MOBILE VIDEO GAME QUALITY ASSURANCE IN A STARTUP COMPANY DURING A CLOSED BETA TEST PHASE
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MOBILE VIDEO GAME QUALITY ASSURANCE IN A STARTUP COMPANY DURING A CLOSED BETA TEST PHASE: Case Grey Area Jonas Aaltio Bachelor’s Thesis October 2013 Degree Programme in Music and Media Management School of Business and Services Management
DESCRIPTION Author(s) Type of publication Date AALTIO, Jonas Juhani Bachelor´s Thesis 20.10.2013 Pages Language 61 English Confidentiality Permission for web Parts 3-‐6 for the duration of publication 5 years ( ) Title MOBILE VIDEO GAMES QUALITY IN A STARTUP COMPANY DURING A CLOSED BETA TEST PHASE: Case Grey Area Degree Programme Degree Programme in Music and Media Management Tutor(s) KIVIAHO, Niko LUCK, Heidi Assigned by Grey Area Ltd. Abstract Quality assurance in mobile video games development has a crucial role. It improves the product in all frontiers and serves as one of the final steps before introducing the product to an audience. A working quality assurance will offer benefits to both customer and developer company. Startup companies have a unique approach to quality assurance and Grey Area with its product development approach is among so called lean startup companies. When a startup company enters a closed beta test phase, the quality assurance process is affected along with other product development processes. The thesis introduces mobile video game quality assurance in two separate phases of product development: in product development phase and in a closed beta test phase. The research task was approached a set of research objectives: Grey Area’s quality assurance and its development during a closed beta test phase, Grey Area’s quality assurance during a product development phase and a literature overview into the general mobile video game industry. The study was conducted by using a case study research approach. The case study approach was chosen because it can prove very effective when focusing on a single entity observed during a limited period of time. The applied case study research methods and tools included mainly qualitative but also quantitative approaches. The results of the research revealed subtle direction changes in the quality assurance process when Grey Area’s two product development phases were observed. The results also provide insight into a startup company’s quality assurance and product development approaches in the mobile video game industry. Keywords Quality assurance, mobile video game development, closed beta testing, startup company, lean methods Miscellaneous The thesis was created under a confidentiality agreement. Therefore any Grey Area’s confidential documents are not included as attachments and any confidential figures are not mentioned.
KUVAILULEHTI Tekijä(t) Julkaisun laji Päivämäärä AALTIO, Jonas Juhani Opinnäytetyö 20.10.2013 Sivumäärä Julkaisun kieli 61 Englanti Luottamuksellisuus Verkkojulkaisulupa Osat 3-‐6 viiden (5) vuoden myönnetty ajan ( ) Työn nimi MOBIILIVIDEOPELIEN LAADUNVALVONTA STARTUP YRITYKSESSÄ SULJETUN BETATESTAUSVAIHEEN AIKANA: Tapaus Grey Area Koulutusohjelma Degree Programme in Music and Media Management Työn ohjaaja(t) KIVIAHO, Niko LUCK, Heidi Toimeksiantaja(t) Grey Area Oy Tiivistelmä Laadunvalvonta on elintärkeä osa mobiilipelien kehitystä. Se parantaa tuotetta kaikilla osa-‐alueilla ja toimii viimeisenä askeleena ennen tuotteen esittelyä yleisölle. Toimiva laadunvalvonta hyödyttää sekä asiakasta, että kehittäjäyritystä. Startup yritykset lähestyvät laadunvalvontaa omaleimaisella tavalla ja Grey Area on tuotekehityksessään osa niin sanottuja lean startup-‐yrityksiä. Kun startup-‐ yritys siirtyy suljettuun beetatestausvaiheeseen, heijastuvat muutokset yleisen tuotekehityksen ohella myös laadunvalvontaprosessiin. Tutkimus perehdyttää lukijan mobiilipelien laadunvalvontaan kahdessa eri tuotekehitysvaiheessa: tavanomaisessa tuotekehitysvaiheessa, sekä suljetussa beetatestausvaiheessa. Tutkimusta lähestytään joukolla tutkimustavoitteita: Grey Arean laadunvalvonta ja sen kehittyminen betatausvaiheen aikana, Grey Arean laadunvalvonta tuotekehitysvaiheen aikana ja kirjallinen katsaus mobiilipelien laadunvalvontaan yleisellä tasolla. Tutkimus suoritettiin tapaustutkimuksena. Tapaustutkimus valittiin, koska se mahdollistaa itsenäisen kokonaisuuden tehokkaan tutkimisen rajoitettuna ajanjaksona. Käytetyt tutkimusmetodit ja -‐ työkalut sisältävät pääasiassa laadullisia, mutta myös määrällisiä tutkimusmenetelmiä. Tutkimuksen tulokset paljastavat hienovaraisia muutoksia laadunvalvontaprosessissa kun Grey Arean kahta eri tuotekehitysvaihetta tarkastellaan. Tulokset myös avaavat startup-‐yrityksen laadunvalvontaa, sekä tuotekehityslähestymistapaa mobiilipelialalla. Avainsanat (asiasanat) Laadunvalvonta, mobiilipelit, mobiilipelien kehitys, suljettu beetatestaus , startup yritys Muut tiedot Opinnäytetyö tehtiin salassapitosopimuksen alaisena. Täten mitään Grey Arean luottamuksellisia dokumentteja ei ole liitettynä tutkimukseen, eikä luottamuksellisia lukuja ole esitelty.
