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raiden2000

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raiden2000

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#1  Edited By raiden2000

 

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Deus Ex was a masterpiece of its time and I am amazed at how well it still holds up today, the thing is that it was so under the radar that the only ones to know how good it was beforehand were the guys testing it. While we were raving about it, everyone else wasn’t paying it much attention. The press pretty much ignored it and even the Eidos marketing department didn’t really push it. The game’s success is largely due to the word of month that spread the week it was released. Something I am thankful for as it otherwise would have been a “cult classic”.

I did get to meet Warren Spector on the day of Deus Ex’s release, he was visiting the Eidos offices and he stopped by my area for a chat. He was extremely good natured and even shared a joke with me at Daikatana’s expense although he was saddened by the news that Eidos had just announced that the portion of Ion Storm (i.e. the Daikatana team) had been let go. His branch in survived the cut however and although they produced the ill received Deus Ex 2 they are now looking to make a come back with Deus Ex 3.

 As a quick note, swimming is not useless in Deus Ex at all. There are many shortcuts and hiding places that can only be reached with it. If memory serves me right you can even get an augmentation canister much earlier than land lubbers as well.

After the disappointment of Daikatana I was looking for a new team to join but I was getting worried that my six months contract was about to expire. Despite the fact that no one had shown even the slightest bit of dissatisfaction with my work I was getting worried. They had been pretty honest about the whole keeping you on a rolling monthly contract after the initial six months were done. While it was true we had a lot of turnover at the time the people were leaving of their own accord rather than being let go. Even so it was great relief when I was given another title to work on. This meant that they wanted me to stick around at least till it was done. The game was Hitman: codename 47 which was the first game made by the then completely unknown Danish outfit, Io Interactive.

Being assigned to Hitman also gave me a huge opportunity, one I grasped with both hands. The lead tester, Nick had announced his intention to leave a couple of weeks after I was assigned to the project. Being the only other person involved with it this put me in prime position to take over (muh ha ha). With that in mind I nervously emailed the producer to ask about the gig. He then blew a huge hole in my plans by announcing that too was leaving later that week. I politely waited a week before emailing the new producer, although I was half expecting him to leave the company as well. He was silent on the matter though, remaining so even after a follow up email was sent.

I decided it was time to be a bit more proactive and went up to see my boss to have a chat. As soon as I mentioned lead testing for Hitman he immediately offered me the position. I was taken aback but he explained that he had been looking for something for meto do for a while. Technically this was my first promotion in my working career.

Now that I had the lead I had work to do. I quickly found that lead testing is a whole different kettle of fish when compared to being a humble tester. You do a lot less actual testing for a start. Instead your time is filled with report writing and keeping the testers in line. Sometimes you can sneak in a bit of testing now and again but this only tends to happen towards the end of the testing phase when there is lot less micro managing to be done.

A lead tester is normally assigned before there is any actual code to test. This means writing a test plan from the design documents which can be either a laugh or nightmare depending on the developer. Pouring over the design docs does give you an excellent knowledge of the game which can come in useful when you get the playable code and you need to finalise the test plan. Once it is done you hand it out to your testers and assign them their roles. Progress is always slow to begin with as they will need to learn the game but within weeks they will be able to zip through the title at ninja speed (remember, these guys are playing the game for at least eight hours a day).

Once the test plan has all been completed and all of the sections checked off you then move onto “adhoc” testing phase, where the testers simply play the title in any manner they wish. This type of testing tends to find logical bugs such as “drinking a healing potion in the corner of this room causes your stats to triple” rather than any coding bugs which should (in theory) have been caught during the test plan phase. Previous bugs that were found and have now been fixed also need to be retested to ensure that they are fixed, you would be amazed at what developers try to get away with. This is called regression testing and as a lead you need to keep on top of this as there needs to be a balance between regression testing and spending time finding new bugs you need to maintain.
 
Towards the end of project playthroughs are started. These are to make sure that the game can be completed and that there are no nasty surprises waiting for the player from star to finish. At this point (again, in theory) there should be few new bugs found and most of the old bugs fixed. The pressure is on at this point as any new serious bug could potentially delay the shipping date. This makes the atmosphere very tense and it is not uncommon to see the lead tester and the producer locked in an argument over whether a bug is important or not.

On the last day of testing the QA manager asks you a very important question, is the game good enough for release? At this point you are an excellent position to know the answer to that question. Although in my opinion it is nothing more than a formality, I didn’t see any lead tester successfully argue against releasing in my whole time in the games industry.
 
