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Monday (Tuesday) Mailbag: testing, complexity, a paperJuly 14th, 2008 |
This was supposed to get posted yesterday and didn’t.
Im a concerned mom and my son wants to sign up for $34.99 at www.igametester.com to get paid to play video games. My question is do you know if this is a legitimate company? I guess I come from the ol’skool and if you need people why should they have to pay to work for you?
I have never heard of the company, but you are absolutely correct that testing games is generally a paid job.
Sometimes there are large-scale beta tests where testers pay for the cost of the shipping on the disc, that sort of thing. But it’s fairly unusual and only for highly anticipated titles.
If it were my kids, I would say no. Tell him that there are many developer communities and indie developers who would love to have additional testers. And tell him that testing games is NOT “getting paid to play.” It’s more like doing level 1 over and over and over again and always failing because the game is bad. Testing is painful, thankless work.
And point out what the FAQ says: “No, our guide will help you find a job but it does not guarantee a job. We offer the resources to help you find game testing jobs.” Sounds kind of like those things where they tell you how to get money for education, and send you photocopies of paperwork you could have ordered for free from the Federal government.
2-3 years ago i tried to found a company in Germany to create an MMO game with PvP enabled. It was supposed to be an UO-clone as opposed to all the EQ-clones that are popular today. My project got pretty far, i had cooperations with a university and a big publisher set up that would have been worth at least 500k in technical help (for example a good graphics engine) and i got public financing of 100k euros, but in the end we failed with the financing for our prototype. In my team i had several people with a technical background, but my background is different. I have studied social sciences and economics and have a totally different approach to social conflict than technically educated people use. Since i no longer see a chance to create this project i have written a paper to help other designers who are interested in social conflict and PvP. I tried to publish it at Castranova’s site but he never wrote back. I thought maybe some people here are interested in the subject or would even like to discuss the paper. Here is the download (as pdf).
Cool, thanks for sending it along.
When will “complex” stop being a dirty word for MMORPG developers? I enjoyed your blog post some time ago where you mentioned the coupling of moods / emotes with animations in Star Wars Galaxies. My feeling is these little details are what make an MMORPG experience whole. You understand that. It is unfortunate that much of the industry does not… I’m just interested in your opinion. Do you feel that the “little details” and ‘complex systems’ are too often ignored at the expense of a less immersive experience? Yivvits www.swgpodcast.com
Hmm. I have several and mixed responses to this. I guess the easiest way to handle it is with bullet points.
- Little details are what puts something over the top and takes it from something people like to something people love. Apple is the current master of this, with stuff like the magnetic power cord plug.
- But the underlying stuff has to be solid. And what’s more, it does have to be complex, because a simplistic product, in entertainment, is a short-term product. Say rather that it has to be deceptively simple — complex beneath the surface when you dig deeper.
- Even little touches can be implemented in a good way or a bad way. Something may be a good idea and implemented in a way that makes things harder for everyone, and turn into a net loss. Oh — and it’s easy to confuse “little touches” with graphics — they aren’t the same thing.
- There’s little doubt that risk aversion can drive towards familiar systems, or conservative ones. And something like a robust social system, which is a whole game for a significant segment of the audience, can be something that people who are just looking for combat don’t understand the value of because it’s “not their sort of thing,” so to speak. For any given segment, a given feature is going to seem irrelevant.

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