Today we are here with Rose and Emma who handled quality assurance for Cipher Zero. Both of you do a lot more than just QA. Can you tell us about your other roles?
Rose: My main role here at Zapdot is community manager: taking care of the Discord, Steam forums, social media, and the like. I also help out marketing and outreach and I also occasionally bully our creative director when it comes to making sure we hit deadlines.
Emma: I hop around a bit, although Iām mostly QA at the moment. But Iāve done a little production, a little customer support, a little writing, a little researchā¦basically, Iām happy to give anything my best shot.
For those of us not super familiar with QA, thereās the internal tests side and the external tests side. Emma, you worked on the internal side, making sure that we have a solid enough product to offer to playtesters. What does your process look like?
Emma: A big part of getting started with QA is making a test plan - this is essentially a big document or spreadsheet where you make a line for every action the player takes in the game, and you use it to track where there are bugs and issues over time. As the game gets worked on and added to, you continue to add tests to cover the new functionality. It helps ensure you arenāt overlooking any part of the player experience. The test plan for Cipher isnāt that big compared to some of the other projects Iāve worked on, but it still can take a while to do a run through.
In addition to the full test plan, itās important to have a smoke test too. This is a really short version that identifies the most critical features - like, does the game start? Can the player submit solutions? That way you can quickly find super critical issues and make sure the team is aware.
What are some non-QA related skills that led you to potentially approaching the process differently compared to someone else in the same position?
Emma: Iāve also gotten some training in accessible player experiences, so accessibility was a big frame I tried to look through while testing the game from the early stages of development. Thatās when you need to start thinking about accessibility in a game - from the start. Itās way easier than trying to cram in changes later in development, and it ultimately just makes your game better too.
There are a lot of useful resources out there that can help developers with this. We pulled a lot from the Game Accessibility Guidelines, for example. I think the team overall did a great job considering accessibility and identifying what could be done to allow more players to experience the game
On the external side, this is a question for Rose. What does play-testing on Cipher usually look like? Can you give us a bit of a run-down?
Rose: For us, communication before the actual playtest starts with the playtester picking a timeslot that works for them. We help get them sorted out with a build that we want them to test, make sure theyāve got any additional instructions for that, such as any instructions on how to swap builds or access beta builds via passwords.
Once the playtest actually starts, I talk them through what weāll be doing for that day, what we expect from them. Iām there on the call with them as they go through whatever weāre testing, and Iām there as help if they get stuck but not in a way that gives the answer, more like helps redirect their thoughts towards what could help lead to the answer.
Playtest is over when they finished what we were testing, we run out of time, or they hit a point where they feel like theyād walk away from the game naturally if they were playing on their own. Thereās a follow up survey to ask them about the mechanics they encountered, things they liked, things they didnāt, and an invite to come back for more testing.
What are some of the key things you watch for when you observe a playtester? How do you usually interact with the playtester?
Rose: Usually a playtest is quiet, I donāt talk much except when weāre talking through strategy or ideas on how to solve the puzzle. Iāve had playtests where I only talked at the very beginning to get the person set up, and then two, three hours later at the end when theyāre done and we talk about the follow up stuff. Otherwise, itās just them working through the puzzles. Some testers loved to chat, and it helps them work through the puzzles while not actually talking out loud about the puzzle itself.
Each playtester is different of course, so Iāve got a short time to learn habits and quirks, especially with new testers. I have to watch out for when theyāre getting frustrated or stuck and step in at the right moment to not let them bang their head against the wall too long but also not potentially break concentration when theyāre almost there. Getting them to vocalize when theyāre starting to get to that point is really helpful but not all playtesters are going to speak up, even when encouraged, so Iāve got to keep an eye out on that.
QA aside, how do you deal with the non-QA related challenges that come with running QA? For example, no-shows for playtesters, broken builds, organizing playtest schedules, and other logistics?
Rose: No-shows are always a toss up. Sometimes itās just life gets in the way, gotta reschedule, which is no problem. Sometimes, itās just pure ghosting, like they donāt want to hurt our feelings by backing out, which I can get! But itās also okay to say, āHey, I change my mind.ā
Broken builds usually also lead to reschedule, unless we can squeeze a quick fix and get the new build up and going. Scheduling is always fun. Iām thankful for a flexible schedule myself, which lets me meet the needs of playtestersā schedules. Theyāre people with lives, theyāre already doing us a massive favor by playtesting, no reason not to accommodate the best we can.