So I had all this to look forward to while I lead tested the minefield that was Hitman: codename 47. 
 

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raiden2000

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#2  Edited By raiden2000

 

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FF8 has always been considered the red headed step child of the Final Fantasy series. I honestly cannot understand why as I really like the game, it probably is because it isn’t Final Fantasy 7, the massively successful game which single handily introduced North America to the concept of Japanese RPGs. Following this would have been a massive task for any game. I dunno, maybe they just didn’t like the colour of the box.

The Playstation version had already been released months earlier so this round of testing was to make sure it was looking good on windows. This involved playing through it several times, a lot of times actually. In fact I played it so many times I could play the thing blindfolded. Even now the sound of that battle victory music makes me shiver.

To test a game well you need a plan, one that makes sure you cover everything and also serve as a convenient get out of jail free card if a problem occurs. A test plan,(which is a checklist of things do and look at) servers this purpose. Most test plans are written specifically for the individual game by the lead tester before testing begins although there are some generic ones knocking around. Depending on the game and the lead tester it can range from “check all objects in the first room” to “Make sure the left chair has all four legs connected and can be picked up” in levels of detail.

The vast majority of test plans are split into sections depending on the game, e .g. for Thief 2 they were split into levels while for Championship Manager it was leagues. These section of the plan are handled by one tester. Primarily so they become an “expert” at that one area of the game. This makes sense but does make testing repetitive. All of those stories about testing the same part of a game for hours on end are mainly due to this practise.

There isn’t much to say about testing a game that was to all extensive purposes complete by the time you take a look at it. But sadly that isn’t true of the next game I was assigned to test was the exact opposite, Daikatana.

This game has reached a legendary status which is normally reserved for such gaming greats such as Halo, Mario and Sonic. The only thing is that this game remembered for being so bad that it took down a games studio. The game was actually pretty well hyped when it was first announced. John Romero was one of the few bankable gaming names at the time and his studio, Ion Storm was flush with cash and had hired some excellent talent. It all went sour quickly though I guess the tide of public opinion turned when John Romero started a misguided ad campaign to promote the game which including the infamous “John Romero make you his bitch” poster. Making fun of your demographic has never been a viable marketing strategy.

It was clear there was something wrong after a few months. The game kept getting put back and then they changed graphical engine midway through the project because it looked better. When it turned up at the Eidos office for testing however there was a lot of excitement. Just about everyone had a look at it and tried the multiplayer. The general consensus was that it was ok but nothing special and to be fair it was, as long as you didn’t play the singleplayer campaign.

The whole story of the development of Daikatana has been told so many times it is probably possible to do a second by second reconstruction of it so I don’t need to go into it here. Suffice to say, testing it was hard work with some builds being almost unplayable.

To this day I maintain that it would have been an average game if they had just took that stupid sidekick feature out, this alone was responsible for the more frustrating bugs. You needed to have both of your sidekicks with you in order to complete a level. The only thing was that it is a bit difficult to keep them around when they are constantly falling down pits or getting lost. The one thing I would like to say at this point is this, we knew.

We knew about every crash, every graphical glitch and even every clipping issue. The team at Eidos worked very hard in testing the game and they found a humongous amount of bugs. The programmers too worked hard to fix them but in the end they just ran out of time, ironic considering how much it had been delayed. My two assistant managers even bravely took a stand and tried to delay the release due to the sheer number of bugs we were finding. That fact alone shows how bad we thought the game to be. Ask yourself this; I played the whole game through literally twenty odd times. Do you really think I somehow missed all of the glaring issues present in the game? After release I would read on forums about how QA had messed up and how we didn’t do our jobs this kind of uninformed claptrap really hurt my feelings to put it mildly

On the same note, shortly before my time at Eidos they released a game based on the movie Braveheart.. Once it was released members of the public wasting no time in making their feelings known about the bugs present by phoning up Eidos and asking to speak to Clint, the lead tester (I assume they got his name from the credits). He would be subjected by a barrage of abuse as he had to deal with customers taking out their frustrations on a QA guy. This is the reason why reception won’t transfer your call to a tester at Eidos anymore.

