Train2Game News: Torchlight II delayed due to post-beta game balancing

Torchlight II is delayed due to the amount of balancing Runic Games are doing following the beta test, and to allow time to make changes to other parts of the dungeon crawler.

“Immediately after the Beta we spent a good bit of time doing the last big changes that we were comfortable doing.” explained founder Travis Baldree on the Runic Games forum.

“We didn’t know how long these would take at the outset, because, well, we hadn’t done the Beta yet. Most of these changes were in response to feedback we received during the Beta and our own observations. The biggest of these had to do with our skill system.”

“It’s hard work to balance the acts of a dungeon crawler” Baldree added. The full post is available to see on the Runic Games forum.

It emphasises the importance of beta testing to game development, with much more about this available on The Train2Game Blog. Fellow dungeon crawler Diablo III also went through beta testing before release.

What are your thoughts on Runic taking time to balance Torchlight II? Are you encouraged by the fact they listened to player feedback from the beta?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game Interview: Cheat Mode author and QA veteren Dan Jacobs – all three parts in one place

Cheat Mode by Dan Jacobs is a recently released book about getting into and surviving the games industry. Written by an industry veteran, this book contains interviews with industry professionals who make games every day. From programmers to designers, journalists to community Managers, it offers advice from staff working at companies including BioWare, Codemasters, Rockstar and more.

The Train2Game Blog recently caught up with Cheat Mode author and experienced QA Tester Dan Jacobs to discuss his book, getting into the industry, what makes a good QA Tester and more in a huge interview which is spread out over three parts.

For the sake of convince, all three parts of our interview with Dan Jacobs can now see accessed in one place thanks to this blog post.  Be sure to read the whole thing for an excellent insight into the games industry.

Interview Part 1 – Inspiration for writing Cheat Mode, his involvement on the Train2Game forum, and how he broke into the games industry.

Interview Part 2 – Researching Cheat Mode, the importance of QA and its place in development.

Interview Part 3 – mistakes when QA testing, advice on becoming a tester, and the importance of networking.

Cheat Mode The definitive guide to getting into and surviving the games industry is out now and costs £10.99.

As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game Interview: Veteren QA Tester and Cheat Mode author Dan Jacobs – Part 3

Cheat Mode by Dan Jacobs is a recently released book about getting into and surviving the games industry. Written by an industry veteran, this book contains interviews with industry professionals who make games every day. From programmers to designers, journalists to community Managers, it offers advice from staff working at companies including BioWare, Codemasters, Rockstar and more.

The Train2Game Blog recently caught up with Cheat Mode author and experienced QA Tester Dan Jacobs to discuss his book, getting into the industry, what makes a good QA Tester and more.

In the final instalment of our huge three part interview, Jacobs discusses mistakes when QA testing, advice on becoming a tester, and the importance of networking.  The previous instalment of our interview is here.

Cheat Mode The definitive guide to getting into and surviving the games industry is out now and costs £10.99.

 What are the biggest mistakes that can be made in QA Testing?

Biggest mistake number one is saying “I play games for a living.” No, you’re here for a job, you either work or you leave.  I assure you that very quickly in every new batch of testers, there are some who will go because they believed it was a joke, a mess around, a laugh. They weren’t prepared to do 12 hour days or endlessly test the same thing day out. It’s a job, if you want to keep that job, you have to do that.

Going back to Cheat Mode, your book, what’s the greatest piece of advice you can give to someone looking to break into the industry?

There is a prevailing factor in the book, almost everyone I spoke to, at some point, got a bit of luck. Luck is not something you can aim for, but it’s certainly something you can increase the chances of. If you’re applying to the companies near your house, well, good luck with that. But personally, I’ve moved for almost every job I’ve had, just to be able to take on that job and do it, expand my CV, get more experience then move on.

Once you have that break, a lot of people take you a lot more seriously because you’ve already worked. But getting that first break is very hard, and ultimately you have to be prepared to do whatever it takes. But you have an applicant in this industry need to be prepared to meet those challenges.

Would you recommend going to industry events such as Rezzed, Develop Conference and Eurogamer to help get your face out there?

Networking certainly features highly in Cheat Mode. In fact, I’m beginning to see my Facebook page for the book as a good source of networking.  There are a lot of games industry veterans who’ve liked that page because they know me or they’ve been interviewed by me for the book. But networking is an absolutely great place to start. You may not get a job from networking in any way shape, or form, but you will meet those people again in the industry.

