@DAOWAce: You have many examples out there on how changing leadership can affect a studio/publisher dramatically (both for good or worse), even for "dead" ones.
@phili878: In the second line of the article that you did not bother to read before rushing to the comments:
"Hudson will be replaced by interim general manager Gary McKay (senior director of development operations) and Darrah's role will be filled by Christian Dailey (BioWare Austin studio director)."
Let's hope this patch does a better job than the previous one. I'm liking the game so far, but it's hard to enjoy it when the game crashes each 40 minutes.
@matty_6666: That's an old misconception, actually. Most graphic engines nowadays can auto-test boundaries, although you still fall though the map in some games, most of cases it has to do with either physics or collision issues.
QA is a nice (and mostly fun) starting point in the industry, but it also includes very boring stuff like compliance testing (making sure that the game is in line with first party requirements) or submissions, which is most of the cases also QA's task (submitting a build to PEGI or ESRB for an age rating, for example)
In my years in QA I saw a bit of everything. But I can assure you: I only had to run into walls when it was directly requested by a coder and it was always 1-2 walls :) (And thank God for that! lol)
The time a QA spends in the game is in no way representative on how durable a game can be. I started at QA in the industry and more than once I ramped more than 100 hours is very linear games.
It comes to things like having to re-start again when a new build is available or coders requesting to perform some tasks related to balancing. Or trying to reproduce a crash in specific situations.
I mean, sure this game can be engaging enough to keep you around the 200 hours. but the work of a QA must not be understood as an equivalent to regular gameplay.
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