Things were compounded by the fact that another game was just coming into test which was in many ways the opposite of Daikatana. Deus Ex didn’t have the burden of hype, in fact it was under the radar. It was also an excellent game. I can still remember when I first heard the iconic menu music, one of the testers had left it running and it was playing the attract mode as I was walking by. To my disappointment, I was never officially on the test team for Deus Ex although I did do a playthrough once. After the game was released we had a scare when a guy in America tried to sue Eidos over a compatibility issue. All eyes immediately turned to QA as usual but disaster was averted when our mastering engineer printing off his emails where he specially bought up the problem but was brushed off. I have no idea what happened to the lawsuit but I am reasonably certain that those emails saved heads from rolling 
 
NEXT WEEK: Taking the lead.
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#3  Edited By raiden2000

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Eidos started out as a humble movie software company in 1990. It started focusing on games a few years later when it merged with the Domark Group, a large games company who had made, among other titles Championship Manager. After several other mergers in the nineties Eidos were primarily a games publishing house, one of the largest in . Over time they developed a portfolio of game franchises to rival just about anybody.

Eidos were in good shape in late 1999 when I arrived for my first day. Tomb raider and Championship Manager 98/99 were riding high in the charts and although they had just released some low selling titles that year they were just a blips in an otherwise incredibly successful time for the company. Unfortunately the seeds of their eventual downfall were evident in hindsight but at the time things were great.

 After a brief tour I was lead to my desk in one of the testing rooms. The place was in many ways different to the working environment I was used to at Bullfrog. Natural light streamed in from the many windows. The place was bright and pretty roomy as opposed to the dark, cramped testing arrangements in . The fact I had a desk to call my own instead of a shared pc and a good chair if I was lucky really made me feel at home there.

 The Edios offices in London
 The Edios offices in London

 I was on a six month position at Eidos to begin with. Given my previous experience with these types of contracts it was no surprise that I was worried. These fears were quickly lessened when I learnt that the contract became a rolling monthly one automatically once it finished so it wasn’t like you were out after half a year, this made the job anything but temporary. When I then heard stories of people getting permanent positions once their six months were up I had confidence I was there for the long term.

 Once I was settled. I met the QA manager at the time, Tony. He said hi and welcomed me to Edios. He became pretty interested when he learnt I could speak Italian. They were short of Italian testers at that point and he offered me a place in localisation. I politely refused as I didn’t to go down that career route although I do wonder where I would have ended up if I had. We talked about Championship Manager for a bit and he wished me well. Tony left Eidos shortly after I joined to form his own company so I didn’t really get the chance to get to know him very well but he seemed nice enough.

 Later on I was introduced to the team I would be working with, Steve was the lead tester on Champ Man and Daryl was the assistant (this was pretty rare, normally the lead tester

works alone). Carl and Chris rounded off the core team, although many more testers would come and go over time. I met one such tester on the first day, Raphael who told me not to expect to see him often and then disappeared. Others were more career minded and had been working there for years, some of the people that I met on that first day are still there now.

 Steve came by my desk with a copy of Champ Man and asked me to take a look at it.   One of the first things he asked me was if I was able to work overtime that evening. Something I gladly agreed to.

 At Bullfrog we had shift work which eliminated the need for overtime but Eidos had a different approach with less testers working more hours. Overtime is something of a necessary evil in the gaming business. With tight deadlines looming over every project, overtime is often needed to ensure that the game is tested properly. I am not sure about the rest of the industry but for testers at least it is also a great way to increase their income. Things might be better now but in 1999 the pay for testers sucked. Sometimes taking on extra hours was the only way to make ends meet. Of course, it is easy for the situation to be exploited which has lead such instances as the “EA Spouse email” where the wife of a developer lifted the lid of the tough working conditions at an EA studio but on the whole it is an accepted part of industry.    

At Eidos we had two unwritten rules, no overtime on a Friday and that overtime was strictly voluntary. Surprisingly, these rules were followed no matter what was going on at the time in a refreshing display of common sense. I was very grateful for this fact as it allowed me to leave at five thirty when I had something better to do that evening. They would not have got many takers for overtime on Fridays as it was usually pub night anyway. Towards the end of a project when the pressure was on some testers would even work overnight although this was pretty rare, largely due to the costs involved.

The game itself was a yearly upd

ate of the great Championship Manager 3, some new leagues were added and there were some gameplay improvements but it was pretty much the same game. Testing a game that I had been a huge fan of was extremely satisfying. I loved the original Dungeon Keeper so doing a bit of work on its sequel was great but this was in a different league (no pun intended). Even better it was pretty bug free so I could just play the game, a fact which pleased me no end.

True to form I got my name in the credits once it was done. This was a massive deal to me as I had a ridiculous amount of friends who played this game. To show how far reaching this game was, during my career I was credited in loads of games but this is only the one that has ever been noticed by anybody.

