I’m Just Going To Rant A Bit

I don’t talk about my day job in any specifics too frequently, but I test software for a living. Techincally software and hardware, but I focus mainly on software and the proprietary hardware said software runs on. I’ve done electrical testing, mechanical testing, software testing, and, my personal favorite, destructive testing. While the specifics vary from project to project, each type of testing is pretty much exactly what it sounds like. As of this writing, I’ve been in the industry for almost eight years and have pretty much reached a point where I have the skills required to tackle just about any project.

What all of this means is that I have a pretty good grasp of the testing effort that goes into software production and, as part of keeping up on the industry I work in, I have a pretty good idea of what testing all software, except the most proprietary and niche stuff, will look like. So when I say the testing and release for most triple AAA games is bullshit, I mean it and you can trust, at least a little bit, that I know what I’m talking about.

I mean, have you ever looked at the credits for a game and noticed how few QA and testers (the job name changes from company to company since there’s nothing to really enforce consistency across the various industries that employ software testers) there are in comparison to developers? In my industry, it is pretty much required to have at least one tester to every one or two software developers. The best bet is to have a one-to-one ratio since it can otherwise force testers to work extra hours to make up the difference or to cut corners in order to finish on the required deadline. Because let me tell you, testing is the first thing to be given less time to work when there’s a looming deadline and the developers need more time to work.

It is the easiest to do that in industries where no one’s life is at stake. I work for a company that produces a lot of different types of software and products that use that software, so while my testing has to be done with the thought in mind that the worst case scenario can involve bodily harm or even death, that’s not really a concern for most of my coworkers. Which is why my team has three testers to work with four and a half (one outside consultant who works part time) developers. We’re a bit short staffed, since those three testers are also responsible for working with the electrical and mechanical engineers as well as the software developers, but we just need a fourth person to keep up with the work that needs doing and maintaining records, test equipment, etc. We’re not falling behind (yet).

So when you see a dozen or so testers at the end of a video game’s credits, following a few hundred software developers, I think you can start to see why so new games seem to be getting buggier and buggier as time goes on.

Like most problems, this one is also multi-faceted. Developers who have the opportunity to rest do better work. Developers allowed to work on a single piece of the project, start to finish, do better work. The current methods of just throwing more bodies at problems and expecting the work to get done faster ignores the limits of human consciousness and just how much time gets wasted by bringining someone up to speed so they can peck away at a problem for a day or two before it gets handed off to someone else.

Not every studio does that, of course, or else the industry probably would have collapsed by now. But as work gets spread out and testing employees get cut infavor of customer betas or alphas and the work of actual testing is placed on the shoulders of people who preordered the game and have no knowledge of how the software works (or how testing should happen), quality goes down. More and more games, as a result of pre-sales, are putting testing work on their customers and trying to frame getting people to pay them to work on the game as an incentive or bonus for paying sometimes years ahead of the game’s release (and who knows how long after that it’ll be actually playable).

As someone who works in the industry, I find the practice abhorrent and kind of insulting. It takes a lot of work and skill to be good at finding, investigating, writing up bugs. I spend 40-50 hours a week doing that, most months, and now it is not only culturally acceptable for companies to expect me to pay for the privilege to do that for their games, but I get people telling me that they’d make great software testers just because they’ve played a lot of games on Steam prior to their actual release. I’ve even had a few tell me my job isn’t demanding or tiring because it must be so easy since anyone can do it.

Saying anyone can test software is like saying anyone can write. Sure, that is technically true, but there’s a pretty wide gulf of practice, experience, and skill between testing and doing it professionally. And if you rely on people who have no professional skills to do all your testing, your product is going to fall apart the instant it reaches a wider audience. Turning game pre-orders into Betas and Alphas is one of the worst things to happen to my industry, let alone my hobby, and I’m so sick of 2-4 weeks of bugs followed by 1-2 months of patching all the things fixing those bugs fucked up becoming the industry norm.

Which, of course, isn’t to say that user feedback or end-user testing isn’t a valuable tool in the development process. It is an incredibly valuable tool, since there’s testing that can’t even be done without end users (stress testing is a big one that frequently comes up in the video game industry), but it shouldn’t be a testing solution.

