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Life of a Beta Tester: MAG First Impressions
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Monday, October 12, 2009

Editor's note: As a former tester for a large publisher and now an editor at Bitmob, I can tell you that playing games for a living isn't always fun or easy. It is a job, after all. Christopher learns this fact first-hand after being invited to join the beta for Sony's upcoming multiplayer game MAG. To any journalists, testers, or developers reading: How has your job changed the way you play games? -Brett


Like all things in life, the first impression can make or break a relationship.

I've always wanted to be a beta tester. I feel like I've got a knack for details, and I like the idea of helping developers make a better game. Plus -- and this is by far the biggest reason -- I'd get to play a game for free before anyone else.

On September 24, I got my wish. Sony invited me to take part in a closed beta for Zipper Interactive's massive 256-player action game called MAG. Even though the email I received said the beta would only last two weeks, I didn't care -- I was beta testing an actual game! I knew I had to make the most of the experience.

But where to start?

 

Immediately I hit the PlayStation Network forums, which I made my home away from home for the next few weeks. Via the boards, I joined a clan, found out that you had to press all of the shoulder buttons to submit a glitch report, and read comments that ran the gamut from helpful advice to snarky statements.

I started several of my own threads as well. I have no idea if Sony or the developers ever actually read our messages, or if my particular pieces stood out amongst the many hundred that were posted, but it felt nice to be able to give feedback on the game.

Once I jumped into the game itself, I discovered a surprising fact about beta testing: It's not easy. You need a particular kind of mind to ferret out any problems. Finding glitches isn't about "playing" the game, it's about being methodical and consistent.

I found it hard to adjust my thinking. During the entire beta, I never discovered any areas where I would fall through the map or walk through walls because my brain was wired to play the game rather than search for glitches. In fact, I only found one glitch at all.

Relentlessly trying to break the game took its toll on me. Playing MAG turned from being an enjoyable choice to a depressing requirement. Since I had only two weeks to play and could only access the server weekdays between 6 p.m. and 9 p.m. GMT, I found myself rushing home from work, logging on, and playing nothing but MAG.

Meanwhile, my "unlucky" friends who didn't get invited to the beta were getting together and having fun with other games.

As I tested the same map over and over each night, I started to realize how video game reviewers can become desensitized to the joy of gaming. With all the reviews they write, gaming for the simple fun of it must get squashed between the deadlines and monotony of providing hands-on impressions, in-depth previews, and reviews for game after game.

GameTrailers Editor-in-Chief Shane Satterfield recently said that it's been ages since he last wanted to replay a game. Comments like that make a lot more sense now. During my time with the MAG beta, I felt the opportunity to play what I wanted disappeared. (Yes, I know I didn't need to make the beta experience so intense for myself, but I wanted to do my job well.)

I'd like to ask the game journalists and fellow beta testers out there: Has your work impacted your general feelings toward gaming? Has it changed your view of new games because you've been there and done that? Is it tough to find a new game that excites you?


This piece is the first installment of three on my MAG beta experiences: beta testing impressions, game impressions, and game design.

Next up: MAG Game Impressions

 
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Comments (4)
Brett_new_profile
October 14, 2009
I've found working as a tester and working on the press side of things to be on opposite ends of the spectrum.

As a tester, you're playing the same game over and over and over again. You can easily play your assigned game for over 12 hours as a stretch. And like Chris says, you're not playing the game for pleasure (though we did find ways to have fun). You're looking for specific problems that arrive for playing the game in all sorts of unorthodox ways. I'd be happy if I never played the games I worked on during my tenure again.

As a member of the press, I'm doing a lot more sampling. I've played way more games than I usually do, but I haven't beaten many of them (in the case of most preview builds, you can't beat them -- only a portion of the game is included). We don't do your standard reviews here on Bitmob, so I don't have the experience of reviewing a game in your standard sense, but even then you're only burning through a game for a week or so. Compare that to the 6 months or more testers spend on a game.

But a good game is a good game. Whether I'm a tester or an editor or just a gamer, I'm always excited to play good games. That part will never change.
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October 14, 2009
My time in the industry has certainly impacted my feelings towards gaming in various ways, but it's not tough to get excited about new games. I do it every day.

I think it just comes down to individual personality. The day I become jaded is the day I pursue another line of work.
Jason_wilson
October 14, 2009
I get pretty damn frustrated with a lot of what I consider to be boneheaded decisions or moves by game companies. Yet I doubt I'll ever get so fed up that I don't want to game. I was up until 4 a.m. playing Dragon Age last night -- I can't remember the last time I did it. It's been years. An old man like me can't do that much anymore.
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October 14, 2009
thank you for replying to my question :D

It's glad to hear that all of you are driven by passion in your line of work.

@ Brett, I guess working in the press would be less tedious because you were provided with a wider range of genres to try out in a short space in time as opposed to the role of a focused tester which sounded like a long process of repetitive gameplay. However, I presume the short turn around must have added a different pressure on you such as getting as much out of the game or as far into the story line as possible. You mentioned being unable to beat the game - is that ever an area of concern for you? have you ever wished to have a game for longer just to see the experience to the end?

@ Nick, you mentioned that working in the industry has impacted your feelings towards gaming - I'd love to read a post about how it has (or for any journalist to explore this impact). When I got my chance to beta test, I was really excited to get involved and I must admit, on the first few nights I couldn't wait to log on - but then something started to change and the experience started to feel detached (something I never experienced before in the games I bought) Even with certain games I didn't finish like half life 2 (forgive me) I still love loading it up and playing it in small chunks - for what ever reason, the intensity of the game means I can only play it in short bursts and when I get stuck on a moment, I give myself a break and revisit it later (usually a few months later) but then I often see something I've missed and I get to the next part of the story...and then I get stuck again :)

@ jason, It'll be great to hear more about the poor decisions that game companies make which frustrate you. The thing I've realised is that there must have been hundreds of hurdles to overcome even before MAG arrived as a public beta and I wonder if those moves were negotiated or forced upon the creators. I also wonder if the game developers consider the opinions of journalists as they are producing the game or whether they have a set schedule and agenda which they meet regardless if the press think the ideas/moves may be 'boneheaded'.

again, thank you for your responses to my question ;)
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