Once Championship manager was finished the normal procedure was to wait and be assigned another title to work. Until then you were expected to help out testing of other games which were in test. In my case there wasn’t much overlap as I was assigned to test Final Fantasy 8 on the PC as my next project about a week later. 
 
Next Week: Find out about my (small) contribution to the final fantasy universe.
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#4  Edited By raiden2000

 

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So my first job in the games industry had come to an end.. I didn’t have much ill feeling towards Bullfrog despite the way it had ended because being a temp I always had the nagging feeling that my job could end at any moment so it was not much of a surprise when it actually did. I was eager to get another job in gaming.

 
The main problem with finding another job was my location. As far as gaming was concerned, Bullfrog was the only choice in the town of . Lionhead, the only other games company based in the city were not hiring testers at the time, in fact they borrowing from the Bullfrog playbook and brought people in for 2 weeks to test the game unpaid. I did apply for such a position for the experience but was told that they were fully booked for the next year. No, in order to get another job I had to move, preferably to . 

Once my search criteria had been widened I started work on actually getting another job. To begin with I sent my CV to Bullfrog on the off chance but I got rejected, this didn’t exactly come as a shock but I felt that I had to at least try. Undaunted I carried on and it was while looking for vacancies on the web I found a link to a new website for a company that dealt with games recruitment.

 
Recruitment companies act as the middle man between the masses and the games company. For a fee they will advertise a vacancy and perform basic vetting of the applicants. Not all games companies use them but those that do find them useful, particularly as most people won’t have the time to deal with the massive amount of applications they will get for most jobs. Today there are quite a few respectable organisations specialising in games all over the world but in 1999 they were rare.

I had found the site looking at the THQ website, they had a sidebar on their jobs page saying something along the lines of “look at more of our vacancies here”. After a good look at the recruiting website I had found three that I was interested in, sent off my CV and thought no more about it. A couple of days later I found a message on my answer phone asking me to give the recruitment company a call. To give you an idea of how new the company was, it was the managing director who had called me.

 
I rang them back and an interview was arranged for the following week. At this point I had no idea who the company was. This infuriates me no end, I realise that there is nothing stopping you from applying to the place directly once you know their identity so they have to protect against that but it does nobody any favours when the job descriptions are so vague.   Thankfully this practise has gone out of fashion.

 
The day before the interview the agency sent me an email confirming the interview which finally revealed who it would be with, Eidos Interactive. I was familiar with Eidos thanks to the Championship Manager series I had played so much of through college. This raised my excitement levels by a few notches. Working on one of my favourite games was an immense opportunity for me. I marked my renewed enthusiasm by spending my spare time researching Eidos to prepare for the interview.

 
Thanks to a scheduling mishap I arrived at the Edios office in half an hour early. This was embarrassing but it did give me time to take in the surroundings. Which were very different to the business park I had spent the previous six months working in. At the front of the building there was a sign featuring the Eidos logo in amongst the other companies that also worked in the office block. Inside the place was well lit thanks to a huge skylight which took up most of the roof.

 
At interview time, I was met by Jean and Clint, two of the assistant QA managers at the time and after having a joke at my early arrival we got down to the interview. It lasted an impressive forty five and seemed to go well. The line of questioning was far more professional than my interview at Bullfrog with far more questions about my qualifications and previous work experience. They were very interested in my time testing Football Manager and what I learnt while testing it (I kept my views on the transfer system to myself this time round). After receiving the usual “we will get in touch” spiel at the end, I knew I had done well and just had to play the waiting game.

 
It took about a week for the recruitment agency to get back to me. The feedback was that I had interviewed very well and they wanted me back for a second interview. I hastily arranged one for the next day completely unsure of what to expect. 

It took about twenty minutes for Jean to come out and see me. This was explained by the fact that the recruitment agency has neglected to tell him of my appointment (bah) but he was nice enough to see me regardless. He took me to his office, which was actually a desk in a crowded room. Once we were seated he started to talk about the next version of Championship Manager and how a new team was being formed to test it. As he was talking I put two and two together and asked him if the fact that he was telling me this meant that I had the job. “Well…yeah” was his reply as if it was obvious. My relief at this was only tempered by the anger of the fact that the recruitment agency had neglected to tell me that useful nugget of information. Once we finished chatting he asked me when I could start and we agreed on the following Monday.

