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0s Another real hot topic in game development that New World isn't immune to is, when is it good enough?
7s At some point, you know, you really have to push things out by certain deadlines, otherwise you're never really going to get something out.
20s Welcome to this episode of Forged in Aeternum, where we talk about everything New World.
24s This time we're going to talk about finalizing a release.
27s I have with me Michael Corpora from our QA team and Derek Hernandez from Live Operations, but who used to be a release manager and we'll be speaking specifically about prerelease things.
41s So let's get started with something that all of the players have already experienced, right?
47s Which is the Brimstone Sands release.
50s Okay.
50s So everybody's already developed.
53s Now we're into what phase, testing?
56s Like, what happens once everyone's done with those features and they go here?
60s Yeah.
60s So that's an exciting part for us because that pretty much means that we get to go into our final testing period where kind of like we fork our activities, we begin some of our preparations where we start working with - more closely with - our QA partners and with our Community team members.
81s And on one hand, we start ensuring that everything has come together collectively, works well together, is as we expect it to.
94s On the other hand, at the same time we start preparing our PTR - or public test server builds - where we invite our players to help test and provide feedback along with us to make sure that not only this content meets our own expectations, but it meets the expectations of our players too, and it gives them a chance to provide their feedback and their input based on what they see of the content that we've just recently developed, and based on their results and based on what QA finds as well, we're able to make some of the changes before we actually finalize everything at the last minute, and then we hopefully have made a new fantastic game build for everyone to enjoy next.
140s So then testing kind of takes two routes, right?
142s So you mentioned the public test server, or the PTR, but QA - you also have to shift what you're doing from development testing to release testing, right?
152s Right.
153s Prior to going out to our public, it's important that we look at the game as it is as a whole.
160s Prior to that point, we're mainly focused on new features, but at that point where we branch, we start finalizing toward release, we have to look at the change that's occurred across the entire game.
173s So we have a very wide spectrum test that we begin at that point prior to PTR in hopes to ensure that, you know, game modes, things that necessarily weren't focused for the release, are still functioning properly as well as of course that the integration of those new features are in a place where we can put it out to our players, we can get actual good feedback because they're not completely broken, although, you know, those early builds go into the PTR, sometimes, it's a toss up depending on how much time we've had in order to look at those features to make sure that the integration is good and that everything is stable.
213s Stability going into PTR is a big thing.
216s If we're not stable, then not only we're not going to get feedback on those features, but now people are going to have less of a good impression of the upcoming thing that we're trying to release.
226s Yeah, and that - so we got all of that testing with Brimstone Sands.
231s We did have some very quick turnaround changes that we did after we released with that one, but that one had a pretty good solid long time on the PTR and we also had a lot of time with testing with it and I would consider that a very successful release.
246s And then we had another release right after that that did not really hit the PTR, right?
252s That was the Winter Convergence Festival.
255s So what is like why, why do we make those decisions to withhold something from the PTR if then when we put it out there, there might be some performance issues like what we saw with Winter Convergence Festival?
268s Definitely.
269s That's always a good question and there's no real true answer for that.
274s And that's something that we're constantly asking ourselves, you know, whether or not we should or shouldn't put something that's brand new on the PTR.
282s One of the things that we like to do as game developers is probably very cliche, is surprise and delight the players.
288s And for that point, new content or new events really are really cool things to jump in-game and really shake up the day-to-day humdrum.
300s And uh, there's kind of two opposites pulling at each other here where we want some things to be surprising and some things to be brand new to all the players.
311s But on the flip side, we want things to be stable.
314s We want things to be performant.
316s We want things to be enjoyable and balanced.
319s And then so sometimes, especially for live events that are more temporary content, we may make the concession to say, All right, let's do some more extra testing internally.
331s Let's get some more play tests internally.
333s Let's work closer with QA to ensure that we try to copy all edge cases down and stuff like that and let's, you know, sneak in an extra activity for the players.
344s Sometimes those plans don't exactly work out right, and then we sometimes get an extra bug or two.
350s But that's unfortunately the risk that we have to do in trying to weigh those two options.
356s But yeah, that's something that's that's very, you know, cognizant question that we're always asking ourselves.
365s And based on feedback of what something works, something that doesn't work will inform our next choices too. We didn't do it for one event and we might do it for another event based on, you know, what lessons we learned.
380s And as a team, we're always learning from our mistakes and learning from what went well, what went wrong, and trying to improve on the next point for sure.
391s So then when do we know that the Winter Convergence Festival is ready?
396s That's a great question.
399s So I love the idea of being able to delight our players, right?
403s But my QA center says, err on the side of caution.
407s Put it all in the PTR.
