Hello Dark,

I have never been involved in private beta of accessible games. For 
the business and productivity software which I have tested, receiving 
a copy of the software is standard practice. Then again, there is a 
lot involved in such forms of beta testing. I just assumed that 
private game testing followed the same model. I sincerely apologize 
for my incorrect understanding.


David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com





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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread dark

No problem David.

Like everything else, it's up to the developer, I was just pointing out that 
it was not a necessary condition of private testing that the developer has 
to give away 5 or 10 coppies of the game for free.


It does seem reasonable with business software and the like, --- sinse A, 
the markit can stand it and B, the testing process itself wouldn't 
necessarily be enjoyable to the tester.


Beware the grue!

Dark.


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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread dark
As i said Sean, entombed did actually have private testing back when the 
basic systems were being setup.


None of the private versions I played were actually particularly playable 
games,  though Jason did stick in a surprise or two to keep us on our 
toes.


That's the model I stil think is best, private testing at first, then 
public.


beware the grue!

Dark.
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 03, 2010 2:31 AM
Subject: Re: [Audyssey] Public betas vs private testing



well you could do what tom has done.
half and half.
We get public betas every so often but only stable ones really.
otherwise private testing.
Now something like entombed from public all the way sounds good but it 
depends on the game.
Entombed for example is a world where public testing would probably be 
more suited to see what needs going in since it will eventually become 
bigger than it is now.
Most of the major issues in the engine are done and now only content 
issues happen and most of these are done in fact I have not seen many bug 
reports released over the last bit and none this week which is a good 
sign.
Ofcause the disadvantage with public is you can't offer any bonuses, ie 
free games, discounts, etc to your testers because everyone would want 
one.

Unless you had a prepays system like blindadreneline has though hmph well.
At 12:33 p.m. 3/01/2010, you 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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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread dark

Hi Munawar.

Personally, i don't mind successive ptches at all, indeed the patches for 
entombed which A, fixed bugs, and B, redressed a good few balancing issues 
inherent in the first version of the game were a very good thing indeed.


I'd have actually been slightly disappointed myself if the public beta was 
left as a buggy, unfair version of the game.  though maybe this depends 
upon game type, sinse obviously an rpg has more statistics to muck about 
with and attempt to correctly balance than an action game.


just a personal opinion again.

Beware the grue!

Dark.
- Original Message - 
From: Munawar Bijani munaw...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 03, 2010 4:03 AM
Subject: Re: [Audyssey] Public betas vs private testing



Hi,
Public testing is good since it lets you test the game on a wide range of
configurations. I've seen the best results when a build is privately 
tested
first, and then when considered stable, released for public evaluation. 
This

is the practice I employ and it has worked well. As far as the element of
surprise, you don't have to release the entire game as public testing
software; just lock it to the demo. Your goal is to make sure that the
overall framework runs on your general target audience's computers.

As for releasing successive patches, that's up to you. The best thing to 
do

is wait. If there's a bug, don't fix it right away and release a patch
because this will just annoy people; every time they turn around there's
another update. This is what you have to be careful with in public 
testing.

It's okay for private testing since that's their job, but remember that
public testers are your future customers as well as your unofficial
testers--they're trying the game because they're interested in it, not
solely for the purpose of testing it.

Munawar A. Bijani
blog: http://munawar0009.blogspot.com
http://www.bpcprograms.com
Follow on Twitter for blog updates: http://www.twitter.com/munawar0009

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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread dark

Hi Munawar.

that's true, however I stil don't think giving away the software is a 
mandatory requirement of private testing.


I've certainly been in situations where getting a given private test build 
to work has taken some shinanigans,  but I stil never particularly see 
this as a problem myself or requiring compensation, sinse I'll get a 
hopefully interesting game to play out of it.


Beware the grue!

Dark.
- Original Message - 
From: Munawar Bijani munaw...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 03, 2010 4:08 AM
Subject: Re: [Audyssey] Public betas vs private testing



Hi Dark,
Private testing is more rigorous than public testing and requires a lot 
more
time. You're testing prereleased software so at times you're the first 
test

subject and may have to go through a lot just to get the software working.
For this reason, I feel that private testers deserve some compensation, 
and

since game development doesn't allow for monitary compensation until the
project is released, giving them a free copy is the best way to go. If you
only have a handful of testers, it's not much money you're losing; in 
fact,

private testers help you since they often times put the program through
paces you never thought of, which saves you from having to release several
patches when the program is publicly released.
Munawar A. Bijani
blog: http://munawar0009.blogspot.com
http://www.bpcprograms.com
Follow on Twitter for blog updates: http://www.twitter.com/munawar0009

--
From: dark d...@xgam.org
Sent: Saturday, January 02, 2010 8:20 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Public betas vs private testing

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.



