I know a bunch of people who do QA for EA, although I don’t think any of them worked specifically on BattleField. I can tell you they’re a smart, hard working bunch of people. Buggy, poorly implemented software is seldom the fault of a bad QA team. Usually, it’s the fault of developers who are so incompetent that every time they fix something, they break three other things, or marketers who push the game out the door before any has time to fix it, or some producer dragging his feet because of some office power struggle.
I did QA on a little game called 25 to Life. This title was in QA for almost two years. The bug database ran to (IIRC) almost 12,000 bugs. And when it was released, it was still a semi-functional piece of shit. Why? Because the developers (an independent studio we contracted with to make the game) were quite possibly the stupidest people on Earth. Not only could they not put together a decent video game to save their lives, they actively resented being told what was wrong with their game. They would go out of their way to avoid fixing bugs.
My favorite example: console manufacturers have a list of requirements that each game has to meet in order to release a game for their console. Mostly it’s just functionality stuff, making sure that different games all work more or less the same way, so it doesn’t confuse the customer. But they’ve also got some fidgety legal stuff, like you can only show the Sony logo at the very beginning of the game, you can’t deface it in any way, and you can’t use it anywhere else in the game except the very beginning. They also don’t want you showing the console itself, or any of its periphreals, anywhere in the game itself.
So, 25 to Life has one level set in a shopping mall. In this mall is an electronics store. And in this electronics store, there’s a kiosk holding what is clearly a PS2. They even made a texture file of the distinctive ridged front of the machine. And this is in the X-Box version, too. Now, if Sony doesn’t want a PS2 in their games, you can imagine how Microsoft feels about having a PS2 in their games. So, it gets bugged. “Take it out,” we tell them, “we can’t get it published if you leave it in there.” A few weeks later (they weren’t exactly quick on the draw in getting stuff fixed, which is another issue entirely) the bug gets marked “fixed” in the db, and we get a new build. The guy who found the bug goes and looks. The PS2 is still there, but they’ve made it square. PS2s are rectangular, so this can’t possibly be a PS2, right? Wrong. Bug is fail fixed and goes back to them. “Take it out,” we say. “Just take the whole thing out entirely.” They mark it fixed again. It’s still there, with another minor change in the dimensions. Still not good enough. Back it goes. We get it again, and this time, they’ve written “GamePube” on it in that distinctive blue-purple fading script that’s on the PS2. Nice. It looks even more like a PS2, except now we’re possibly infinging on a Nintendo copyright, and we’re not even releasing a Nintendo version of the game! That’s really going to please the suits at Microsoft, in particular. “Look! The hot new game on your platform is going to include free advertising for your two biggest competitors! Or possibly get you sued by them!” Finally, the guy who wrote the bug suggests that they leave the kiosk, but make it look like someone broke into it and jacked the console. It’ll make the game feel more “street.”* This appeals to their primitive intellects, the offending console is removed, and, some three or four months after it was originally written, the bug is finally closed.
And then we got to move on to explaining to these guys why they can’t have a Coca-Cola vending machine in the middle of one of their levels.**
And that’s all just about basic IP stuff. The joke at the office was we should just title the game, “Grand Theft: Intellectual Property Violation.” All they had to understand was “Don’t put copyrighted images and brand names into your game,” and up until a month before they shipped, they still hadn’t gotten that through their collective skulls. You can imagine the trouble they had figuring out collision detection and AI.
I’m not saying that there’s no such thing as a bad QA team. I’ve worked with a few morons, and although I’ve been lucky so far, it’s entirely possible that a QA office could end up staffed entirely or predominently by idiots. But the fact of the matter is, QA doesn’t really require a lot of smarts. It’s really about endurance. You don’t have to be a genius to realize that if your avatar can walk through solid objects, something’s not quite right. You do have to be willing to sit there for up to twelve hours a day, seven days a week, making sure that every solid object in the game is really solid. Finding the bugs is easy. Getting the developers to actually address the bugs is what’s hard. When you find a bug in a game you’ve just purchased, odds are it’s in a database somewhere in the offices of the company who made it. They just didn’t care enough to fix it.
Sorry for the rant, I just had to defend my peeps in quality assurance. QA represent!
[sub]*The game was programmed in Salt Lake City, which isn’t exactly reknowned for it’s urban black street culture. It had four difficulty levels: easy, medium, hard, and OMFG! Because nothing says “gangsta” like internet chat room leet speak. I think it was Snoop Dog who recorded that infamous rap hit, “U wnt 2 pwn sum suXXors lolz?”
**Their first fix for this one was to cut off the word “Coca-” and expand the texture with the word “Cola” on it to fill up the empty space. But it was still in that distinctive, swoopy red-and-white font. It’s arguably the single most globally recognized corporate brand in the history of advertising, and these dumbfucks thought nobody would notice.[/sub]