Actually, that game breaking bug was caught weeks ago by QA. Unmoving deadlines set by upper management meant that a fix couldn’t be made in time for the content schedule.
Also, by the time the game has been released for 1 hour, the players have already racked up more playtime than the full QA team could reasonably achieve throughout several years of development (and for most of that time QA were playing an older version…). So, if your game has a lot of player choice, randomization, simulation, complex systems, chances are the players are seeing things that QA never did. And then the players wonder how QA could miss such an obvious bug.
I’ve mothballed multiple RCs from finding P0 issues by pure chance. In my experience, 90% of bugs are already caught by QA, 8% were isolated bugs that would realistically never get caught in QA, and 2% just slip through.
Actually, that game breaking bug was caught weeks ago by QA. Unmoving deadlines set by upper management meant that a fix couldn’t be made in time for the content schedule.
Also, by the time the game has been released for 1 hour, the players have already racked up more playtime than the full QA team could reasonably achieve throughout several years of development (and for most of that time QA were playing an older version…). So, if your game has a lot of player choice, randomization, simulation, complex systems, chances are the players are seeing things that QA never did. And then the players wonder how QA could miss such an obvious bug.
I’ve mothballed multiple RCs from finding P0 issues by pure chance. In my experience, 90% of bugs are already caught by QA, 8% were isolated bugs that would realistically never get caught in QA, and 2% just slip through.
That’s why bugs can be labeled “in shipped version.”
They know. It’s just they balanced it against everything else and it wasn’t worth spending time on or delaying the game for.
I won’t say that it’s purely a AAA problem, but it’s harder to excuse there.