Something to read to the kids as they go to sleep tonight:

https://www.grumpygamer.com/deathbyscrolling4/

#DeathByScrolling

Death By Scrolling Part 4

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

Grumpy Gamer

@grumpygamer

> The most important testing we do is with testers who play the game all day long. They look at the Git history and see what has changed and beat on that.

My dream job, but who would pay for something like this? Humanity really needs an unconditional basic income. Games would be bug-free.

@console @grumpygamer game studios recruit students, for example. At our university, we sometimes post these; they are similar to job offers, but most of the time it's a one time thing that you get 20 bucks for, or a game-key or whatever.
It is not very well compensated, but at the same time, these offerings are still sought after, so I guess the trade is acceptable.
@console @grumpygamer professional QA for games is hard and tedious work! Trying to reproduce some once in a while bug over and over again and keeping track of everything. Mostly shoveling things from left to right in JIRA D:

@grumpygamer thank you so much for this article.

But there is a slight 'error'(?) fromy perspective.
Test automation is best used for regression testing. That is a point that you should have included. ;)
But it was a great read and you are so right...

@grumpygamer Human Players are and probably will always be the most important in game dev.

But it's an unspoken truth that it's the same for every software. You're not allowed to say that out loud though because there is a whole industry behind replacing the need for people and some companies pay 6-7 figure numbers for automated systems and probably some CTO or higher manager requested the Implementation.

Questioning the capabilities of such systems means questioning the CTO

@grumpygamer

"Players do odd things that automation never will."

Oh yes. The number of bugs my brother and me have found ... And we're not testing in that regard. We're just playing. We're just curiou: "What happens when we do that?" "Can we go there?" "Is there a way to reach the top of this building?"

@grumpygamer on the topic of developers being lousy testers I always refer to a Spanish saying:

“A nadie le huelen sus peos ni sus hijos les parecen feos”

The internet[0] gives me that the English version is:

“The owl thinks all her young ones beauties.”

But the Spanish version is better, ask @concha !

[0] https://cvc.cervantes.es/lengua/refranero/Ficha.aspx?Par=58098&Lng=9

CVC. Refranero Multilingüe. Ficha: The owl thinks all her young ones beauties. .

Ficha del Refranero multilingüe del Centro Virtual Cervantes, proyecto que recoge refranes y frases proverbiales en español con sus equivalentes en alemán, catalán, francés, gallego, griego antiguo, griego moderno, inglés, italiano, portugués y vasco.

@grumpygamer need another beta tester?
@grumpygamer the automation argument is always like 'simply develop and maintain a robot that plays your game alongside developing the game' ok
@britown @grumpygamer I recently talked with engineers from an RPG studio that's very heavy on all sorts of automated tests and their opinion was "it's not simple, but with the number of interdependent features in our game, that's the only way we can keep ourselves sane".
@Mazurek64 @grumpygamer I dont think anyone here is arguing the efficacy, only concern at the workload of keeping something like that running and useful
@britown @grumpygamer I understand, I'm just saying that despite the significant added workload, they considered it worth it.
@britown @grumpygamer I have 0 infrastructure for plugging something in to play the game, but I can go "place player, configure the map area, place monsters, trigger player/ monster actions" in a test fixture.
Absolutely No Idea how this would work in an engine though.
@britown @grumpygamer A little different, but if your game is deterministic then it can be very helpful to have a system to record human inputs that you can play back later to verify that things still work

@grumpygamer the time when my "automaton" can in hand was to test memory fragmentation (and potential running out) on a low memory device. Every X time I would even make the character jump to another map/level position if got stuck no worries it would fix itself later.

an interesting thing however is a mix, recording a player input, if they find a bug, rolling it again with an automaton to see if bug is now fixed. it however needs fixed levels or resilient seeds.