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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread dark
I see the truth of all that Tom, however as you said yourself, i don't think 
Mota is a particularly typical testing process at all for games.


Even apart from the pretty major money issue you mention, there was the fact 
that the original alchemy game had features x y z, that you then produced 
your own game which got shot down by the evil lawyers of doom, and now we're 
onto a third project under the same banner but essentially a different game.


When i think of all the Monti and mota versions i've played, features have 
gone in and out like nobody's business due to all these changes.


I think if Monti had just been firmly and squarely released as it should 
have been, all these shinanigans would've sorted themselves out.


Hopefully any games Philip, yourself, or indeed anybody else developes in 
future will be free of all these swings and roundabouts.


Beware the grue!

Dark.



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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread dark

Hi tom.

I wasn't in anyway suggesting giving away public copies of the game. As has 
already been said, public copies should be restricted to demo content only, 
and for the purposes of testing the general running and mechanics of the 
game.


If you've got a game which employs vastly different enemies and mechanics 
throughout, so that the last level is vastly different to the first,   
then indeed private testing does make sense as you will need people to play 
the private version.


there are stil other options than giving away free coppies though such as 
reductions in price.

#
Essentially it just depends upon how complete your private beta is.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 03, 2010 10:41 AM
Subject: Re: [Audyssey] Public betas vs private testing



Hi Dark,
Actually, that is standard practice in the mainstream business world. One 
way a company gets private testers is by giving them a free product for 
their help, or give them a rather big discount so that he/she gets a good 
deal out of the testing process. Plus you can't really fully test a 
product unless you actually give them a fully working and registered 
product before final release to evaluate it.
It is one thing to give say 10 people a fully functional product for free 
for testing purposes, and quite another to give everyone a free copy for 
testing purposes and then ask for money for it after testing is over. Many 
People will keep the test version you gave them and forgo paying for the 
1.0 upgrade. So it isn't exactly financially feasible or realistic to give 
everyone a fully functional product and demand money for it after you 
determine testing is complete. So in a case like that it is better to give 
a private test team 10 copies of the full product to test, and sell it 
once the final product is determined to be ready for sale.


Cheers!


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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread Philip Bennefall

Hi David and Dark,

I also think that the final price of the product has an impact on this 
decision. What you are essentially doing is paying the beta testers for 
their work, and so let's say that the game will sell for 25 or 30 dollars 
then that's probably a reasonable amount to give in return for testing which 
in turn would most certainly warrent a free copy. If, however, the game or 
product sells for $150 then I would argue that a free copy is too much 
payment in most cases. If the testers spend a year running the program over 
and over again then it probably is not, but in most cases I'd say that it is 
and then a price reduction would be in order instead.


In short, one has to decide what one as a developer considers to be a 
reasonable amount to pay for testing and if this covers the cost of the 
game, give it out for free and if it does not cover it, give a reduction.


Kind regards,

Philip Bennefall
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 03, 2010 12:25 PM
Subject: Re: [Audyssey] Public betas vs private testing



No problem David.

Like everything else, it's up to the developer, I was just pointing out 
that

it was not a necessary condition of private testing that the developer has
to give away 5 or 10 coppies of the game for free.

It does seem reasonable with business software and the like, --- sinse A,
the markit can stand it and B, the testing process itself wouldn't
necessarily be enjoyable to the tester.

Beware the grue!

Dark.


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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread shaun everiss
true.
I do have my games I test but don't run them all the time.
Actually right now its mid summer here.
running games?
I can test if I need to but it does not cool right down these days.
At 04:06 a.m. 4/01/2010, you wrote:
Hi David and Dark,

I also think that the final price of the product has an impact on this 
decision. What you are essentially doing is paying the beta testers for their 
work, and so let's say that the game will sell for 25 or 30 dollars then 
that's probably a reasonable amount to give in return for testing which in 
turn would most certainly warrent a free copy. If, however, the game or 
product sells for $150 then I would argue that a free copy is too much payment 
in most cases. If the testers spend a year running the program over and over 
again then it probably is not, but in most cases I'd say that it is and then a 
price reduction would be in order instead.

In short, one has to decide what one as a developer considers to be a 
reasonable amount to pay for testing and if this covers the cost of the game, 
give it out for free and if it does not cover it, give a reduction.

Kind regards,

Philip Bennefall
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 03, 2010 12:25 PM
Subject: Re: [Audyssey] Public betas vs private testing


No problem David.