4 Contents 1 Introduction ................................................................................................. 5 2 Literature review ......................................................................................... 8 2.1 Brief history of video game quality assurance .............................................8 2.2 Current mobile video game quality assurance definition ............................9 2.3 Mobile video game quality assurance elements .........................................10 2.4 Quality assurance as part of the product development cycle and the concept of rapid development ............................................................................13 2.5 Mobile video game developer startup companies ......................................16 3 Method ....................................................................................................... 21 3.1 Overview of the research method and its reliability ...................................21 3.2 Setting up the case study ..............................................................................22 3.3 Implementation ...............................................................................................27 4 Results ....................................................................................................... 46 5 Discussion ................................................................................................. 50 6 Conclusion ................................................................................................. 54 References .................................................................................................... 56
5 1 Introduction The mobile video game industry is acknowledged for extensive competition and is growing towards an estimated value of $ 18.3 billion in 2016 (Haggerty, 2012). In order for a mobile video game to be successful it must have a comprehensive number of users adopting the product or a very high percentage of users returning to use the product during a certain period of time (retention percentage). When competition is extensive, high quality products offer better chances of success, and this is where quality assurance becomes truly important. Quality assurance in the mobile video game industry provides the opportunity to develop truly high quality products. It is a process that has one single goal: reassuring that all elements of the end product function perfectly in a predetermined fashion. Generally, in mobile video game developer companies, quality assurance processes consist of various elements that are operating in full force when the product is nearing its completion. However, the mobile video game industry includes companies that differentiate their development approach by implementing quality assurance in the earlier stages of the product development cycle. Among these companies is a startup company called Grey Area. Grey Area is a mobile video game developer from Helsinki, Finland, operating in the mobile video game industry. The company was founded in 2008 and it is considered a medium-sized startup company. Currently, Grey Area has released two mobile video game for iOS (Apple’s mobile operating system) devices. The company is currently working on its next product that has not yet a planned release date. The author worked as QA (quality assurance) Lead within Grey Area between December 2012 and September 2013. Grey Area’s approach to the product development cycle includes applying quality assurance already in the early stages such as the product development phase. This creates a situation where traditional video game quality assurance processes are situated differently. This, in turn, creates unusual quality
6 assurance process approaches. Generally when a mobile video game company is closing into a beta test phase, the product is nearing its completion, shifting quality assurance into a direction that is straightforward and widely applied. However, when it comes to Grey Area, a mobile video game developer startup company, the shift from the product development phase into the closed beta test phase can create quality assurance processes that are not at all traditional. The main objective of this thesis was to evaluate how Grey Area’s quality assurance process evolved during a closed beta test phase taking place between the 4th April and the 16th May 2013. A secondary aim was to define the state of Grey Area’s quality assurance process during a product development phase. An additional objective was to study general mobile video game quality assurance on a theoretical basis. To meet these objectives, the thesis addresses three main research questions: 1. Based on a literature review what are the essential elements and processes that define mobile video game quality assurance? 2. What are the defining quality assurance processes in Grey Area during a product development phase and how do they differ from the generally used mobile video game QA processes? 3. Did Grey Area’s quality assurance processes evolve during the closed beta test phase and how were the end results evaluated when compared with the general mobile video game industry? To reach a deeper understanding, Grey Area quality assurance processes were studied by implementing a case study in two phases: during the product development phase and during the closed beta test phase. The study on both areas was conducted to examine if these processes evolved when a closed beta test phase in the product development cycle was entered. This thesis starts with a literature review to describe the general mobile video game quality assurance process and Grey Area as a startup company. The
7 second part of this thesis describes the research method by providing an overview of the study and its reliability and by describing how the case study research was set up and implemented. From this chapter the thesis moves on to the first implementation part where Grey Area’s specific quality assurance processes are revealed. In the second implementation phase of this thesis, Grey Area’s specific quality assurance processes during a closed beta test phase are examined. To conclude this thesis, the results from both implementation phases are defined after which they are discussed together with the literature review using the predefined research questions.