 
The first person I called was my brother, he was just a big a fan of Championship Manager as I was and was overjoyed that I would be testing it. The second people I called were my parents who were similarly ecstatic, probably more due to the fact that I had a proper job than the fact that it was in gaming. Things were looking up and I heading back to to celebrate my new job.   

 

NEXT WEEK: Eyedos?


The (ex) tester on Facebook
     

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#5  Edited By raiden2000

 

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The mood of the place which was already a little bleak got worse after that Star Wars trip. The project was slipping and there was concern that there weren’t enough bugs being found. This put a lot pressure both on Darren and the testers. Another round of layoffs, this time of all the testers that worked on Dungeon Keeper 2 didn’t help morale. One by one the testers working on our game left, The three month contractors like Jake didn’t get their contacts renewed while the temps left for various reasons. To keep the numbers up, they were replaced by the permanent members of staff who had previously been working on Dungeon Keeper 2. I of course was a temp and like most temps I had zero job security but I was performing well and was hopeful of getting a contract of some kind. This seemed to be slow in forthcoming however and with hindsight it is clear that they were using this as a carrot to get me to do the job and not complain. Whether they had any intention of keeping me on after Football Manager was finished is debatable but given the fact that they tired this tactic on most of the testers it seems very unlikely..   

As the project was winding down I could see that there was a chance of being let go and as a pragmatic type I went to the hiring manager and explained to him that it would be foolish to let me go as I was the top performer testing wise for the game (true) and my perfect attendance/punctuality record (also true). This I thought was a reasonable argument to make but in doing I learnt a valuable lesson. People in the gaming industry can be petty. By questioning his authority I had marked myself as a target. This was made clear the following week when I was late one day. Now people came in late all the time with no comment but on this occasion I was sent into an office for a chewing out by both the hiring manager and the general manager. It was clear that my cards were marked. 

Another lesson I leant at the time was that the industry as a whole was very nepotistic. I will talk about nepotism in more detail later but I got my first taste of it here when we got a new manager in (The old one had left to join Peter Molyneux at Lionhead). This guy almost immediately hired a bunch of friends who came in and took all of the best computers and desks. The hiring manager (sorry I forget his name) also somehow managed to find employment for his girlfriend at a time when they were letting people go left right and centre I find this behaviour despicable and I wonder how gaming is supposed to attract the best talent when this kinda of thing is going on. 

By late August I was the only temp left at the place. Football Manager was pretty much finished and I was wondering which project I would be moving onto. Bullfrog was also moving to new offices in in a merge with the rest of Electronic Arts. Although the workplace has lost a lot of its shine over the previous couple of months I was still liking it and was keen to continue. There was also talk of getting some training which got me excited. But this wasn’t to be as I would soon find out.

I had asked for a day off and had it approved. However the day before Darren disavowed any knowledge of having grant the holiday when I reminded him. This meant I had to work that night and get a train to my destination at four in the morning. Why I put up with that I don’t know. I certainly wouldn’t do so now.

The inevitable happen one day when I made a mistake in my testing early one morning.  It took a few hours but I was summoned to the hiring manager’s office. It turns out that the mistake I made was just the excuse he needed to inform me that Friday would be my last day. I was disappointed but I can’t say I didn’t see it coming. The hiring manager showed what he thought of me by escorting me out of the building at the end of the shift. I wouldn’t have minded but I had been invited to play a Rainbow Six multiplayer matchup. 

As an aside, I did get to see a copy of FA Premier League Football Manager 2000 in the shops a few months later. The open up the box and my joy at seeing my name in the credits was diminished at seeing that the permanent guys, who only worked on it for a couple of weeks, received higher billing that the temp guys who had spent months on it.   

So that was that. After seven months I was jobless. It was clear that I wanted games testing to be my career and my time at Bullfrog had taught me so much and had provided me with a platform to do so. It is a shame it ended on a sour note but I look upon it as if they had done me a favour. The move to would have meant a long commute and one I couldn’t really afford. I also doubt I would have been able to deal with the large amounts of internal politics which was present throughout the testing department. So in the end you could say I left at the right time. 

But it was with a heavy heart I left the Bullfrog offices for the last time in august 1999. I had no idea where I was going to end up but I knew what I wanted to do with my life. The previous seven months had been a unique experience and I wanted to continue it somehow. I knew that somewhere out there was a company willing to hire me I just had to find it.

