During the very beginning years of the
graphical MMORPG movement,
getting into early beta tests was as close as some of us may every get
to being on a true development team. At this point in the late 1990s,
the Internet was still the “latest new technological
fad” and those gamers that had the tech savvy and
intelligence to meander the often confusing spiderweb of download
links, forum posts, and instruction manuals were greeted with games
that were far from completion and teams that were eager to hear the
opinions of their players. Countless stories were told on forums about
how gamers were hired by companies simply because the individuals were
intelligent and understood the systems behind these games.
However, beta testing in that era was often a challenging experience.
These were unfinished games with incomplete rules and unpolished
content. Hardware upgrades were often necessary to simply run many of
these titles, especially games like the 3D-accelerator necessary
EverQuest. Game installation
seldom went smoothly, and many players
found themselves wondering if they would ever find a way to get into
beta. Once gamers were playing in the new world, they’d often
fall through the landscape, zone into a “nothing”
space, or simply experience other strange issues due to the relatively
new technology powering these titles.
For those players that were lucky (or unlucky) enough to get into the
very first stages of the beta tests for games like
Ultima
Online,
EverQuest
or
Asheron’s
Call, these individuals found immense
worlds that were almost devoid of players and provided the gamers with
little direction on what to do after they created their character. It
was truly up to the players to discover the ins-and-outs of the title,
more often by trial-and-error than anything else.
But if you were active on the forums, played through the client often
and tried to help the development team with in-game issues, you were
often rewarded for your efforts with lengthy conversations, emails and
forum responses from the developers. These initial testers were the
first “game consultants” to the development teams
of that era, and many of the most passionate gamers sought out (and
found) jobs with MMO companies.
If you don’t believe me, just have a chat with Evan Michaels
(System Designer for
Age
of Conan) or Sean Dahlberg (Community Manager
for BioWare’s
Star Wars: The Old Republic). Both
of these
individuals got their starts as forum junkies and fan site
operators/participants for
Anarchy
Online and
Shadowbane
before moving
on to find jobs in the industry. They were active members of their
communities, and the development teams at Funcom and Wolfpack Studios
took notice. In the current market, forum denizens are often lucky if
they see any posts from their development team, and rarely get the
chance to join forces with the studios they follow.
In fact, some modern gamers have even
found that the beta forums for
upcoming games provide them with nothing but stress and heartache.
Forum trolls and flame artists aside, the development teams for many
MMOs are often quick to squash any user that speaks out against their
game or their beta testing procedures. A number of the Ten Ton Hammer
premium members, many of whom are veteran MMO junkies, reported a
variety of recent incidents that occurred during notable beta tests,
where they were either harshly handled, had their
“complaint” posts removed completely, or were
simply insulted.
“
Warhammer
was frustrating because you could not voice
anything in the closed forums, anything bad would be deleted
immediately,” RawGutts answered.
“While in [the
Age
of Conan beta forums] I spoke up,
respectfully, about the class merges, about not testing sieges or PvP
cities, and I wasn't just ignored or had a thread locked, I was flat
out told by a developer on the forums to 'Shut up,'” Arkane
reported. “I was shocked and I ended up returning my beta
invite to them. The game launches and I find out that they still never
tested those and when people finally got to do them on live it was a
horror story.”
“While in the
Warhammer
beta, I had a developer flat out call
me stupid and ignorant,” centrik responded. “There
was a mix up, on their end mind you, and I received an email from them
that caused some confusion. I brought it to their attention on the
forums, to see if anyone else received this email. When no one did, I
made a pretty harsh response. Mind you, the email was about being
removed from the beta for NDA breech, so I was very, very
concerned.”
These hardships are certainly nothing new for veteran gamers, but
during the trials and tribulations of the "golden era," most gamers
merely accepted the hardships that were presented to them as part of
the testing process and did their best to help the development teams
resolve their issues. By contrast, current gamers have become far less
lenient with issues that show up in their testing experience. In an
early interview during
EverQuest’s
final phase of beta
testing, Brad McQuaid
extolled the virtues of his beta
community and how they surprised him:
The game continues to amaze me
virtually every day. The teamwork I see
developing, and the tactics used by long time testers in some of our
higher level dungeons is truly amazing. The dynamic we've created
between the various classes, each with their own strengths and
weaknesses, turned out to be even greater than I'd imagined. Another
example of something that blew me away have been some of the in-game
marriages that have taken place, where over 60 people have shown up to
watch the ceremony. Watching a community form up from nothing into
something in a virtual world you've helped create is truly an awesome
experience.
In comparison,
when asked similar questions
during
Vanguard’s
later beta phase, McQuaid had this to say about his crop of beta
testers:
“It’s okay,” he answered honestly.
“I wish there were more people submitting bug reports, but
that’s the way it goes with beta, and we’re still
finding them regardless. Besides, I need all types [of players]. I need
the exploits so we can find them...I need the jerks.”
The differences in the words, tone and attitude of the two statements
is subtle, yet striking. In one interview, it was apparent that McQuaid
was ecstatic with the response he had received from his testers; the
other had him supporting the actions of “jerks” and
issuing his “need” for these types of gamers to
help him squash the bugs in his game. What occurred to the MMO player
base between 1999 and 2006 that caused such a change of heart for this
MMO developer?
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