So, the creators of Penny Arcade and PvP have collaborated and created this new webcomic called The Trenches.
It just got started two weeks ago so the story and characters are still being fleshed out. Only four strips so far:
Somewhat more interestingly, the site features anecdotes from real-life game testers (supposedly) in a section called Tales from the Trenches. It makes for pretty interesting reading:
So those anecdotes above are all well and good but check out this doozy:
I wonder if GAF can figure out which game it is.
Penny Arcade's Gabe said:Its been a long time coming but we have finally launched our new comic The Trenches. This comic is a collaboration between Tycho and I along with Scott Kurtz. Scott and I created the the characters and the look of the strip and he is handling the artwork for the actual comics. The three of us are writing it together and having a blast. The Trenches is much different from Penny Arcade in that it is has what the ladies call continuity.
The Trenches focuses on Isaac and his life as a game tester. As the comic goes on youll get introduced to his friends and the hell that can be QA. The comic will be updated every Tuesday and Thursday. Along with each new strip we will also be featuring a story from an actual tester about their experiences in the industry. So if you have your own horror story that youd like to share (anonymously of course) you can hit this page and get it off your chest.
Its been awesome working with Scott on this project and I could not be more proud of the final result. I know its early but I promise weve got a lot of great characters and fun stuff planned. I hope youll keep checking in with The Trenches on Tuesdays and Thursdays as we introduce you to this world weve had so much fun building.
It just got started two weeks ago so the story and characters are still being fleshed out. Only four strips so far:
Somewhat more interestingly, the site features anecdotes from real-life game testers (supposedly) in a section called Tales from the Trenches. It makes for pretty interesting reading:
Man of the Match
I remember very clearly the first game I ever tested. Ken Griffey, Jrs Winning Run for the SNES. Americas pastime being developed by a UK developer (they couldnt figure out why the MVP of the game wasnt called the Man of the Match).
But what I remember the most is learning how different testing was compared to playing a game. I dont normally sit down to a baseball game and play a tie game to 99 innings to see if the game will freak out when it hits 100. I dont normally sit down at a video game with a scorers book and chart the pitches of the CPU pitchers to make sure they are throwing the correct ones.
This was not getting paid to play games this was getting paid to perform monotonous, time consuming, mind numbing activities. This was sit at your desk and try to hit a home run that barely crosses the top of the fence just a little right of the footage marker in center field of the Kingdome because three builds ago the sprite of the center fielder that jumped up to catch the ball warped through the wall and disappeared off screen oh, and this only happens in the bottom of the fifth inning. Does it take you two hours to recreate? Four hours? Three days? It doesnt matter doing it is your task.
You learn to hate every game you test (with some small exceptions). You go to sleep thinking about them, wake up thinking about them and even dream about them. Hours spent in a small windowless room with little ventilation.
Trapped.
But in the end, its all worth it. Actually, no wait it wasnt. That bug you spent the last week trying to track down just got waived as a feature.
Anything Goes
I worked on a AAA title a few years ago, and our schedule started as 40 hours a week, Monday through Friday. Then they told us the game was going to need a little bit of crunch, and those of us who stuck it out and stepped up and paid our dues would be sure to end up as test leads on future projects, maybe even on the production fast track.
So we went to working 9 AM to 9 PM, Monday through Thursday and 9 AM to 5 PM on Fridays and Saturday. We did this 64 hour workweek for two months.
Then they upped our schedule to 9 AM to midnight Monday through Friday and 9 AM to 9 PM on Saturday. 87 hours a week for four straight months.
With crunch hitting, they added to our schedule AGAIN to 9 AM to midnight Monday through Saturday, with an anything goes warning. I ended up working 19 hour days, 7 AM to 2 AM, six days a week for the last six weeks of the project.
After the game shipped they laid me off.
The Clenched Fist
Placed through an online professional network, the employer gave me the location and details on the phone. I was to test for one week, and test one specific feature. Travel expenses were not paid, naturally. I would find out the rest when I got there.
The place was a barn. Not a large storehouse, room, basement or warehouse. A real barn, red with a large door. Like in a cartoon. As it turns out, the owners horses were killed a few months back by Gypsies, and he was leasing the barn for various purposes. One weekend it was a rave. The next a wake. This month, it was this little studio that needed a test facility.
They brought in plywood sheets for desks, 15 CRT monitors, garden chairs and a metal barrel of lemonade from the owners wife. You did your private stuff out back, or if you had to drop a deuce, there were two porta-potties out front. Not once were they cleaned during my contract. To this day, my bowels make a clenched fist and punch me from the inside when I think of that period, for they were kept full.
My job was to test a new kind of engine that would sometimes overlap textures abnormally when the player jumped. So in essence, my character was placed in a large windowless building with hallways and told to jump over and over.
For one week, I did nothing but jump and look at texture seams, eat sandwiches and drink lemonade, never shitting, stuck in an infinite loop of sadness and misery with my in-game character.
So those anecdotes above are all well and good but check out this doozy:
Ship It
Suppose you found a bug in a game that rendered a console unplayable? Suppose it was something akin to the original Myth II Uninstall problem where it basically formatted your hard drive, only worse?
There was a game that was released in the last 10 years that had a peculiar issue toward the end where you could crash the title just before one of the end bosses by doing a manual save just as it was autosaving.
If you did, it caused the console kernel to overwrite itself, rendering the entire unit non-functional.
After causing this to happen once, I was asked to replicate the issue in front of people who made a lot more money than I did. After sixteen hours of play, I, again, saved while the game was autosaving, and watched with everyone else in the room as the screen turned black and the console shut down. Attempting to boot it up didnt even result in an error screen, it would just power on and then shut back down.
(To me) You can do this every time?
If I want to, yeah.
(To a marketing guy) How long until were supposed to ship?
Were supposed to go gold in a week.
(To a developer) How long would this take to fix?
Well have to rewrite the entire file structure. Weeks, at least. Probably months.
The game shipped.
I got fired.
I wonder if GAF can figure out which game it is.