Rant over. Stop paying to do the work companies don’t want to pay people to do. Don’t preorder games. Any game scarcity at this point is manufactured thanks to digital downloads and they’re just trying to offload costs more than ever so they can throw 500 developers at a triple-A game only for it to suck until the community finds and points out all the problems to them. Nothing’s going to change so long as people keep this up.

Fallout 76 is Challenging my Expectations

I bought this game the day before it came out so I could play with my roommates and friends. I played it the first night people could access the servers and not much since then, thanks to National Novel Writing Month. That being said, most of what I’ve learned about the game has been from my solo playing after the brief introduction with my friends and from watching my roommates play it. Well, plus reading about it online because it is currently the internet’s favorite thing to love to hate right now. While I don’t have as many hours as I’d normally like in the game before reviewing it, I really think that it needs to be talked about.

First of all, it plays like pretty much every other Fallout game. There are a bunch of minor variations, like V.A.T.S. (the auto-targeting system that lets you use character stats to shoot or hit things instead of your ability to aim) not pausing time and jumping costing Action Points, but those seem like fairly obvious concessions necessitated by the change from a single-player game to an online multi-player game. You can’t pause the world if someone on the map is using V.A.T.S. and it’s unreasonable to expect the developers to find a way to pause time for only your character. Other than those two things, it feels remarkably like Fallout 4. Maybe even disappointingly like Fallout 4, since I was really hoping for a change in color. You get bored with browns and washed out blues or greens. I was hoping for some orange and yellows, maybe, or some vibrant color variants. It is a solid entry in the same vein of most Fallout games, simply trading one contrived plot for another, one vault for another, and one location for another. Which isn’t a bad thing, mind you. I quite enjoy all the Fallout games even if I tend to get bored of the endless side missions and weird power curves before long.

The biggest downside to this being a standard entry in the Fallout line of games is the number of bugs. There have been tons of them and even the most forgiving players would characterize Fallout 76’s first month as a “rough start.” That being said, it’s still managed to pull off a multiplayer online game while avoiding all of the worst problems. Griefing people is difficult, since the Player versus Player combat rules require two consenting adults to shoot at each other before removing a huge set of damage reductions on either character. It is still possible, of course, but there’s no way to stop a determined player from griefing someone if they want to. The lack of a good, in-game reporting feature is concerning, but the fact that they can real-time track every player, who is doing what events, and how your individual actions might set up the environment for a player passing through later is monumental. We expect it because we’ve been spoiler by online multiplayer games that are good at faking it, but we actually get the whole thing here. There have been myriad issues with the gameplay itself, things like players getting trapped in their Power Armor or the one player whose character is unable to die. There are a lot more bugs attributed to the game acting weird than issues arising from it being an online game, which has so far shocked no one but the people who’d never played a Fallout game before this one.

The internet has been going on about this game a lot. Most people seem to absolutely hate it or love it, which seems to be a theme of internet culture these days. Everything is all of one thing or it’s all of the other. There’s no room for middle-ground or change over time, everything either sucks or is the greatest. To be fair to the haters, Bethesda kinda deserves it. There have been issues with pre-orders, people feel like they were misled about the game they were getting, some of the pre-order people received sub-standard items with their pre-orders, and people feel like the game is limiting them from actually enjoying their online experience because of the rough start to the game’s release. At the same time, not all of the criticism is as valid as the rest. Advertising a canvas bag in one of the top-tier pre-orders and sending a low-quality nylon bag instead is dumb. They either should have had the prototypes and pricing done before they advertised, or they should have sucked up the cost and given people what they were promised.  Being mislead about the game they were getting isn’t really valid. Sure, people expected a fully finished game on launch, but I think people’s expectations are wrong in this case, especially seeing how the video game industry has changed over the years.