Basically, you’ve got to work really hard to get into this industry.

Yeah, definitely. In a way, it’s a bit of a thankless industry, but the reward of your name in the credits is phenomenal.

So, you’re book, Cheat Mode, where can people buy it from?

Well, I’m sure everyone has seen my Train2Game forum post and the Facebook page. You can pick the book up from completelynovel.com. It’s an interesting book, I was chatting to one of the interviewees, Pete, an artist I worked with in Scotland, and he told me “I would’ve killed for this book when I was younger” and so would I! And the shocking thing is there’s no one book on this subject at all, that I could find anyway.

There are books on how to design games, how to animate games, how to do specific disciplines, but there’s nothing says ‘Here’s a guy, he codes, let’s talk to him about his day-to-day life. Here’s a game designer, let’s talk about what he actually does, as opposed to the image of sitting in a chair inventing storylines which is such fiction.

So, what I’m hoping for is for Cheat Mode to do a couple of things; it’ll give people a more realistic idea of what they’re getting themselves in for,  hopefully give them some tips on creating a good CV, and getting out ahead of the crowd. And hopefully there’s some resources in there that they may not have heard of, and perhaps they can use the FAQ when they start at a company.

Thanks for your time

As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum. Part 1 and 2 of our interview are here.  

Cheat Mode The definitive guide to getting into and surviving the games industry is out now and costs £10.99.

Train2Game Interview: Veteren QA Tester and Cheat Mode author Dan Jacobs – Part 2

Cheat Mode by Dan Jacobs is a recently released book about getting into and surviving the games industry. Written by an industry veteran, this book contains interviews with industry professionals who make games every day. From programmers to designers, journalists to community Managers, it offers advice from staff working at companies including BioWare, Codemasters, Rockstar and more.

The Train2Game Blog recently caught up with Cheat Mode author and experienced QA Tester Dan Jacobs to discuss his book, getting into the industry, what makes a good QA Tester and more.

In part two of our huge three part interview, Jacobs discusses who he’s spoken to for Cheat Mode, the importance of QA and its place in development.  Read part one of our interview here.

Cheat Mode The definitive guide to getting into and surviving the games industry is out now and costs £10.99.

All of the studios you’ve worked for then, are they all places you’ve been able to contact for advice on getting into the industry for putting into Cheat Mode?

I didn’t really contact companies, too much legal red tape and hoops to jump through, so I just spoke to contacts I have in each discipline from the various years. So, if you look at the interviews, 90% of them are with people I’ve worked with at one company or another and the other 10% are friends of those people.

So, tell us a bit about some of the individuals you’ve spoken to in the writing of Cheat Mode.

Well, the people themselves are absolutely every person you will never have heard of in your life. These are the great unsung, these are the people that I’ve lived, breathed and died a project with, these are the people I’ve watched the sun rise over the office with, shared many a crap takeaway with and made games with.  So, there is absolutely no one anyone would have heard of, but these guys are the real industry.

It’s great hearing from the Sid Meier’s of the world and the known people, but it’s very much a case of these guys are the real guys doing the real jobs every day, and if anyone can give you a realistic idea of what their job is actually like, it’s going to be these guys. Some of them have a phenomenal amount of experience. I’ve done video games for twelve years, and I’m considered a veteran, but some of these guys have a phenomenal amount of knowledge and experience about making video games.

So, what you’re saying is games QA testers are massively important to the industry, it wouldn’t function without these people.

Testing is interesting, there are very few companies that see QA as anything other than a hurdle to get past.  It’s the companies, the Valve’s of the world who actually listen to their QA team, who actually pop in and ask ‘is this fun?’ These are the companies that make the real, successful games because they utilise and appreciate the experience and the gaming knowledge that I tester has, rather than see it as the people they need to get past to have their game completed, they use it as a tool to improve their games.

What do you think actually makes a good QA Tester?

A good QA Tester has to communicate clearly, concisely and well all the time, and has to keep that level consistent. They have to have an explorative nature, because I can hire anyone to play a game, but hiring someone to break a game is a subtle but key difference. If all they do is just play the game, they’re not going to find the problems. When you release a piece of software, you end up with millions and millions of possibilities from every position that character is in, and we need to test those possibilities.