 
NEXT WEEK: Eidos!
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 For the first week of testing the new guys were partnered up with a more experienced tester. My partner was Jake. He had worked on several Bullfrog games before and was starting a three month contract. To begin with, Jake showed me round the game we were going to be testing (FA Premier League Football Manager 2000). My first impressions of the game were not very good. I thought it was a poorly done ripoff of Championship Manager but it did grow on me after a while, especially after the 3d match engine was put in. This was something that new at the time and really helped set it apart, not that it helped sales much.

 Jake also taught me how to report a bug to the programmers which came in handy a couple of hours later when I found an issue with the game. This elated me a bit but unfortunately Jake brought me crashing down to earth by informing me that that bug had already been found. This particular version of the game had already been tested for several days previously and most of the bugs had been found. Wanting to impress, I took finding a new bug on as a challenge but was unable to find any until the next version showed up a few days later, upon which I really went to town on it.  

There were some interesting problems associated with working in a mansion in the middle of the surrey countryside. Such as where to get lunch. This dilemma was quickly solved when a delivery of several platters full of sandwiches turned up from the local pub. It was nice of Bullfrog to buy us lunch although they didn’t have a lot of choice seeing as there weren’t shops anywhere near the place. The other problem was what to do during lunch, well we had a bunch of football mad testers and access to some large flat gardens to run around in so the obvious thing to do in that situation, we played football.   

 About a month into the job Darren announced that the offices would be closed for a week as all of the permanent employees where going to for a bonding session. This not only meant not only we would not be getting any free food but we would also not be getting paid. This made for a hairy few weeks finance wise. It is a shame I didn’t get to go as this trip seems to have entered into gaming legend, with almost every EA employee I have spoken to who was there at the time has a story about it.  

 It didn’t take long for me to get used to the routine, every couple of days a new version of the game would show up and we would test it and both try to break it and see what they had fixed. I still disliked the game at that point but I the work itself was really enjoyable. I quickly saw that I had a knack for testing as I was finding loads of bugs (My game playing skills sucked though). My fellow testers were a laugh too, there was one guy who was an amateur footballer playing for Woking FC. He looked up the squad in game and was pretty annoyed when he saw that his stats were very low. He wanted to raise it as a bug but the lead tester nixed the idea.

 We moved back to the main Bullfrog offices about three months after I started as there was space available for us. To begin with we were put into a small room

 The Bullfrog offices in Guildford, Surrey, UK
 The Bullfrog offices in Guildford, Surrey, UK

crammed with machines with no windows, not that they would have helped. The windows were polarised so that no natural light could get through which made the place look dingy. Being in the main office building as opposed to the mansion also meant an end to the lunch time football sessions, although we did try to have a match in the car park one time, it didn’t work out.

 Along with the light levels, the move caused the working atmosphere to become a little darker. The first couple of days we were there were especially stressful as they started to cut guys who weren’t pulling their weight. We had no idea on the criteria they were using so as far as we were concerned everyone was at risk. I was extremely worried even though I was leading the bug found league table (the main yardstick they used). They also introduced a shift system with the first shift starting at seven in the morning while the late shift started at three to eleven. This was an unexpected turn of events but I was cool with it. Although working in the evening did impact my social life, the late shift did get a free pizza delivered so it wasn’t all bad. Getting in at seven was a little surreal as we were the only ones there.  

In July I got my first freebie. Freebies are a common part of the gaming industry and although they are usually meant for the media it is not usual for some stuff to be handed out to the people working on the game. Over the years I have been given a bunch of stuff ranging from the standard t shirts to goo in a plastic jar (don’t ask). This first freebie wasn’t an object but a trip. The powers that be had hiring the local cinema and were taking us to see Star Wars Episode One on release day. We were quite excited by this except for one tester who had flown over to to see it shortly after it was released in the (boy, do I feel sorry for that guy).

On the day we all walked into across into a local bar where we were fed breakfast and the management gave speeches going on about how great our games were and how proud they were of us. After the film I got interviewed by a local radio station about it as I was leaving the cinema, I said something about it it being good which raised a chuckle the next day when we heard it on the radio. The people on the late shift kinda got the short straw though as they then had to go back to work for another eight hours. I was on early shift that week so I was ok.

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#7  Edited By raiden2000
@nanikore: Heh heh heh. Unfortunately he had left Bullforg to form Lionhead before I got there so I never met the guy.
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raiden2000

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#8  Edited By raiden2000
@armaan8014: Hi ya, thanks for the compliements. I wasn't going to talk about to get a job in the industry as the blog is really a memoir but the demand for it is so high that I am gonna write a bunch of articles on it. Watch this space as they say.
 