Like everything else, it's up to the developer, I was just pointing out that
it was not a necessary condition of private testing that the developer has
to give away 5 or 10 coppies of the game for free.

It does seem reasonable with business software and the like, --- sinse A,
the markit can stand it and B, the testing process itself wouldn't
necessarily be enjoyable to the tester.

Beware the grue!

Dark.


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No virus found in this incoming message.
Checked by AVG - www.avg.com
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Re: [Audyssey] Public betas vs private testing

2010-01-03 Thread David Chittenden

Hello,

The business, productivity, and AT programs which I have alpha and beta 
tested were typically in the multi-hundred to few thousand dollar range. 
For these products, beta testing has always been quite intensive; 
usually lasting at least six months and requiring considerable time 
commitments. In many cases, we use the solution on our business machines 
to give it real-world challenges. Whenever bugs crop up, we file 
detailed reports on how to specifically reproduce the bugs. When bugs 
are intermittent, we dig for them while still using the software 
normally. In other words, one of the things we do is try to crash the 
programs and report exactly on how we caused the crashes.


I have done this through a private business, while working for a 
university, and as a private consumer. In all cases, this is what 
private alpha and beta testing consists of, and the developers always 
get their money's worth for the software. If we charged, it would cost 
significantly more for the service (the company which trained me now 
only alpha and beta tests for large corporations and charges for their 
services). It was in the late 90's when I worked with them and was 
taught. I never became as intense as they are, but I always use the 
principles they taught me.


David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com



Philip Bennefall wrote:

Hi David and Dark,

I also think that the final price of the product has an impact on this 
decision. What you are essentially doing is paying the beta testers 
for their work, and so let's say that the game will sell for 25 or 30 
dollars then that's probably a reasonable amount to give in return for 
testing which in turn would most certainly warrent a free copy. If, 
however, the game or product sells for $150 then I would argue that a 
free copy is too much payment in most cases. If the testers spend a 
year running the program over and over again then it probably is not, 
but in most cases I'd say that it is and then a price reduction would 
be in order instead.


In short, one has to decide what one as a developer considers to be a 
reasonable amount to pay for testing and if this covers the cost of 
the game, give it out for free and if it does not cover it, give a 
reduction.


Kind regards,

Philip Bennefall
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 03, 2010 12:25 PM
Subject: Re: [Audyssey] Public betas vs private testing



No problem David.

Like everything else, it's up to the developer, I was just pointing 
out that
it was not a necessary condition of private testing that the 
developer has

to give away 5 or 10 coppies of the game for free.

It does seem reasonable with business software and the like, --- 
sinse A,

the markit can stand it and B, the testing process itself wouldn't
necessarily be enjoyable to the tester.

Beware the grue!

Dark.


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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread Michael Gauler

Hi,
my personal opinion is go public.
I rather liked Tom Ward's betas and I am willing to get the game, once it is 
out as a final version.
If there are a few beta releases, people can see a game grow, when you put 
it more together per release.
I can't know how much work you have left on actual content or if you only 
want testing for finding bugs and improve stability, but either way you have 
something in your hand (the user) which you can then await and eventually 
help the developer with...

Again: I'd say that you should go public.
Regards,
Michael


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 03, 2010 12:33 AM
Subject: [Audyssey] Public betas vs private testing



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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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread peter Mahach

well
imho public betas are way better. or a combination of the 2 aka how I did. 
although all the stuff isn't quite visible to the world yet anyone is always 
welcome and join, test and so on.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 03, 2010 12:33 AM
Subject: [Audyssey] Public betas vs private testing



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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__ Information from ESET Smart Security, version of virus 
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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread Reinhard Stebner
My idea is this?

1) Do what the big software guys have done, have a select few testers to put
the software through it's pases and when you think the software is ready,
release it as a publish beta for a short time.  Microsoft and other software
houses do this.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, January 02, 2010 6:34 PM
To: A public mailing list for Blastbay Studios.
Cc: Gamers Discussion list
Subject: [Audyssey] Public betas vs private testing

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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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread clement chou
Kind of on the same side of you here... hard to say exactly which one. I 
think public is okay, provided it's clear that not all suggestions will be 
put in unless it's possible. On the other hand, private is like you said, 
something t help the element of surprise. Personally, I'd go for public 
because I like comunity feedback. But that's just me.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 02, 2010 3:33 PM
Subject: [Audyssey] Public betas vs private testing



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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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread Charles Rivard
All sorts of thoughts:  It depending on how you look at it, so here goes.

