I think you said you didn't read it all so.. while that's primarily true it's about Volt-contracted QA/testers, it is also about developers, some Treyarch employees and some also contractors. Where it highlights the Teslas and the beater cars in the developer parking lot, it's touching on some of the differences between these staff as well . Meanwhile, the QA/testers are in an entirely different parking lot.
It also touches on all developers and testers (both contractors and employees) feeling the crunch and the effect of poor project management like nixing the campaign and months'/years' worth of work with it as well as executives forcing hasty implementation of features such as loot boxes in BO4.
Nope, someone one upped it though. Since this was the early days of the internet due to Black Tuesday as we called it (the mass layoff day) his corporate e-mail account got signed up for about every imaginable porn site you could imagine. Was pretty fucking hilarious to see about 4 IT reps and managers all standing sheepishly around his desk trying to figure out why he was getting so much spam. Eventually karma caught up to him. He fired someone by getting rid of their position as he had no grounds to fire him and the dude was insanely popular with everyone. He eventually got promoted and his new boss hated him, so he killed off the position to fire him.
didn't say it didn't have high turnover, said it was an easily replaceable skill set and highly sought after. but yeah sure
QA in the real world isn't similar to game testing, QA generally, at big companies, has access to the code and can suggest fixes or is at least code savvy. sometimes they run simulations against the code such as stress test simulations and that sort of thing. these people aren't getting paid $13/hr. i don't think this is the skillset same as people who find bugs on video games.
by your logic you could call beta testers QA. i have no problem calling video game testers or beta testers QA, but in this specific scenario it's an easily replaceable skill set (nothing really) and a highly sought after industry (vidya)
There's also a good comment on kotaku from a former tester who found a huge trademark violation (a verbatim Starbucks menu) in a game, saving the studio embarrassment and potentially very costly litigation. Nevermind praise or a performance bonus, he just got an ass-chewing along with his fellow testers for not finding it sooner.
QA at most places absolutely did not have access to code. QA in the gaming industry is last look before launch on top of ensuring all standards set by the big 3 are met. And easily replaceable isn't a skill set. Yes they will hire twenty rando's to do it but it's not an easy skill set and is one of the reasons besides crunch, shit pay, and treated like crap by major developers that turnover is so high. For every twenty testers you hire, you may get 1-2 axing testers, a few decent testers and rest will be scrubs you practically have to babysit.
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quality assurance in the real world is a mix of process management (sops, training processes, etc) and then auditing those processes. it's a vastly more technical job than what you've described in the gaming industry. in the car industry, for example, they'd be paid huge money
They reason they aren't paid huge money in the game industry is because while it is a very difficult and technical job to do right the supply vs. demand of the job market is way out of wack and employers can exploit that. You have massive quantities of know nothing young kids who would practically pay a company for the honor of working for them.
This mentality is 100% the problem tbh.
People love working in the industry.
That is always, every single time, a massive fucking detriment to the employee.
At least with teachers, choosing to stand up and say "Fuck this, I'm not putting up with this crap any more" has massive negative impacts on children. There is no real negative societal impact of people in the gaming industry collecting saying "Fuck this. This isn't worth it."
It's also why Esports is absolutely fucked as an industry. It's easy to pay everyone in experience when there are literally thousands of applicants for every position willing to drop out of school to come work for you.
Preach.
When I was at EA they never trusted us with that. Knew people at Blizzard, Sony, and 3DO (back when they were software only, fuck I'm old) and was the same thing. Super paranoid about leaks and piracy. I remember doing final CQC (their term for QA at EA) on Red Alert 2: Yuri's Revenge and the Westwood rep was watching us like a hawk. Soon as the shift was done we had to hand him the CD's and he would lock them in his briefcase before leaving.
Tommorow never dies was another one that was hell with the developers, made worse by the fact the initial cqc build (remember, this was supposed to be final set of eyes before it ships) was in such a horrid state after 2 hours they collected all the disks and said fuck it and wound up delaying the game by a few months.
So many damn horror stories from when I did it, I still have nightmares about it. Yuri's Revenge and NHL 2000 were probably the smoothest games I worked on bug wise.
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Yea I don't work in the games industry so my company is a little more lax regarding what is accessible. We have access to dev, qa, and live production servers. Sometimes testing new product setups before the our server admins have had a chance to setup the directories for a customer that I need to post files to, I'll skip file routing (delivering it to the FTP server) and then use putty to connect to our unix based production server and pull the files produced right off the live production server.
The process above indicates I have read and write access to all those servers, I have to to do my job. Source code for production also resides on those same servers which is why we have access.
Our business is fundamentally different though in that most of our data is publicly sourced and readily available on the interwebs. We just aggregate it, normalize it, and output it in different formats, products, and delivery methods based on our customer needs.
You guys saying you've never bought a lootbox realize you're not the target audience for them right? Like it's pretty well know that exploiting problem gamblers and people with addictive personalities is literally the business plan for loot boxes that's why the term whale exists.
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In my younger days I didn't open loot boxes, but I did buy skins for counter strike from the steam market. I justified it because I always have these small amounts of money left over from adding steam cards to your account. So you could buy cool looking skins for 1 or 2 cents each in some cases. They aren't rare skins but it's better than looking at the default weapons.
It's really easy to justify those 2 cent purchases. I wouldn't open lootboxes for the same reason I don't go to casinos, the odds are stacked against you.
If I was gonna go gambling in a casino I would want to buy into a texas hold em tournament because I'd want to play against other players not the house. You can manipulate other players, you can't manipulate the odds of the house.
When I played the pokemon trading card game I bought booster packs, which is exactly the same principle as a loot box except you get something tangible.
Think of the children.