408s I put it on the PTR, put it all out there!
411s Because even when we test these things internally, we do quite rigorous testing, not just within QA, but within the entire dev team, right?
420s There are things that we'll find, you know, in the case of Winter Convergence there, most of the issues we actually did find internally, but the fixes we put in place were not altogether sufficient.
432s And having the exposure on PTR, in particular in terms of scale, is always going to eliminate things that we just can't hit in terms.
440s Like the way that players are going to play.
442s Exactly.
443s Exactly.
443s Or abuse the game such as it is, you know, which happens.
448s We try to - we try to, you know, get all that stuff out and identified.
452s Yeah, but it's a fine line I think and.
457s And that really kind of leverages, too, just another real hot topic in game development that New World isn't immune to is, when is it good enough?
469s And as as a game you really want to make sure that everything is perfect and you know, anything creative, really, you want to hold that baby until you know that it's ready and you're comfortable for it to, like, leave the nest.
483s Right?
484s But at that point, it'll never really be ready.
487s You always find a part to polish up to fix.
490s And so at some point, you know, you really have to push things out by certain deadlines.
495s Otherwise you're never really going to get something out.
498s And then so at that point, based on testing, what we see, based on the feedback, we do sometimes have to make judgment calls to figure out, all right, do we have enough time to to make this change?
509s Do we want to make this change for next time?
511s And you have to weigh that against the priority of that issue that you've discovered.
515s Exactly.
516s Like, for instance, the things that were mitigated.
518s Were they mitigated and like substantially enough that we feel confident in releasing this and then maybe doing a fast follow with a fix or not?
526s And so we're using like limited information, essentially, since we don't have that testing from the PTR at that point.
532s Right?
532s Because that's pretty late in the game.
534s And sometimes we actually have fixes that we're pretty confident in based on what we see in the code and what we are able to do in test internally.
543s But then sometimes there are still edge cases or there are other means to still do this bug that we never really see internally, just due to the amount of people.
552s No matter how many testers we can throw at it, it still doesn't match the thousands and thousands of players that are able to experience that change at any point in time.
560s So, uh, so think of Dr .
563s Strange and the multiverse, right?
565s Yeah.
566s Different possibilities.
567s Yeah.
568s "Good enough" is one of the most challenging concepts I think that I've ever had to embrace in my career.
573s Because, yeah, we find these things, we, we put in fixes for them.
576s We do test explicitly against the, the thing that we found that was wrong and we test around that of course.
584s But there's always that point where we're ready, we're expecting to release, where we need to release.
594s We can't take all the time that we would maybe want to take.
601s So we're, we're making the best of the time and resources that we do have available to identify issues and generate solutions that we feel are good enough to release to our players.
616s And that's done in a pretty short period of time.
619s Like when you consider the total development cycle.
621s What you're talking about is not like a massive part of it.
625s That's really like a very truncated but very testing-focused piece that happens just before we do a release.
634s Right?
634s Yeah.
635s Like there's, you know, spot testing throughout and we test the builds in general, but this is really the time where that build gets our full focus.
643s Yeah, absolutely.
644s Like depending on the piece of content or feature, certain things could be in development for a year or months or just weeks, too.
653s So depending on the release, things kind of are in quasi-existence.
660s And in these targeted releases is when we actually bring everything together and we see, do they work actually as expected together?
670s Does this look well together?
671s Does it play well together?
674s Then sometimes, you know, the things that we do find don't work well together and we do make the decision that like, hey, this isn't good enough and we do need to spend a couple of extra time that we originally anticipated in order to to make this good enough or, you know, to make this at our benchmarks.
694s So in that case, you know, we would make the decision to delay in order to make sure that we deliver something of quality where we can and where we know.
705s Yeah, we've shown that we're yeah, we've shown that we're not afraid to make that decision, you know, because it benefits the players, really.
711s So that's a very super high stress time.
715s Everything is moving super fast.
716s I know that.
717s And then we release a build and then we get feedback from players.
720s So I mean, that's really a very high level, but also kind of in-depth way of explaining how we finalize our builds, our major releases before we get them out.
731s Yeah, definitely.
732s So with that, let's talk about our Community Question.
737s What's something that you can't wait to see on the PTR?
741s So make sure to like and subscribe.
744s We love to see you guys interacting on these videos and telling us what we can do next.
749s Thanks for coming.
752s Our vision for how we perceive rewards in the game is that players should be making measurable progression every time they play the game.
761s Yeah, even on the 100th time there it is.
763s Even the 100th time.
764s So like when you're doing something, if it's 100th time you're on an Expedition, you should still feel like you're making progress towards some goal or have the opportunity to get something really cool from it.