Good points of private testing:  A chosen group of private testers is as 
good as the one doing the :  choosing.  Get a wide variety of machine 
configurations, game playing skills and experience, and knowledge of whether 
something is a bug in the game or a system related problem, and you'll have 
success.  Accurate reporting, in an understandable format, including clearly 
written, correctly punctuated and including proper spelling, is a must.  The 
beta process will go more quickly because the developer knows the testers, 
the unnecessary repeated troubleshooting and technical support won't be 
taking up the developer's time, resulting in a reliable product.  You won't 
be bogged down with hundreds of suggestions as to what should or should not 
be put into the game in the way of features, and you can get on to the 
business of game testing and development.  A selected group of testers tends 
to work together more as a team than a huge number of testers, and can be 
more easily managed if personal issues arise within the group.

Good points of mass beta testing:  More machines of different types and 
configurations means that bugs will be found and can be confirmed by a 
larger number of sources.  Suggestions of features wanted will surely be 
sent and can be discussed.  The news of a game being worked on can be more 
quickly spread, and more people can take part in the game's creation. 
Gamers will be able to get a better feel as what the finished product will 
be like, and can make a decision on whether to buy.  Public betas are, in a 
way, a way of advertising, and at not much cost.

I personally am in favor of private testing over public betas, or a 
combination of the two.  Test a beta until it is pretty stable and reliable, 
then put it out there for the public to try.
---
In God we trust!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com
To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 02, 2010 1:33 PM
Subject: [Audyssey] Public betas vs private testing


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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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread David Chittenden

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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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread dark

Hi Philip.

as a matter of personal opinion, I'd say both methods have their place.

One of the primary advantages of private testing is you can ask a few 
dedicated people to test something which may be rather unplayable. Entombed 
was actually in private beta testing quite a bit before the publically 
released version (I was one of the private testers myself).


At that point the game was barely playable, having only the basic combat and 
navigation features, and balancing issues so severe an instant resurrection 
key had to be added in.


it wasn't publically playable, but it got the basic systems down very well, 
and being as it was understood to be a very early version,  nobody 
complained.


public testing however does have all the advantages you mention,  pluss 
of course drumming up anticipation (I think entombed version 1 has to be the 
most intancipated audio game in history!).


I'd therefore suggest private testing in the early stages up to say version 
0.6,  ie,a playable and completable bit of game which is comparatively 
bug free, then public testing there after to get suggestions, try a wide 
range of systems, and give people the chance to look forward to your game 
release.


Obviously though, this is just a personal opinion, and it very much depends 
upon the circumstances of the developer and how decent the gamers' feedback 
is,  I for one wouldn't blame Tom if he decided to never put out public 
betas again after all the shinanigans over Mota.


Beware the Grue!

dark.


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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread dark
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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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread David Chittenden

Hello Dark,

I have never been involved in private beta of accessible games. For the 
business and productivity software which I have tested, receiving a copy 
of the software is standard practice. Then again, there is a lot 
involved in such forms of beta testing. I just assumed that private game 
testing followed the same model. I sincerely apologize for my incorrect 
understanding.


David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com



dark wrote:
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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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread shaun everiss
well you could do what tom has done.
half and half.
We get public betas every so often but only stable ones really.
otherwise private testing.
Now something like entombed from public all the way sounds good but it depends 
on the game.
Entombed for example is a world where public testing would probably be more 
suited to see what needs going in since it will eventually become bigger than 
it is now.
Most of the major issues in the engine are done and now only content issues 
happen and most of these are done in fact I have not seen many bug reports 
released over the last bit and none this week which is a good sign.
Ofcause the disadvantage with public is you can't offer any bonuses, ie free 
games, discounts, etc to your testers because everyone would want one.
Unless you had a prepays system like blindadreneline has though hmph well.
At 12:33 p.m. 3/01/2010, you 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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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread Charles Rivard
Whether or not the game is given to testers is totally up to the company 
selling it.  I've gotten games in this way, but if I hadn't, I would have 
bought them anyway.  I appreciate the games, and I support the companies I 
have tested for.
---
In God we trust!
- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 02, 2010 3:20 PM
Subject: Re: [Audyssey] Public betas vs private testing


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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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread Munawar Bijani
Hi,
Public testing is good since it lets you test the game on a wide range of 
configurations. I've seen the best results when a build is privately tested 
first, and then when considered stable, released for public evaluation. This 
is the practice I employ and it has worked well. As far as the element of 
surprise, you don't have to release the entire game as public testing 
software; just lock it to the demo. Your goal is to make sure that the 
overall framework runs on your general target audience's computers.