In recent years, since games can now be patched through online updates, games seem to be being released without thorough testing. Fallout: New Vegas comes to mind.

It’s been an interesting shift internally, because it used to be a case of that we as a department would come up with a list of ‘we have to fix these key issues, then we can release.’ Now, we watch those issues get shifted from the ‘we’re going to fix this list’ to the ‘day one patch list,’ and it’s become almost a reliance of the industry to be able to patch on day one.  So you will go through submissions, submissions will find the bugs that they can’t release with, you assure the console company that you’ll fix it in a day one patch and the game goes out.

In a way it’s painful as a QA tester band because you want the best quality product,  and ultimately there still are people who don’t have internet connections, who don’t , who don’t get those day one patches and the quality of their game suffers from that.

With the internet being so vocal when they’re frustrated about something with a game, do you think that’s going to change?

Well, gaming’s an interesting pastime, it has one of the most vocal, angry possible fan bases you can have. At the end of the day, it’s great that people have opinions and care about this property so much, but I was watching that whole BioWare debacle take place. It’s interesting working in video games and having such a vocal audience.

Part 1 of our interview with Veteren QA Tester Dan Jacobs is here, while Part 3 will be published shortly. 

Train2Game Interview: Veteren QA Tester and Cheat Mode author Dan Jacobs – Part 1

Cheat Mode by Dan Jacobs is a recently released book about getting into and surviving the games industry. Written by an industry veteran, this book contains interviews with industry professionals who make games every day.From programmers to designers, journalists to community Managers, it offers advice from staff working at companies including BioWare, Codemasters, Rockstar and more.

The Train2Game Blog recently caught up with Cheat Mode author and experienced QA Tester Dan Jacobs to discuss his book, getting into the industry, what makes a good QA Tester and more.

In part one of our huge three part interview, Jacobs discusses his inspiration for writing the book, his involvement on the Train2Game forum, and how he broke into the games industry.

Cheat Mode The definitive guide to getting into and surviving the games industry is out now and costs £10.99.

First of all, can you tell us about your book, Cheat Mode, and your inspiration for writing it?

I did a Eurogamer podcast a couple of years ago, and I was chatting to a friend who used to test for me and we were discussing and dispelling the myths like ‘how could QA miss this bug’ and in the podcast I mentioned that we probably didn’t miss the bug but the developers didn’t have the time or money to fix it being the key difference on that little myth.

He said ‘you should write a book,’ so I thought about the idea for awhile and what possible format it could take and it kind of just grew from there. It’s part my knowledge of from ten years in video games, and part interviews with friends I’ve made over the years about what they do and how they feel about the industry, as well as interviews with Blitz Games and some of the lovely folk down there and just a bit of advice and resources that I know of that perhaps those wanting to get into the industry don’t know.

Tell us a bit about yourself, who you are, your username on the Train2Game forum, and you’re involvement with posting there?

I’m Darklights on the forum, which is also my gamer tag and is awesome! I initially joined because I thought it’d be a good way of getting into the student mindset. These are the target audience, these are the people who would be reading the book, let’s find out the stuff they don’t know or what they want to know about working the industry.

So, at the same time as doing that, I can’t help myself if there’s a question about QA, I feel the need to answer, or if there’s a question about game development, I feel the need to answer that.  In the same way, there are also a lot of students there who just want help improving their show reel and want a leg-up over the competition.

You mentioned you have ten years experience in the industry, how did you start, and how did you get to where you are now?

I didn’t really get on well with education, I didn’t really have much of an education and I ended up in the classic experience of ‘no work experience, you’re not getting a job,’ so the only place that would take me on was telephone sales.

So, I spent many years doing double glazing on the phone; bedrooms, kitchens, bathrooms, I probably did it. I had a friend, we went to college together, and we’d met working at one of these companies. I’d helped get her work in the past, and she gave me a calling saying ‘hey, I’m temping at a video game company, they need some testers for Christmas, and I thought you’d be interested’

Of course, being a hardcore gamer I was like “Yes! Where do I sign up?” But obviously I was worried that I had no experience in video games and surely everyone who likes gaming is applying. She said “I spoke to a guy who tests there currently, and he just applied with a list of all the games he’s completed.” So, I did the same and in the interview I just tore their ears apart saying how much I liked games and how much I wanted to do the job, and I landed it.