8 2 Literature review 2.1 Brief history of video game quality assurance In order to provide a more specific quality assurance definition, a brief historical review is in order so as to shed light on the overall process of video game quality assurance. Video game quality assurance has been implemented since the beginning of the whole industry. During the early days of the industry, developers and manufacturers lacked the necessary tools to update their software and hardware because there were no networks through which the updates could be distributed (Jarman, 2010). Assuring a product’s quality became crucial because dysfunctional products would not sell. Nolan Bushnell, the Cofounder of Atari who is behind the commercial success of Pong, one of the earliest video game in history describes game testing in an interview by Morgan Ramsay. And the only thing that slowed us down was testing, because every one that would come off the line would have minor little problems. ... So, the testers would find those problems (Ramsay, 2012, p. 29). In 1972, when Pong was released, mainly the same person who developed the game was in charge of quality assurance. Occasionally, as in the case of Nolan Bushnell and Pong, additional testers were brought in if production rates rose to unmanageable amounts. However, game testing was not a profession at this time because it was not yet required. The evolution of the video game quality assurance profession began along with Nintendo’s Famicom system released in 1983 (later Nintendo Entertainment System, NES). (Levy & Novak, 2010, pp. 8-9) Famicom was the dawn of the development of more sophisticated and complex game that required specialized staff for game testing purposes. These people were called game testers (Levy & Novak, 2010, p. 9). From the following chapter it becomes clear that the modern video game quality assurance both in general and in mobile video game operates on a diverse area.
9 2.2 Current mobile video game quality assurance definition Quality Assurance (QA) is defined in Oxford Dictionary 2013 as follows Quality Assurance: the maintenance of a desired level of quality in a service or product, especially by means of attention to every stage of the process of delivery or production (Oxford Dictionary, 2013). Current industry professionals are among the best to describe video game quality assurance and play testing, which fall under the main techniques that the QA personnel use. Brandon Sheffield (Sheffield, 2012), an editor in Gamasutra, states that quality assurance is one of the most important aspects of game development. Play testing is discussed among others by Luis Levy and Jeannie Novak in their book Game Development Essentials: Game QA and Testing (2010) as follows Testing and quality assurance (QA) are roughly the same disciplined. However, QA is used to describe the broad surface testing done inside a publisher while testing cover the entire spectrum of techniques used to find, investigate and defeat bugs (p. 4). Melissa A. Federoff defines play testing in her thesis Heuristic and Usability Guidelines for the Creation and Evaluation of Fun in Video Game (2002) “Play testing is defined as in-house, formal observation of temporary consumer testers” (p. 20). Later on, after observing video game development, she concludes However, while listening to a conversation between Jerod (producer) and a tester, I learned that they (testers) actually analyze all aspects of the game including game interface, game mechanics, and game play (p. 40). Based on these definitions it is clear that quality assurance is an important aspect of functioning game development and, as such, it should be held in high priority when considering the main ingredients that define a successful video game development process. Although mobile video game are their own separate branch of the general video game industry, they are in reality video
10 games for mobile devices. Therefore, the same rules and definitions of quality assurance are applicable. As a conclusion: The current mobile video game quality assurance is defined to include a broader surface of monitoring and evaluating the general quality of a product, but it also consist the techniques of testing specific product elements. (Federoff, 2002 p. 40; Levy & Novak, 2010, p. 4) A fully functioning mobile video game quality assurance will provide an end result of high quality that functions perfectly in every scenario. However, this raises the question of how can this end goal can be reached. This is be discussed in the following chapter by introducing the essential elements of applied mobile video game quality assurance. 