• Goronmon@beehaw.org
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    1 year ago

    Plenty of developers have shipped out a game they believed to be bug free only for the players to discover hundreds of missed bugs on launch day.

    You are mistaken if you believe that developers believe the games they ship are “bug free”, and I would bet that many of the bugs you think are “missed” are actually already known on an internal issue tracker somewhere. But those bugs were determined to be shippable. And again, that’s not specific to games, but software in general.

    • LadyAutumn@lemmy.blahaj.zone
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      1 year ago

      I speedrun games as a hobby :P we exploit a lot of bugs developers are unaware of lol. A lot of speed games are older though, so we’ve also had a long time to find some of the more obscure ones. Bug fixing is an ongoing process in modern games. I dont think it’s possible to have considered every single possible situation in a game engine, at least not for an average developer. But you sound more in the now about their internal processes, so you’re probably right and I misinterpreted what they meant by that quote.

      • Goronmon@beehaw.org
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        1 year ago

        But you sound more in the now about their internal processes, so you’re probably right and I misinterpreted what they meant by that quote.

        The general summary of how “bugs” work in software development is simple at a high level.

        1. Someone reports the bug (developer, qa, player, user, etc)
        2. Someone prioritizes the bug
        3. Lower priority issues are put on a backlog to potentially be worked on later
        4. Higher priority issues get fixed (most of the time)

        The product releases when an acceptable level of bugs from steps 3 and 4 are reached, and “acceptable” never means zero or even close to it.

        So, the developers have a pretty good idea of how many bugs there are, in addition to the more general sentiment that the people testing have about the stability of the game.