I remember my first “crunch” evening; we had to stay on so we stayed on until about 5a.m. and the build never arrived, so I went home on the proviso that I’d sleep during the day and come back to test the build at night. I woke up three days later with absolutely no idea what was going on! Really concerned that I’d lost my job, but my boss was really cool about it and that was really my first experience of crunch. Thankfully, I got a lot better at handling it after that!

So, I tested there for a couple of months, helping with their Christmas releases, but then I had to leave because the contract was over. They told me they’d really like me to come back some time, which was brilliant, and I went off and got another sales job, actually, this was a videos on demand service.

They were paying me 20k a year, then I was there for a couple of weeks before Empire called me up and asked  ‘how would you like to work for us, for two weeks, on minimum wage?’ and I said no, because I was more interested in having a secure job at the time.  So, I worked at this company for one and a half to two years before thinking ‘hang on a second, why am I not doing something I enjoy and love?’

So I started working on getting back into the games industry, and I applied to a strange advert that was very mysterious in that it said we need games testers, but we can’t tell you why or for what.  So, I thought I’ll have some of that and applied, and landed a job testing for the new Microsoft console, the Xbox!

I started there as a functional tester, then was moved up to evaluation after a couple of weeks, which was the best job I’ve ever had. Literally, play the game for two weeks, say if I like it and why and then you’re supervisor would write a report because you’re only a tester and couldn’t possibly write a report! So literally, my job was to play games, not even to find bugs. Then I did a bit of standards work before Microsoft moved the office, so I had to leave.

Since then I’ve moved around a bit, I’ve worked at EA, I’ve worked for well, Microsoft, SEGA I did a stint at. I’ve worked for Kuju, Climax, DC Studios, Argonauts, and I did a bit of Sky TV games for awhile too.

As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum. Part 2 of our interview with Veteren QA Tester Dan Jacobs is here.

Cheat Mode The definitive guide to getting into and surviving the games industry is out now and costs £10.99.

Train2Game News: Cheat Mode author Dan Jacobs on what makes a good QA Tester

Good QA Testers needs communication skills and an explorative nature. That’s according to industry veteran Dan Jacobs, author of Cheat Mode: The definitive guide for getting into and surviving the industry, who was speaking to The Train2Game Blog as part of a soon to be published interview.

“A good QA Tester has to communicate clearly, concisely and well all the time, and has to keep that level consistent.” said Jacobs.

“They have to have an explorative nature, because I can hire anyone to play a game, but hiring someone to break a game is a subtle but key difference. If all they do is just play the game, they’re not going to find the problems.”

“When you release a piece of software, you end up with millions and millions of possibilities from every position that character is in, and we need to test those possibilities.” the Cheat Mode author added.

Our full interview with Dan Jacobs about Cheat Mode, the industry and QA Testing will be published soon. Meanwhile, keep reading The Train2Game Blog for the latest QA Testing news.

What do you think makes a good QA Tester?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: End of Nations closed beta details and developer diary released

Trion Worlds and Petrogylph have released details about the upcoming closed beta for their MMORTS End of Nations, along with a developer diary discussing the key ideas behind the game.

The first End of Nations closed beta event will run from Friday 20th July through to Sunday 22nd July and will feature a variety of large and small maps across several different terrain types.

Those interested in taking part in the End of Nations closed beta can apply to be a part of it here.

Meanwhile, the End of Nations ‘When Titans Join Forces’ developer diary sees staff from both studios involved in producing the game, including Trion Worlds CEO Lars Buttler and Petrogyph president and co-founder Mike Legg, discussing their project.

Subjects covered include include the two studios working together as a team, bringing innovations to real time strategy and online gaming, and how they believe End of Nations is the world’s first AAA quality free-to-play game. Watch the developer diary below, here on The Train2Game Blog.

There’s much more about End of Nations, the importance of a beta to game development and QA Testing in our huge interview with Trion Worlds Senior QA Tester Karl Tars.

And be sure to keep reading The Train2Game Blog for more developer diaries and opportunities to take part in beta tests.

What are your thoughts on End of Nations? Will you be applying to take part in the closed beta?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Guild Wars 2 release date and final beta weekend revealed

Guild Wars 2 will officially launch on Tuesday 28th August, with a final beta test taking place over the weekend of 20th July.  ArenaNet have made the announcement following a Guild Wars 2 server stress test earlier this week.