Sure, there’s the basic change of development from risk-taking hobbyists to corporate profit-chasers that has resulted in micro-transactions and a “new” Assassin’s Creed and Call of Duty game every year, but that’s about how the industry makes its money and what sort of staple games appear. What I’m talking about is the way games are delivered and what is handed to us when we download it. Back in the day, there wasn’t a way for games to get an update so they’d take a few years to create despite being relatively simple. No amount of computer tools makes a 3D model easier to create and animate than a sixteen-bit pixel model and every level in an old game was a two-dimensional surface with shading to give it a sense of depth. The games took longer and were as complete as possible when they reached our hands because they had to be. The games that weren’t that good have gone down in history as being enormous flops or cult classics. Sure, everyone probably remembers the Missingno trick from Pokemon Red and Blue, but not every realizes that doing it wrong or making a poor choice at any time could have really screwed up your game. I mean, I played Majora’s Mask for a week, trying to get to the first save point before my game froze on the N64 and I only ever saw it as a challenge I had to overcome. Our expectations were different back then. The only games that were “perfect” where the ones that were too simple to mess up, and even most of those had bugs or exploits for whoever went looking for them. At some point, we got it into our heads that games had to be perfect when they come out and it’s ruining our ability to enjoy perfectly playable if buggy games.

In addition to that, the product being delivered to us has changed.  Gone are the days when we expected a game to stay exactly the same as when we bought it. There are still some games like that out there, but most of our big games change overtime. Almost all of our online multiplayer games shift as time passes, introducing new events and story tidbits for us to enjoy. Look at Destiny 2. The game has an entire year of additional content planned. Most of it isn’t story content or anything that’s really going to change the game for us (we already got our big chunk of story content and changes to the game this year, so that’s all for us until the next expansion), but it’s still new activities and weapons and so on. Look at World of Warcraft and the way they spread the pieces of a new expansion out over the course of several months. Look at literally every multiplayer online game out there. We, as consumers, have grown to expect this, and yet the entire customer base loses their shit when a game isn’t perfect the minute it releases. For whatever reason, we love a story that unfolds over months but can’t stand a game that transforms from a basic, ambitious concept to a fully realized constantly developing world that ceaselessly incorporates community feedback in its decisions about what to do next? That’s ridiculous.

I think that we, as a whole, need to cool our jets and just enjoy the alright Fallout game we’ve got as the development teams continues to improve it. It is far from unplayable and the fixes they’re delivering are a sign that they’re listening to what the community wants, even if they’re slower about responding to it than we’d like. People should just play what they can and give the game a chance to live up to our expectations rather than trying to shut it down the moment it fails to conform to our desires. I think people will be presently surprised at how much the game has grown if they return to it in the spring.

Every Day is an Adventure

I remember, the first time I sat down to watch Adventure Time, remarking to my friends that I wasn’t drunk enough to watch this show after only the first episode. For those of my friends who are adults and trying to start the show, I usually recommend sitting down to it with a strong drink because while I adore the show, it starts off a little weirdly. It also continues weirdly, but it isn’t jarring once you’ve made the mental adjustments required to enjoy the show. They’re not strenuous, of course. It just takes a bit of time to adapt to the over-the-top action and characters before you start to see past the surface to the surprising depths of the story and character development arcs.

Like a lot of “children’s shows,” Adventure Time can be enjoyed on multiple levels. At the most basic, there are good lessons about how to be responsible, what it means to strong, how to deal with emotional problems, and how to treat people who are different from you, to name a few. These lessons are delivered through fairly straight-forward plots and the colorful fun of an action show with heart, making it an instant hit with most kids. For those looking for a bit more, there’s actually some complex emotional and interpersonal problems that happen through the various seasons that are resolved slowly. It can be difficult to watch if you want the sort of cleaner wrap-ups of most adult shows since, for example, some things are introduced in season 1 that aren’t addressed until season 5. Emotional development takes a long time, in terms of seasons and shows, but it happens at a rate that lets the adults watching the show appreciate what is going on beneath the surface but also lets the kids slowly see the changes happen in a way they’ll understand as they go through similar (if somewhat less fantastical) situations in their own lives.

