Forum Discussion
11 years ago
KayneMatrix wrote:
In my work history, I have Worked as a Beta tester for a few gaming companies, such a Konami / Capcom / Ubisoft and Rare. I am not saying that even the best games do not have issues. Some glitches are fun, and exploiting them leads to greater game play Others bring the entire experience down. One can tell when a game has been rigorously developed and coded etc.
... and when it has been rushed.
It could be only my opinion, but considering the number and wide variety of glitches this game has.I feel like the updates could be planned/ developed/ tested and beta tested better. instead of rushing whatever looks good.
Personally, I would rather wait for a good bug free/ virtually bug free experience rather than the bug filled crash fest I have now.
No, I don't want to hear excuses about multi-platforms because that could be solved by a compatibility mode, especially when the latest OS's have the same problems the older ones do
But I have said all of this before. I am not trying to dismiss the points made in the above statement, but this is the counterpoint.
my two cents
First, and most important... Beta testing is VERY different than working for an actual developer inhouse. Beta testing online games has two reasons: First is to stress test the servers (and to find general bugs), and second is to see what people like and don't like. This is part of the development process, but you aren't a paid employee and your reward is to play the game for free before most anyone else has.
Now I'm not saying that TSTO is flawless, but you have to understand some things. First, based on what I wrote above, it's not multiplatform that's the problem. iOS and Android are one OS each, and to make one game work on the multitude of Android devices ... as well as the small but increasing variety of iOS devices ... is a challenge. They can't have one of every single Android device, and they will have to fix things once they find out how one particular device lends some weirdness. It's a bit easier with iOS because there are considerably fewer.
Second, and one of my main points above is the developer/publisher relationship. The publisher wants something out by a certain time. Nowadays, with updates available on every platform from a handheld game system, to PC, to smart device, they still want the product out at a certain time, no matter if it's finished or not... because it can be updated and fixed. This is not the developer's fault, but is the publisher's. The best publishers will see a problem, and hold it longer before release, but that costs money.
With TSTO, I agree that some inexcusable bugs have existed. They likely didn't have time to test it as well as they'd like on all OS versions of both devices that they wanted to because it needed to be out on a certain date. But on our side, it SHOULD NOT have gone out with that TERRIBLE lag, and some money will need to be spent to fix things such as login problems that shouldn't happen, and the multitude of problems we see.
I'm on your side, but as someone who has helped made a few big games on PC, I have experienced this first hand. Example: Our publisher wanted the game released. We found a big bug that needed to be fixed the day after it went gold. We could have sent them the fix before it went to publish, but they didn't have the resources to get that fix in there. The problem there was two fold: Our test team missed something, and the publisher wasn't able or willing (we're not sure) to incorporate the fix into the shipping version.
So with this, the devs missed something, and I'm very sure they knew they did. This is likely due to changing something in the game's rendering engine that caused issues. But the publisher wanted it out, so they had to release it and then found out how wide spread it was.
Sorry that's so long winded. I find when I don't explain myself properly, I open myself to mistakes. I hope this helps! No bad feelings or anything. :)
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