When Ten Ton Hammer initially decided to
craft this article, we sent
out a list of questions to a number of prominent developer in the MMO
industry. One of our most intriguing answers came from former
EverQuest II
senior producer and creative director, Scott Hartsman. His answer hit
squarely on the money/beta testing issue, and rather than chopping his
thoughts into pieces, here’s what he had to say about beta
testing and money:
For the AAA, eight- and
nine- figure budget extravaganzas, big betas
aren't going away any time soon. What companies get out of
them has shifted over time, but they remain an important part of
getting a game out the door.
As product cost and
complexity have increased, the emphasis of beta has
indeed shifted toward toward marketing and load testing both your
gameplay and operational systems. However, those are still
critical activities in the high-budget, launch-big-or-die
model. (That model has many weaknesses, but that's
an entire topic in itself.)
The reason this happened
is simple - It's about the money.
Let's say you're a AAA game with 3-4 years of time and money invested,
enough money to support a large team having worked on it for that
long. Games like this frequently need to go for years before
enough pieces come together before you can start making decisions about
what's fun and what isn't.
By the time beta begins,
you've made decision after decision that have
compounded on each other. Your assumptions' assumptions' have
assumptions about what your game is. The whole product,
systems, content, operations, marketing, PR, community ramp, you name
it -- is built upon them. Changing core assumptions about the
product itself is unlikely to be possible without significant delays,
costing progressively more money per month. (Remember, the
months toward the end of the dev cycle are the most expensive ones by
far.)
The game is, for the
most part, what it is. You're capable of
making shifts, but the more complex the game, the more minor the shifts
you can make with any confidence. If assumptions that you
made years ago turn out to be wrong, you're left to scramble, or in
most cases, do your best to ameliorate the now-certain fallout.
If you haven't verified
your gameplay at the point of having a beta,
you've already left your fate to chance. (This is, of course,
all presuming that your game has passed the technical bar in terms of
stability, which is all too often not the case. And, again,
is another flaw with the launch-big-or-die model.)
As budgets go up and
schedules get longer, the model is growing more
and more analogous to movies. If anything, people can see
what goes on with blockbuster movie releases and draw certain
comparisons.
No big beta?
With a quality product at this stage in the
industry's evolution the negatives almost never outweigh the positives.
Unlike movies, seldom
are there a half dozen launches competing for
attention in the same month, much less the same week, where movies
might have some competitive advantage to keeping secrets this late in
the game. MMOs differ from movies in that they're a long term
time investment. The pattern of hype generation is different.
The way MMOs are most
similar to movies, exploding costs aside, is that
if you don't see an advance reviewer screening for a movie:
Something Has Gone Terribly Wrong. Bad news is being kept out
of the market in hopes of keeping day-one sales high.
The same can be said for
lack of betas, repeatedly late betas, or
overly-restrictive betas for MMOs.
The company knows that
early sales are now where the bulk of the money
is going to come from, instead of huge usage numbers over time, and
it's doing what it needs to -- preserving those precious day one
revenues, since it could well need that money to survive.