For instance, a lot of the earlier episodes are non-sequiturs, with nothing to place them inside the show’s overarching timeline, but there are details that slowly fill in the world around the protagonists, Finn the Human and Jake the (magic) Dog. Finn’s sword is an easy indicator of when an episode takes place as he has a tendency to go through them a lot faster than you’d think. His behavior and age are much more subtle ones since they don’t mark most of his birthdays or give a number to his age that frequently. Instead, you can follow the show’s continuity using plot markers and shifts in character relationships. Old enemies become friends, allies reveal ulterior motives and become enemies, and background characters rise to sudden prominence before establishing a firm place in the long list of secondary characters.

The way information is revealed to the viewer can make it a difficult show to watch haphazardly. While understanding most episodes isn’t dependent on having watched all previous episodes, a lot of foreshadowing or important subtext can fall between the cracks in your understanding of the show. As information is slowly revealed, one small bite at a time (bites that increase in size as the show goes on as the first two seasons are particularly light on details), so much that you suspect is confirmed. If you pay attention to the background in almost any episode, you could reasonably draw the conclusion that Adventure Time occurs in a post-apocalyptic world. You could also conclude that humans are rare, magic has risen in the place of most of the sciences, and there’s an incredible danger present in the world that most people see as ordinary because of how screwed up the world became following whatever apocalyptic disaster befell it. Eventually, you get enough information to assemble a picture of the past on your own. Full reveals or complete pictures are super rare, but they become reference points for the show that help shore up the history you assemble as you watch it and you can usually tell where you are in the show’s timeline by references to these points.

My favorite part of the show is the way the writers use the same method of small hints and details mixed in with a few big reveals in the emotional development of the characters. Finn, as the primary protagonist, deals with the most as he grows. Jake, the secondary protagonist, has his share as well. Even a lot of the secondary characters (who occasionally have small arcs featuring them) have complex emotional journeys throughout the show. The best example of that is probably the Ice King, a certifiably insane wizard with ice powers given to him by a magic crown he wears. Not only does he feature in a lot of Finn’s emotional growth, he changes throughout the show from a pathetic villain to a tragic villain who can’t help himself, seeing as he’s been driven insane by the magic crown he wears. Some of the most powerful and emotional moments in the show come from his stories and the way people start to treat him as they grow to understand and somewhat accept him. There’s a whole list of other characters, some with their own special mini-seasons, that undergo growth and change, and each one gets their moment to shine, even the pesky whiny ones you want to just disappear.

 

Throughout it all, aside from the big reveal or big change moments, the show manages to keep an upbeat sense of humor and a positive look on even the most difficult situations. The characters rely on each other to get through their weak moments and humor is a constant aid as they try to cope with the world they actually live in as it pushes aside the world they want to live in. Even the most resilient characters are sometimes knocked down and we get to watch them struggle to their feet again. The entire show is a lesson in getting back up after failure until you succeed and learning to accept change and growth into your life gracefully.

I’ll admit the pacing can be weird early on and that it can be difficult to accept some of the asides the show makes as it slowly works its way through a difficult problem, but every episode has something important to say if you’re willing to look for it. A lot of these messages are repeated many times, but they’re usually important enough that it’s worth hearing them again. Plus, with how human they all act, even Jake the Dog and Princess Bubblegum (who is made of gum), it can be incredibly refreshing to see people struggle to deal with lessons they’ve already learned and taken for granted.

I recommend watching it. The seasons are pretty cheap on Amazon or Best Buy, but I wouldn’t recommend getting them on a streaming service as they are sometimes in weird orders and the season-by-season breakdown in the later seasons gets super wonky. It is way cheaper to get them on DVD or Blu-Ray than to buy them on Amazon or iTunes. If you want a show that will make you laugh so hard you cry and so sad you just have to laugh, that will take you on an incredibly complex emotional journey through the eyes of a wide range of very (mentally and emotionally, since “diverse” means very different things in our world than it’d mean in their world) different characters, and will leave you constantly wanting more, I cannot recommend Adventure Time strongly enough.

The End of a Long Road

The road was long and the directions did not always make sense. Despite it, he prevailed. It took years, many false starts, innumerable dead-ends, and more moments of hopelessness than he cared to remember. Finally, after everything he went through, he had reached his destination.

He walked through the empty city, admiring the towering structures that he had thought he’d only see in his dreams and trying to imagine what it would look life a year from now, when it was filled with people.