2.3 Mobile video game quality assurance elements Resolving defects, also known as “bugs” The crucial mobile video game QA elements, when considering the topic of this thesis, should be examined in three main categories. The first of these is the role of “bug hunting”, and the second the most commonly used QA tools and techniques. The final category is the execution of QA in the different states of the product development cycle. The main responsibility of a person operating in mobile video game quality assurance is to identify defects in the product. Defects, more commonly known in the industry as “bugs”, impair the users’ gaming experience, and due to this they must be identified and revised. In mobile video game, defects can generally be identified in the code that is created by game developers. (Jarman, 2010, p. 5) These defects can be relatively minimal such as a brief texture flicker in an animated object in the game world or potential critical deficiencies that cause the product to “hard crash” shutting down the game and completely ruining the user experience (Sheffield, 2009).
11 At the core of identifying bugs, conceivably the most frequently used technique is repetition in comparing inputs and outputs as described by Jimmy Thang, Luis Levy and Jeannie Novak: “You get an area of the game, that's your area, and you test everything about that one area for months on end” (Thang, 2012). When you’re testing video game, you often play the same game level over and over again for months on end. “You have blisters on your hands and a headache from looking at a tiny screen 10 hours a day” (Levy & Novak, 2010, p. 28). A tester is given information on what should be the correct output of a scenario when performing a specific input (Jarman, 2010, p. 6). If the end result of this simplified process is analyzed as incorrect, a bug is often identified. Repeating a single element in countless scenarios leads to unexpected results that frequently provide means to identify more bugs and potential relations between multiple bugs. When a bug is identified the same process is replicated in order to prove that the cause-effect hypotheses and the bug are valid. After a bug has been identified an accurate reproduce pattern is reported to the developer who is responsible for creating the game element so that the bug can be revised (Levy & Novak, 2010, p. 48). The holy grail of video game QA is that every single detail in every conceivable scenario of the product is tested. However, this is often unfeasible for reasons of constrained resources in product development. These constrains can be minimized by managing a correct set of quality assurance techniques and tools.
12 Techniques and tools Quality assurance professionals seem to favor two main testing techniques: Ad-Hoc testing and the usage of test cases (Wilson, 2009). Ad-Hoc testing is considered more fluid, random and broad. This is a technique where the tester has no limitations on execution and is free to test any scenario imaginable. The main benefit in this technique is that it provides means to identify large numbers of defects during a test session. It is up to the tester to explore the system. (Chhabra, 2012, pp. 66-67) Test cases are strict, disciplined and more feature specific. In test case testing a single game element is thoroughly tested by repeating it in as many scenarios as the tester can imagine. The main benefit of using test cases is that common actions or elements are tested in a large variety of ways in every area of the product (Wilson, 2009). When it comes to quality assurance tools, there are specific tool sets in use for evaluating specific mobile game elements. These tools are mainly electronic and used with computers but also traditional pens and papers are used for documentation. Electronic tools include: • Documentation, project tracking and management sofware: Software that is used specifically for managing diverse projects include Jira (www.atlassian.com), Trello (trello.com), Dropbox (www.dropbox.com) and Google Drive (drive.google.com). The more traditional quality assurance documentation software includes all “office software” such as Microsoft’s Word, Excel, PowerPoint and Notepad, or similar. • Bug databases and defect revise process trackers: Every person who has work experience in mobile video game quality assurance knows that the number of identified bugs can be extensive. In order to manage the process of identifying and revising defects, databases and process trackers are widely used. These include Bugzilla (www.bugzilla.org), FogBugz (www.fogcreek.com), Jira and customized databases that are created by the company for the company.