As for releasing successive patches, that's up to you. The best thing to do 
is wait. If there's a bug, don't fix it right away and release a patch 
because this will just annoy people; every time they turn around there's 
another update. This is what you have to be careful with in public testing. 
It's okay for private testing since that's their job, but remember that 
public testers are your future customers as well as your unofficial 
testers--they're trying the game because they're interested in it, not 
solely for the purpose of testing it.

Munawar A. Bijani
blog: http://munawar0009.blogspot.com
http://www.bpcprograms.com
Follow on Twitter for blog updates: http://www.twitter.com/munawar0009

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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread Munawar Bijani
Hi Dark,
Private testing is more rigorous than public testing and requires a lot more 
time. You're testing prereleased software so at times you're the first test 
subject and may have to go through a lot just to get the software working. 
For this reason, I feel that private testers deserve some compensation, and 
since game development doesn't allow for monitary compensation until the 
project is released, giving them a free copy is the best way to go. If you 
only have a handful of testers, it's not much money you're losing; in fact, 
private testers help you since they often times put the program through 
paces you never thought of, which saves you from having to release several 
patches when the program is publicly released.
Munawar A. Bijani
blog: http://munawar0009.blogspot.com
http://www.bpcprograms.com
Follow on Twitter for blog updates: http://www.twitter.com/munawar0009

--
From: dark d...@xgam.org
Sent: Saturday, January 02, 2010 8:20 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Public betas vs private testing

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.
 


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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread Philip Bennefall

Hi Munawar,

Good points there indeed. The general consensus seems to be private testing 
until stable and then a few public rounds so to speak. That's probably what 
I'll do.


Kind regards,

Philip Bennefall
- Original Message - 
From: Munawar Bijani munaw...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 03, 2010 5:03 AM
Subject: Re: [Audyssey] Public betas vs private testing



Hi,
Public testing is good since it lets you test the game on a wide range of
configurations. I've seen the best results when a build is privately 
tested
first, and then when considered stable, released for public evaluation. 
This

is the practice I employ and it has worked well. As far as the element of
surprise, you don't have to release the entire game as public testing
software; just lock it to the demo. Your goal is to make sure that the
overall framework runs on your general target audience's computers.

As for releasing successive patches, that's up to you. The best thing to 
do

is wait. If there's a bug, don't fix it right away and release a patch
because this will just annoy people; every time they turn around there's
another update. This is what you have to be careful with in public 
testing.

It's okay for private testing since that's their job, but remember that
public testers are your future customers as well as your unofficial
testers--they're trying the game because they're interested in it, not
solely for the purpose of testing it.

Munawar A. Bijani
blog: http://munawar0009.blogspot.com
http://www.bpcprograms.com
Follow on Twitter for blog updates: http://www.twitter.com/munawar0009

--



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Version: 8.5.431 / Virus Database: 270.14.124/2596 - Release Date: 01/01/10 
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Re: [Audyssey] Public betas vs private testing

2010-01-02 Thread Willem Venter
Hi.

I have only one thing to add. What ever you release as public beta
stays released. Some people now may play the beta instead of the full
demo if the full version demo has less features in their opinion.

On 1/3/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Munawar,

 Good points there indeed. The general consensus seems to be private testing
 until stable and then a few public rounds so to speak. That's probably what
 I'll do.

 Kind regards,

 Philip Bennefall
 - Original Message -
 From: Munawar Bijani munaw...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 03, 2010 5:03 AM
 Subject: Re: [Audyssey] Public betas vs private testing


 Hi,
 Public testing is good since it lets you test the game on a wide range of
 configurations. I've seen the best results when a build is privately
 tested
 first, and then when considered stable, released for public evaluation.
 This
 is the practice I employ and it has worked well. As far as the element of
 surprise, you don't have to release the entire game as public testing
 software; just lock it to the demo. Your goal is to make sure that the
 overall framework runs on your general target audience's computers.

 As for releasing successive patches, that's up to you. The best thing to
 do
 is wait. If there's a bug, don't fix it right away and release a patch
 because this will just annoy people; every time they turn around there's
 another update. This is what you have to be careful with in public
 testing.
 It's okay for private testing since that's their job, but remember that
 public testers are your future customers as well as your unofficial
 testers--they're trying the game because they're interested in it, not
 solely for the purpose of testing it.

 Munawar A. Bijani
 blog: http://munawar0009.blogspot.com
 http://www.bpcprograms.com
 Follow on Twitter for blog updates: http://www.twitter.com/munawar0009

 --



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 09:20:00


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