Happened on this fairly recent developer interview related to testing in Division 2: https://www.gamasutra.com/blogs/Tomm...e_Division.php
I think a lot of you guys will appreciate it given how testing has been such a hot topic here.![]()
This is how they test it. Using AI.
https://m.youtube.com/watch?v=JpQd1Y7gYug
So when you hear they tested the game they mean AI tested the game. Watch the accuracy of our AI selves.
In the article, the developer also says that they do use manual testing. It's just infeasible to test everything manually. In the credits, there quite literally is +100 QA & testing related personnel mentioned.
I think automating testing in video games is quite interesting topic, since it's still done very little compared to other professional software development. Automating game testing is hard since it's just not possible to test every plausible input combination, so your testing agents have to have some form of intelligence in-built into them so that they can choose the input patterns actual players might do.
Well with a game of this scope, I don't think it's even possible to test things only manually. Not only do some bugs only manifest under extreme load - which you can simulate, but then you're already not performing only manual testing anymore - but some bugs only happen as a result of very particular order of doing things. Like, if you do mission X before doing Y. Going through every possible failure scenario beforehand is not feasible.Originally Posted by pob709 Go to original post
My own experience has been mostly glitch-free. From that anecdote, I am quite impressed how well the game has been made. I've only once had enemies spawn in an inaccessible location. Had a couple of audio glitches - like voice comm audio not starting to play, but subtitles still showing - and once DZ was so laggy we couldn't do anything in it. A few animation bugs. Only crashed like, once. For a game so massive, that's pretty good.
LOL, not even close. Think about the # of variables involved - difficulty, directives, group size, primary weapon class, secondary weapon class, talents, skills, perks, rolls, brand bonuses, use of cover, line of sight, NPC pathing, alert status, platform differences (Xbox, PS4, PC variability) etc. Now add factors beyond their control - i.e. player behavior and network lag.Originally Posted by pob709 Go to original post