13 Taking part regularly in a company’s internal meetings or monitoring when testers from outside the company are brought in are common tools as well. (The Road to QA Excellence, 2012, p. 14) Especially in modern mobile video game testing, device testing becomes crucial. There are numerous devices on which a company’s products can be played with, which places a significant emphasis on testing different devices with different user interfaces. An example of this is Pocket Gems, a San Francisco based startup that develop games for mobile devices that operate on user interfaces developed by Apple and Google. Their quality assurance testing is a twenty-four-seven process that involves teams both in the U.S. and abroad. They distribute the workload of compatibility testing with 40 mobile devices to offshore teams outside of the main developer team. (Cutler, 2012) 2.4 Quality assurance as part of the product development cycle and the concept of rapid development Time is frequently considered as the main reason for an insufficient end result from a quality assurance perspective. Testers themselves often consider the testing stage to be rushed or insufficient once it ends (Wilson, 2009). This is contradictory because quality assurance started early provides means to decrease the overall use of resources in the product development cycle, which is examined in the following chapter. Video game quality assurance has different characteristics based on the state of development. Production testing happens during game development, which makes the quality assurance process more flexible as testing is done simultaneously as the game is being made. However, quality assurance has a vital role in this phase, because resolving problems as soon as they appear is far less expensive at this state than it would be later on in the product development cycle (see Figure 1) (Vasquez, 2009). Early problems will
14 interfere with features that are considered complete if they are left untreated (Fristrom, 2003). Normally the main QA process starts when the game reaches the beta testing phase and it is in a more polished state (Levy & Novak, 2010, p. 53). Figure 1. Prevention over detection (Vasquez, 2009) Melissa A. Federoff describes a situation in which she was visiting a video game developer company that was in a production testing state when examined from a quality assurance perspective. She describes the evaluation process as ”informal”. This was due to the fact that the ongoing state of flux created a situation where nothing could be locked down and thoroughly tested as a fixed feature and the developers circled around each other commenting on each others work on the go. (Federoff, 2002, pp. 32-33) In order to improve the flow of the quality assurance process throughout the product development cycle, rapid development is commonly used. Rapid development stresses the importance of creating daily versions of the product that are distributed internally or externally. These daily versions are generally created and managed by product managers and appropriated QA persons test
15 them. If complications are found they are reported, ensuring that defects will not collect into extensive numbers eventually ceasing the development completely (Fristrom, 2003). As a conclusion, based on a literature review, the generally used mobile video game quality assurance essentials and processes include • Testing every aspect of the product in order to find issues that are not functioning so that they can be revised (Thang, 2012) • Quality assurance during the product development phase is far more adjustable than during the beta test phase. However, it is not to be considered as unimportant (Fristrom, 2003) • Two main mobile video game quality assurance approaches can be defined: Ad-Hoc testing, which is considered more fluid, random and broad and usage of test cases that are strict, disciplined and more feature specific (Wilson, 2009) • Quality assurance professionals analyze all aspects of the game including game interface, game mechanics and game play (Federoff, 2002, p. 40) • The mobile game industry provides additional challenge as a result of a large range of supported devices (Cutler, 2012). • The quality assurance process evolves during the development cycle of a product (Levy & Novak, 2010, pp. 52-53) • During a beta test phase the main quality assurance process begins and the main objectives are to find bugs, replicate them and report them (Levy & Novak, 2010, p. 49)
16 2.5 Mobile video game developer startup companies Quality assurance in Grey Area has its unique features. This uniqueness is based on a startup company mentality that has been adopted also by Grey Area. Before defining Grey Area’s quality assurance in the further parts of the study, startup companies should be studied in order to provide a better understanding of the foundations that Grey Area’s quality assurance is based on. In other words, what it means to be a startup company in the mobile game industry that is in a constant state of flux. A large part of surviving in the industry is based on company’s unique company culture. Therefore introducing Grey Area’s company culture is befitting to the research objectives of this thesis. However, before introducing Grey Area’s definition of their unique company culture, the main elements of mobile game developers in general should be introduced. These are characteristics that generally every company in the industry has and they provide