From the Assassin’s Creed 3 thread:
I see this a lot, but is it really true?
Whenever somebody brings this up, my mind instantly jumps to one game from the past: Ocarina of Time. OOT was basically a giant bug, there have been entire communities dedicated to dissecting, finding, and playing with every bug in every version of the game. You could bug the came to not have a sword, be able to use items on Epona, get to places that shouldn’t be reachable (or not reachable yet), and many other things. And that’s without a Gameshark.
However, I’ll give some credit, all of the intended content worked fine. There was no way to completely mess up the main quest, or become unable to complete a sidequest if you accidentally went to the Lake Hylia before the Fire Temple.
Or maybe we should talk about Pokemon RBY, where because of all the RAM tricks you could do things like encountering impossible Pokemon and potentially screwing up your game. But again, to its credit it was hard to find these bugs on your own.
The way I see it, when saying games are more buggy, there are potential statements to deal with:
[ul]
[li] There are, by pure quantity, more bugs[/li][li] There are, by proportion to game content, more bugs.[/li][li] There are more/a higher proportion of bugs are higher impact bugs (more “A” bugs) – i.e. gamebreakers, or bugs that require workarounds to be able to complete major game content.[/li][li] A higher proportion of high-profile games have them, compared to long ago.[/li][li] They’re more prevalent because of the ability to patch[/li][/ul]
I think number 1 is a no-brainer. 2 and 3 are possible, and 4 has something to it. I don’t think 5 holds at all though.
I don’t think it’s because developers can just fix it by patching. It’s because games, by and large, are larger, and have more potential interactions. Once you start getting into destructible environments, thousands of quests each with multiple outcomes (including affecting dialogue or content in in other quests), and similar you’ve introduced complexity into your system. It’s simply that, combinatorically, there’s simply no possible way even a good QA team can possibly test all possible configurations and orders of quests. The best they can do is test what they consider the most likely routes players will go through.
I also expect that in development, there’s a similar number of completely unacceptable bugs as there were years ago. This means that they still have to fix dozens of really, truly gamebreaking bugs that are completely obvious, which means that their development cycles still have them fixing a lot of bugs, by sheer volume probably more than were squashed years ago – but by proportion, less are squashed.
This is also, incidentally, why indie games are usually much more bug free. Not because they put so much more care in, it’s because they’re smaller. Even Minecraft, while infinite, is merely procedural. Which means as long as your procedural generation too is relatively bug-free and behaves as expected, you only need to monitor a handful of interactions, because all other interactions should follow that template. There’s no Skyrim-esque chain reaction bugs where talking to this guy will cause a shovel to fall on the other side of the continent and if this happens between 6 and 7 PM (in-game time) it will hit an important NPC and ruin a sidequest.
Does this mean there aren’t AAA games with inexcusable or bad bugs? Of course not! I’d probably agree that some of ACIII’s were inexcusable. Hell, in Skyward Sword there was a completely inexcusable bug with going after the Desert Dragon first would ruin your game, which could have been found with the radical step of doing the final 3 levels in a slightly different order. Hardly a difficult interaction to test. I just think that the higher number of bugs has more to do with the extra features we expect major games to have, and the length and complexity we expect of them, and the speed at which we require them to be done, more than it does carelessness or an attitude of “we can fix it with patches”.