I know you’re not calling me out. I agree with most of what you said, but there are things I want to point out.
I’ve seen that firsthand. The QA team for the project I was on were contractors. Since I was a newcomer to the industry, I didn’t have the same attitude towards QA as the rest of the team. As a consequence, I worked with them a bit more closely than they expected and when I thanked a guy for helping me track down and solve a bug, he looked at me like I was an alien. He explained that they’re usually not thanked for their work and that the devs are normally pissed at them all the time for finding bugs.
So yeah, treating QA as a second-class citizen seems to be par for the course in the industry.
Yep. Even outside the games industry, QA can’t catch everything. And games are much more complex and difficult to do QA on. Unless things changed drastically in the last 3 years, having no unit tests for the game proper is par for the course in the industry.
Exactly. Cyberpunk is a great example here, but we don’t need that example on these forums: I’m convinced that what we keep seeing from Funcom is the result of that same phenomenon.
But therein lies the rub. That is exactly what I’m complaining about. I’m not dunking on the QA people, I’m bіtching about Funcom’s QA processes, policies, and most importantly, corporate culture. In my experience, those are the factors that drive the decision-making process.
Those factors are why Hello Games and CD Projekt Red make drastically different decisions. Those factors are the reason why we’re seeing the quality of Conan Exiles updates decline over time. Those factors are why I believe Conan Exiles, as a game, is slowly dying. All those arguments about the servers being empty or not, about the trends on the graph of the total players and peak players and whatnot, all those arguments are about effects, not the cause. The cause for the decline of the game is, most likely, that the team is hobbled by the management and the business decisions.
That’s why my point was “if you can have profits despite subpar QA, why not?” Of course Funcom cares about profits, like any other company, but the way they let that drive their decisions – on everything ranging from the staffing to scheduling to policies – is something deserving of criticism, because there are counterexamples that show that it can be done differently.
And that’s also why my first post on this thread was an explanation of why it’s not feasible to get a “Second Edition” of this game. It’s a nice sentiment, but come on – look at the decisions this company has been making about this game. How can anyone expect them to take on a project that’s insanely risky from the business perspective?