a starting point to conceive Grey Area as a mobile video game developer. A visionary game designer Jane McGonigal states in her book Reality is Broken (2011) that game developers have understood that game become hits and make money in direct proportion to how much satisfaction they provide and how much positive emotion they provoke (pp. 37). According to McGonical (2011), game developers are happiness creators who increasingly provide more powerful and mobile systems that satisfy the craving of people looking for optimistic engagement and emotional rewards (pp. 37-38). These characteristics are built deeply into the core of video game creation and it is often the main ingredient in defining video game developer company culture. Video game companies have a strong historical relationship to computer science and engineering (Wong, 2011, pp. 8-9). In addition to this, the video game industry is considered to be a creative industry, which shares the characteristics of more traditional creative industries such as design and performing arts (BOP Consulting, 2010, p. 40). Creative industries rely on making the most of people’s talent, creativity and passion. In addition, video game developers share the same considerable uncertainty about the likely
17 demand for creative products, the frequently collective nature of creative production and the need to develop and maintain creative teams with diverse skills. The members of these teams often also possess diverse interests and expectations about the final product (Flew, 2002, p. 7). Before going deeper, it must be taken into consideration that Grey Area is a startup company that shares unique features with other startup companies. There are numerous definitions of startup companies, but the most befitting to Grey Area is provided by a book called The Lean Startup (2011) by Eric Ries. Grey Area has adopted Ries’s approach as the core of its business. This approach can most suitably be examined when defining the elements forming Grey Area’s company culture on which its quality assurance is also based. Lean startups are companies that aim for the validation of their products via continuous hypotheses and their experiments (Ries, 2011, pp. 56-72). The outcome of this experimental approach is to build sustainable business based on learning. This leads “lean” startups to apply a build-measure-learn feedback loop as the core of their business (Figure 2).
18 Figure 2. Build-Measure-Learn feedback loop (Ries, 2011, p. 75) The build-measure-learn feedback loop is used to recognize whether it is wiser for a startup to continue in the direction that it is heading to or make to the strategic decision to make a pivot: a structured course correction designed to test a new fundamental hypothesis about the product, strategy, and engine of growth (Ries, 2011, pp. 77, 149). A successful lean startup has been able to minimize the total time through the build-measure-learn feedback loop thus decreasing the amount of wasted time and money (Ries, 2011, p. 78). In The Lean Startup, Ries defines numerous techniques on how to decrease the overall amount of time by advancing through the build-measure-learn feedback loop. However, all these are not discussed in greater detail. Instead the main focus is on the elements that are the most suitable when considering the topic of this thesis. Among all of the techniques one technique highlighted by Ries is the most appropriate, because this specific technique is emphasized in the second research phase of this thesis. The technique in
19 question is the process of measuring which serves as one of the core building blocks of the build-measure-learn feedback loop. In order to measure, a startup will use metrics. As defined by the Oxford Dictionary 2013, metrics are “a method of measuring something, or the results obtained from this”. Ries defines three main metrics areas that a startup must adopt in order to practice successful measurement, the three A’s of metrics: actionable, accessible and auditable (Ries, 2011, p. 143). • Actionable: A demonstration of cause and effect in order for people to learn from their actions • Accessible: Build a metrics system that is understandable and that preferably can be accessed by all of the company’s employees • Auditable: Data must be able to be tested with real customers in order to prove that it is auditable. Whenever possible, reports should be drawn directly from the master data, rather than from an intermediate system. This reduces opportunities for error. (Ries, 2011, pp. 143-147)
20 When a company is able to use metrics that follow the rule of three A’s, measurement provides valid data that can be used to minimize the amount of time used to progress through the build-measure-learn loop. Grey Area has adopted this method, and it is a crucial ingredient when it comes to quality assurance during the beta test phase. After discussing the defining elements that are built into the core of many mobile video game developer companies’ culture and introducing the lean startup model that Grey Area has adopted, it is befitting to introduce Grey Area’s company culture. Grey Area values and culture based on Mikko Hämäläinen’s, one of the founders of Grey Area, presentation “The 10 things we live by”: 1. Adaptive 6. Passion 2. Adoptive 7. Customer 3. Integrity 8. Best argument wins 4. Input, not consensus 9. Courage 5. Hard work 10. Humble and open. (Hämäläinen, 2012)
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