It took everything he had to keep himself from being overwhelmed by excitement. He wandered from one landmark to the next, checking them out as he passed and doing his best to stay calm as the city matched everything he’d always imagined.

Of course, it wasn’t entirely perfect. The entire city was in ruins, but that didn’t excuse the misaligned walls he found and the scattered bugs throughout. Nothing major of course, since the fact the city was a ruin hid most of them from even the most dedicated observer. He made some notes, but knew they’d need to wait.

Finally, it was time to leave. He’d be back eventually. He’d never be away for long, that was for sure. For now, though, it was time to leave and let everyone else in. He glanced at the timer overhead and decided to stick around a bit. Seconds after the timer expired, the first person showed up. A scant few seconds later, two more people blinked into existence around the first one.

“Have fun!” He smiled at their bewildered expressions and then logged out. After taking off his headset and gloves, he tapped a few commands on his computer and sat back to watch the active user counter quickly climb toward one million.

Oathbringer is Breaking the Pattern.

I really enjoy Brandon Sanderson’s writing. I haven’t yet read even half of what he’s written, but I discovered him through his completion of the Wheel of Time series and have been a fan ever since. While my enjoyment of his writing hasn’t quite reached the level of my love for Terry Pratchett or Patrick Rothfuss, I would still rank him among my favorite authors. My love of Pratchett and Rothfuss comes as a result of their craft and their characters while my love of Sanderson’s writing comes from the interesting and different worlds he has created. When I first started reading his Stormlight Archive series, I was instantly hooked on the way his world differed from our own. All of the creatures and the lands were different because of the enormous storms that visited most of the world, so everything either had some kind of rocky shell or carapace to protect it from the storms and weather.

While he doesn’t do as much world-building as he did in the first book, I’m still enjoying his series. The latest, Oathbringer, was just as exciting as the previous two, following a few main characters as they try to deal with the horrible storm that sprang up at the end of the previous book. Despite the early warnings coming from the protagonists’ group, most of the world doesn’t believe them and is thus caught unaware when all the shelters they have built to protect them from the normal storms fail to protect them from a storm coming from the opposite direction. While a lot of the previous novels was a mixture of action, character development, and political intrigue, this novel saves a lot of the action and character development for the end. Instead, most of the novel is a little on the dryer side, covering lots of history, some new perspectives and characters, some character development focused on one person in particular, and tons of politics.

Initially, I was surprised by the amount of people in my various social media feeds commenting that Oathbringer was rather slow and not as fun as the previous two books. After reading the book, I can kind of understand. I don’t agree, but I recognize that this book is a bit of a departure from his usual constant world-building with action to move the scenes along. I think that this book is important proof that Sanderson is going to be able make this potentially ten-book series a success. Plus, he’s managed to do it very well, mixing in plenty of interesting information that, while somewhat predictable in terms of plot and outcomes, does an amazing job of fleshing out people and the world. I really enjoy the sense of history this book has added to the series. It answered so many questions that I’d had since the start of the series and even threw in a couple twists I did not see coming at all. They caught me entirely off-guard and that was wonderful.

While the book’s major plot twist was unexpected, it was also kind of expectedly unexpected. Sanderson intentionally paints the characters into the corner, making it seem like they have no choice but to give in or surrender to the bad guys, because making something happen. Most of the time, it is only unexpected because it adds some new world mechanic or gives us some rule or information we didn’t have previously. There’s always some foreshadowing to pick out in retrospect and he always does a good job of laying the groundwork so whatever happens never feels entirely like a Deus Ex Machina, but there are a few close calls during some of the big moments (and that’s not just restricted to this book). I don’t mind it too much, but it can feel a bit annoying to have all this build up of a dramatic moment happening while you’re just reading along calmly because you know they’re going to magically get out of the tight spot using some brand new power or mechanic that develops right then. The best thing I can say in Sanderson’s defense is that he literally built that mechanic, the spontaneous power-up and new power moments, into this series.

I definitely recommend the book and the series as a whole because they’re honestly just so much fun to read. They move along well, are easy to read, and there’s just so much interesting stuff happening that they’re hard to put down.