“This is an incredibly momentous day for the studio and for me personally.” said ArenaNet co-founder Mike O’Brien.

“ This journey began in 2007 when we first announced that we were beginning work on Guild Wars 2 and that you wouldn’t be hearing from us for a while. Then in 2010 we unveiled our manifesto for Guild Wars 2: a living breathing online world that challenges convention, that’s designed for fun instead of grind, and that brings social interaction to a new level in an online world.

“Through all the long hours and hard decisions, we were bolstered by the knowledge that we were not in this alone. All along you’ve been there for us, cheering us on, supporting us when we needed it, testing early versions of the game, and above all, giving us your honest feedback every step of the way. Guild Wars 2 is a better game for all of the work that our community has put in.” he continued, adding remaining development time will focus on QA Testing.

“Now that we’re just two months away from launch, we’ll spend our remaining time optimizing, polishing, and balancing the game, to ensure that we provide you with the best launch-day experience we possibly can.” O’Brien concluded.

ArenaNet recently posted an in-depth blog about the importance of testing in ensuring Guild Wars 2 is fun.

There’s more Guild Wars 2 news here on The Train2Game Blog.

Have you been taking part in the beta weekends? How important do you feel they are to development?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game News: Paradox Interactive announce A Game of Dwarves closed beta

Paradox Interactive will be holding a closed beta for their upcoming strategy and management title A Game of Dwarves, and you can apply to be a part of it.

In  AGame of Dwarves, players build, dig and conduct research in a randomly generated dwavern settlement, as you build your dwarves up from being poor and weak to master craftsmen,all the while defending yourself against various enemies.

To apply to take part in the Game of Dwarves closed beta, simply visit Paradox Interactive’s signup page and enter all of the required details.  It could provide a great opportunity for Train2Game QA Testers to use their skills.

The beta scheduled to begin on Friday 13th July, with the selected applicants receiving more information nearer the time. A Game of Dwarves is pencilled in for release towards the end of the year.

Get a taste of A Game of Dwarves in the trailer below, here on The Train2Game Blog.

There’s more  beta testing news, and information on how it’s useful for developers and Train2Game students, here on The Train2Game Blog. And be sure to keep reading for the latest news from Paradox Interactive.

Will you apply to take part in the A Game of Dwarves beta? What are your initial thoughts on the game?

Leave your comments here on The Train2Game Blog, or here on the Train2Game forum.

Train2Game News: ArenaNet on the importance of testing in making Guild Wars 2 fun

QA testing and beta tests are hugely important when it comes to designing Guild Wars 2 to be as fun as possible.  That’s according to a huge blog post by ArenaNet, which discusses how they’re determining what will make their upcoming MMO – which isn’t based on a subscription model – successful and fun.

“When looking at content design for Guild Wars 2, we’ve tried to ask the question: What if the development of the game was based on…wait for it…fun?” writes Guild Wars 2 lead content designer Colin Johanson, in a highly informative piece.

He says QA Testers play a large role in development at ArenaNet.

“We ask our QA team to ask this question when they test everything that goes into the game. When they play an event, they don’t just file bugs, they write suggestions and ideas for how to make it better.

“I’ve never heard of a game company where the QA team is so integrated into the development process, where they can enact and impact change on a daily basis in the game. They aren’t just testers, they are developers who help make every part of the game better” said Johanson, adding that many Guild Wars 2 designers started in QA.

“As a result of allowing our QA team to be so involved in the development process, it helps us find people with amazing minds for design based on their feedback and suggestions. Many of our current content designers on GW2 originally started their careers in our QA department” he said.

The Guild Wars 2 lead content designer also discusses how important beta tests and player feedback are to development.

“We added surveys to the game that occur after you finish story steps, renown regions, events, and dungeons. Each of these asks players a few simple questions, but the most important question we always ask? “On a scale of 1 to 5, how much fun was what you just did?”

“From this, we print out giant reports of survey information, then meet as subteams and target the content that isn’t scoring well on “the fun factor” before brainstorming, together, on how to make that content more fun and exciting.”

There’s much, much more on how ArenaNet judge fun when designing Guild Wars 2 in the blog post, which should make interesting reading for anyone on a Train2Game course.

There’s more on Guild Wars 2 here on The Train2Game Blog.

What are your thoughts on how ArenaNet determine what’s fun? Is the fact that a number of their QA Testers have moved into design roles encouraging for you?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.