During Cipher Zeroās playtest, what was the biggest consistent problem you encountered during playtesting and how we ultimately resolve it?
Rose: I would say trying to help guide a tester through a puzzle without giving them the answer or giving too much direction that it felt like I did too much. That just takes time to figure out, and really understand the puzzle, the mechanics, the solution, but also the tester. Thereās no real solving this sort of thing as a whole, you just come as prepared as you can.ā
Emma: I didnāt do a lot of running playtests, but Iām with Rose here from what I did do. My instinct when I get stuck on a puzzle (or honestly any challenge in any game) is to stop and come back to it the next day, but you canāt really do that in a playtest. The time allotted is the time allotted, and you just have to figure out how to roll with that.
Hereās a broader question. In your opinion, what are some of the biggest QA botches youāve seen in the industry?
Rose: In recent memory? Thereās a few, though one stands out. It should have been a hit but the launch was absolutely riddled with bugs, crashes, performance issues that just made the game unplayable. The issues had been brought up by QA but crunch time led to many of the bugs to remain and leadership pushed to launch with all the issues still there. The game didnāt feel like the game the devs wanted to make until a few years down the line and who knows how many patches.
Personally seen: Two months before a gameās launch, I told the devs, āHey, if you pick this character with these specific units, when you load into the map, the game crashes.ā It was 100% reproducible but they didnāt fix it for launch. This because the combination wasnāt something the meta players were using ā and in all honesty, it was a silly build that worked if you only knew how it worked ā so those in charge didnāt see it as a reason to fix it.
The problem came is where the main story quests had that exact combination of character and specific units, so the moment you got into the mission, the game crashed. It took them multiple days to fix it before anyone could actually progress through the story, the Discord and Steam forums were a nightmare during those days.
Emma: As Rose pointed out, I feel like most QA botches arenāt completely on QA themselves but on harsh schedules or communication/prioritization issues at higher levels. Not to mention, as games get bigger and more complex, there simply might be bugs that donāt make themselves apparent until after launch, no matter how much QA you do beforehand. None of that is to excuse rough launches, but buggy games arenāt necessarily buggy due to bad QA but a whole host of other possible compounding issues.
I think QA is one of those departments where they can go unacknowledged for a job well done, because itās sort of invisible, you know? But then once thereās a problem, thatās where the blame goes first, justified or not.
This is your chance to convince the world QA has cool moments! Tell us, what was the best thing you experienced during Cipher Zero QA?
Rose: Some of the best moments came from playtesting. Some would complete the level and then immediately go back and look at all the details of the world. I had one playtester who was like, āCan I just sit here for like a minute and listen to the music? This is cool.ā Itās those little things that add up and makes all of this totally worth it.
Other than that, just seeing things come together piece by piece and getting to make sure those pieces fit together is really satisfying. Watching the effort to bring different particle effects together, new or update artwork, new little bits of details that were half-baked thoughts said in passing made into something real and amazing.
Emma: Iāve hopped on and off active work on Cipher between other projects, and every time I came back, it was like I got to discover the game all over again as things were added, changed, and adjusted. Itās really satisfying to be able to see a game grow like that, and QAās the place where youāve got the best view.
Lastly, is there anything you want to tell the players (and players-to-be) of Cipher Zero?
Rose: I saw my first screenshot of this game a few weeks after I was hired at Zapdot. The art was still simple, but there was something about the muted palettes and the style that made me go, āI want to work on that gameā.
I love puzzle games but Iām terrible at them; Iām much more of a Nonary Games/Danganronpa type of person. Working through the game, the puzzles, I just fell further in love with it, even the puzzles that took me a while to figure out. Donāt let it being a puzzle game stop you from playing it. CIPHER ZERO is just something special that I think a lot of people would it enjoy it if they give it a chance.
Emma: Take your time! Play through a few puzzles a day, really soak it in. I never used to be much of a puzzle gamer, but Iāve found recently that I enjoy them a lot more when I treat them less like homework and more like a daily crossword. Thereās no need to rush, and nobodyās grading you. So good luck, and have fun!