One bit of advice I can think of for an artist is to make sure you work on your portfolio. An average games company will receive tons of black books for each vacancy so yours needs to stand out.
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raiden2000

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#9  Edited By raiden2000

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Bullfrog were founded in 1987 by a couple of guys called Les Edgar and Peter Molyneux. They had a couple of unsuccessful releases before hitting it big with the fantastic Populous. They followed this up more success stories such as Powermonger and one of my favourite games of all time, Syndicate. The company continued to have a bunch of successful hits throughout the nineties and the two founders became household names, to gamers at least.   

But Bullfrog was on its last legs by early 1999 when I turned up for the interview. The company had been bought by Electronic Arts a few years earlier and the studio would effectively crease to be by the end of the year when it would be merged with the newly built EA offices down the road. Peter Molyneux himself had left two years pior, although he would later resurface with some success in his new venture, Lionhead.

From the outside the place didn’t look like much. It was a non descript building located in an industrial estate on the outskirts of Guildford. There were no signs outside and its next door neighbour was a large pharmaceutical firm. Inside however was very different. The lobby was large with posters and awards lining the walls while in the centre there were two large staircases on each side. Between the stairs was the centre piece, a large (it was like eight feet tall) statue of the horned reaper from Dungeon Keeper. The first time I saw it I thought it was the coolest thing ever but it lost its lustre after seeing for the hundredth time. It did look very impressive though and I wonder what happened to it.

After waiting a few minutes I was lead into the back, while I was walking I noticed there was a sign on each saying what the name of the room was. The names were characters and locations from the more successful Bullfrog games. Somehow I found this funny for some reason, probably nerves. The poster motif from the lobby continued indoors making the place look like a shopping mall that only sold Bullfrog products. The place had a shabby, unkempt feel to it. It looked a lot like someone’s living room as opposed to the clean professional workplaces I had worked in previously, needless to say I loved it.

Being a bundle of nerves the corridor seemed to go on forever but eventually I was ushered into a meeting room. In the room were the lead tester and his assistant. A lead tester has a role similar to a supervisor. It is their job to keep an eye on testers and tell them what to do. They usually get assigned a game very early in production and stick with it till the end. They are also responsible for vetting and editing any bugs that are found to the programmers. The lead tester who was interviewing me was named Darren, at the time he was lead tester for FA Premier League Football Manager 2000, a football management spinoff to the highly regarded FIFA series.

The interview was pretty informal, Darren asked me what football games I had played and this gave me a chance to show off my knowledge of Championship Manager, a game I had played an awful lot by that point. He then asked me how it could be improved, again I was able to rattle off a list of stuff (I remember going on about the transfer system). These answers seemed to impress him and after asking me some general HR type questions he stepped out for a few minutes to discuss me with somebody. It was a nerve whacking few minutes while I waited but just I had resigned myself to thinking that I hadn’t got the job Darren came back in and asked me if I could start the following Monday.  

With hindsight I could see how fortunate I was. Although I guess I would have still made it through with my general gaming knowledge. If they had been looking for tester for another game like Theme Park World, a genre I didn’t have much experience with. I wouldn’t have been able to give such good answers to those questions and it would have been a tougher interview. After I was finished I had to wait until my friend finished his interview (I sat there with a big grin on my face the whole time) and unfortunately he didn’t get in. This gave me the perfect opportunity to practise my “sympathetic but secretly delighted” manner on the way back into the centre of Guildford.

The following Monday I arrived back at the offices for my first day. My name was on the list and the receptionist asked me to wait with the other new people for the Darren to arrive. I started to mingle and saw most of my fellow testers were quite young and after speaking to them it was clear they were football fanatics. There were some people there on three month contracts and these were the “veterans” but the majority were temps like me working on their first title. This came as a bit of a surprise but I didn’t have much time to think about it before Darren arrived and started to bundle us into a waiting minivan. It turned out that due to the testing for Dungeon Keeper 2 taking up so much room, there wasn’t enough space in the main offices so alternative offices had been setup to accommodate us.

The office turned out to be a mansion owned by Les Edgar many miles away from Guildford. It took about forty five minutes to get there. I choose to spend the trip looking at the beautiful Surrey countryside as it whizzed by but I did find time to get into a conversation with the guy sitting next to me, he was working on the Playstation version of the game which was being developed elsewhere. He had been sent down to Guildford for a few weeks in order to get a feel for the game as the PS version wasn’t ready for testing and he was living in a hotel paid for by the company. Which was nice.

When we arrived at the place it looked impressive but it was clear that no one had lived there for a while. It was pretty isolated with it being in the middle of nowhere with nothing but fields surrounding it apart from a couple of buildings in the distance. Inside the house was bare with just a few rows of desks with computers on them. Darren gave us a brief tour and then asked us to sit down. We got our first look at the game we would be testing and got to work although this being the first day, there wasn’t great deal of work done. The way back to Guildford was a much more social affair in the van now that everyone had met.
  
  NEXT WEEK: Working at Bullfrog
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#10  Edited By raiden2000

I am always willing to try new things so when I managed to get a beta key for Star Trek Online over the weekend I thought what the hell. It has been a year since my last MMO experience and it would be nice to sample one that wasn’t written with Windows 2000 in mind.

One of the problems of playing a modern MMO is that you need a modern computer to be able to see the shiny. Star Trek is no different in that it bitch slapped my humble laptop when running at the highest resolutions. This will make it less accessible and of course, Warcraft works with anything but that’s progress for you. The good news here is that even with the settings set to medium the game still looks great, apart from the environments which look very bland and samey. However the corridors etc look just like the ones from the show so I guess it can’t be blamed for sticking to the source material.  

Creating a character is pretty damn good. The thing features more customisable settings than a Tony Hawk game and you can create just about anything your imagination can think of. I immediately entered the swing of things by creating “Notborg” an inept borg spy working in the Federation. 

 I am 3 of 4 primary adjunct to... Sorry I mean Kevin
 I am 3 of 4 primary adjunct to... Sorry I mean Kevin
But in the end I thought that was silly and created a Trill. The excessive customisations present show how limited WoW is in this respect. Only having five different faces should only be allowable in an MMO set during the Star Wars clone wars.
 Expect a lot of tall characters in Star Trek
 Expect a lot of tall characters in Star Trek

As is the custom these days there is a lengthy tutorial to show you the ropes. Set during a Borg invasion of a colony it does a great job of teaching you the basics and setting the scene. Although the chain of events is a little far fetched it is enjoyable and fun. It also features the soothing tones of Zachary Quinto guiding you through which shows a nice level of confidence cryptic have in their product if they are willing to shell out on big name actors. They also have Leonard Nimoy but I haven’t heard him yet.

I haven’t gone on many away missions (I love the space combat too much). So I haven’t done much combat but what I’ve seen is slow paced and methodical, very similar to KOTOR in style. One thing I disliked was having to keep pressing 1 to fire a phaser and there is no queuing system but I am sure that they will add a “auto shoot” at some point. The palm strike I had seemed a bit overpowered as it functioned as an interrupt which worked all the time, at least in the tutorial. You can also get bonuses from shooting from the back/sides which is a great idea. However, while I am sure it was put in to increase tactical combat I think it will just lead to people circle strafing the entire combat.  

You can team up with other players on away missions but if you are by yourself you get a bunch of red shirts beaming down with you to help you out. For goodness sake why hasn’t this been done before. Yes MMOs are meant to be played in groups but if someone wants to go it alone, let them! Speaking as someone who spent way too much time trying to get a group together in WoW this is superb and a huge selling point.

 After a hard days tutorialing. why not enjoy a dance
 After a hard days tutorialing. why not enjoy a dance

But Star Trek real ace in the hole is the space combat. You get given a ship as part of tutorial and the paint is barely dry when it gets attacked by the Borg. Fighting in space is extremely fiddly, it is almost like playing Tie Fighter with power management and positional awareness (you need to position your ship to both nurse your depleted shields while at the same time keep the enemy within range of your weapons) being of the upmost importance. Once you get the hang of it. the combat feels like classic trek with space battles looking very much like the ones in the show which has to be the ultimate compliment I can give. This is also a scenario where “raids” make sense. You have a big bad in Borg space? Put a fleet together and attack it. No more having twenty five people attack a base for no reason like in WoW.

Cryptic could have just made another WoW clone and cruised on the Star Trek name but they actually tried to make an MMO which emulates the look and feel of the show. Not only have they succeeded in that they also made it fun. Is it better than Warcraft? That is not a question I can answer but they are both different enough to coexist although I think that question will dominate discussion at launch.  

The only question I have is about content. The long term appeal of a MMO is the end game and new challenges. Cryptic have got the beginning down pat but time will tell if they can create enough end game content to keep people sticking around.


 I can see my house from here.
 I can see my house from here.
 
 
 
 

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