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BetaComp 2004

Where the entries aren't games, but beta-test reports. An IF comp for everyone.

By: Jess Knoch
Last Updated: 20040917.


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The Results

[Update 17 Sep: By popular demand, I have posted all the entries as well as our bug lists. Take them as they are.]

[Posted to rec.games.int-fiction 14 Sep.] After much delay, the results of this year's BetaComp are in. I was pleased to see that once again, each entrant found at least *something* that no other entrant did, and no single entrant found more than about 50% of all the bugs that were found. This reinforces the prevailing theory that several testers (and possibly multiple rounds of testing) are most effective in ferreting out all the bugs.

Unlike last year, the comp used a current game-in-progress to test rather than a game written just for the comp. Neil Bowers provided the game, a port of a 1982 game called "Planet of Death" (or PoD). Because it's a port, Mr. Bowers is trying to preserve the feel of the original, but as you might guess, the original doesn't play very well by today's standards. The BetaComp entrants struggled with this conflict in many ways, as we'll see. But first, the awards:

We start with an Honorable Mention. Mike Jones was a last-minute drop-out, but he still made some nice comments about the game. I think he put on his 1982 hat too firmly and was too kind with the game. And he liked it!

Next: the award for Pulling No Punches goes to Mark Tilford. Although he had a hard time judging the game in the context of it being a port, he was very clear about what worked and what didn't. Kudos!

James Bond wins the award for Best Use of Undo to Try Different Approaches. Mr. Bowers pointed out how useful this method can be to test a game -- something to keep in mind.

Best Encouragement (With Appropriate Fixes) goes to Apollo Hogan. There's definitely something to be said for positive criticism: as an author, it's probably my favorite part.

Another important part of any beta-test is pointing out alternative phrasings and missing synonyms: for the second year in a row, Esa E. Peuha wins the award for Most Thorough Listing of Missing Synonyms. BetaComp's first returning champ.

A solid, entertaining beta-test report earns Adam Thornton this year's award for Funniest Report and Most Critical Without Actually Insulting the Author. My favorite line: "In 1982 I might well have enjoyed this game... In 2004, however, 'Planet of Death' was only only marginally
more fun than plunging heated skewers into my eardrums." Adam Thornton: killing them with comedy.

The coveted Grammar King title goes to Andrew Walters. His report picked out a lot of problems no one else mentioned, which is invaluable to a game author.

We're down to our top two comp entrants. It really is difficult to judge beta-test reports, since so much of it comes down to subjective criteria. Mr. Bowers and I were split on which of them was the absolute best entry, but since we're giving out two gift certificates of equal value I don't feel too bad about it.

So, I give you, the runner-up of this year's BetaComp: with a thorough and very well organized report, Andrew Krywaniuk wins second place and a $25 gift certificate.

And in first place, with an extremely thorough and explanatory report, the winner of BetaComp 2004, Graham Holden, who also wins a $25 gift certificate.

Congratulations to all the entrants! It's not easy to have someone judge what you normally do as a favor to people. Thanks for entering, and keep on testing. Detailed scores and notes to follow. See you next summer for BetaComp 2005!

Jess Knoch
BetaComp organizer

* * * * * * * * * * * * * * * * * * * *

Now for the overall breakdown of scores and general notes on the reports. The game, as I mentioned earlier, presented quite a challenge this year, especially since my listed criteria for judging included commenting and criticizing "the bigger issues in the game," which can cover quite a lot in a game ported from 1982. Mr. Bowers' notes to testers made it pretty clear he was not looking for too many comments about the nostalgic bits, so testers had to use their best judgment on how much to say about the glaring plot holes, nonsensical geography, and guess-the-verb troubles. Mr. Bowers and I judged the entrants separately, and then I took a straight average of our scores to come up with the final winners list. We weren't always in line regarding how well entries did in each category, but I think our votes hold equal weight.

The other challenge this year was that the first release that went out to competitors had a (near-)fatal bug, so that the walkthrough provided didn't work and it seemed to be unfinishable. Actually, one tester did manage to finish the first release by exploiting a different bug. But everyone else used the next release either in whole or in part to finish testing the game, which (I'm sure) led to some frustration. I'd like to think it just added some realism to the artifice of the competition.

Mr. Bowers used a scale of 1-10 points in each of my four categories (Organization, Clarity, Thoroughness, and Ability to Criticize), plus bonus points. I am using the scale of ability from Puzzle Pirates because I like it. You can think of it as a scale of 1-8 points if you like. From worst to best, that scale is:

Able
Distinguished
Respected
Master
Renowned
Grand-Master
Legendary
Ultimate

Now, in alphabetical order, notes and comments on the entries (JK = Jess Knoch, NB = Neil Bowers):

Entrant: James Bond
Organization: 6/10 (NB), Master (JK)
Clarity: 5/10 (NB), Respected (JK)
Thoroughness: 7/10 (NB), Respected (JK)
Ability to Criticize: 6/10 (NB), Grand-Master (JK)

Mr. Bond did a great job commenting on various aspects of the game, including whether or not it was desirable to include things like mazes, snarky error messages, instant-death actions, weird geography, and requiring bizarre unclued actions to progress. I thought this was his best category. He included suggestions for alternate solutions to puzzles and places where the parser could help out a struggling player. As for format, his report had a few introductory comments and then the rest as a game transcript, which is helpful since the author gets to see exactly what was tried (although Mr. Bond doesn't always flag the bugs explicitly). As mentioned above, Mr. Bowers was impressed with his use of "undo" to see how different states affected the responses and outcomes. And I agree, the combination was reminiscent of something I would put on my luggage ^_^.

Entrant: Apollo Hogan
Organization: 6/10 (NB), Renowned (JK)
Clarity: 8/10 (NB), Legendary (JK)
Thoroughness: 5/10 (NB), Distinguished (JK)
Ability to Criticize: 5/10 (NB), Master (JK)

This report might have been the most encouraging of Mr. Bowers' endeavors with PoD. Whether or not it should be encouraged is something that other entrants might take issue with, but that's beside the point. Mr. Hogan impressed the judges with the quality and clarity of his suggestions and comments, even if he didn't pick out as many individual bugs as some other entries. Still, it is always nice to see a positive report.

Entrant: Graham Holden
Organization: 9/10 (NB), Legendary (JK)
Clarity: 9/10 (NB), Renowned (JK)
Thoroughness: 10/10 (NB), Ultimate (JK)
Ability to Criticize: 10/10 (NB), Legendary (JK)

This was definitely the prettiest report, and the prettiness was matched by the quality of the report. He started with a brief introduction, so that the author would have a good idea of where he was coming from with his suggestions. The author was very pleased with that section. After that, the executive summary highlighted his overall impressions and suggestions for the game. There can be no denying that the report was well organized and very, very thorough. But... and I can't believe I'm about to say this... it was almost too wordy. I feel the Wrath of the Verbosity Gods about to smite me for saying it, but I can't help it. It is indeed a beautiful report, but there is so much text to get through up front that the actual suggestions are just a tad harder to read. I feel like a heel for mentioning the bad parts of such a conscientious report. Anyway, another good part (besides the depth and organization) is that Mr. Holden will occasionally suggest how something should be fixed. This is always helpful. Overall, a great report. Mr. Bowers said it read "like a report from a professional tester."

Entrant: Andrew Krywaniuk
Organization: 7/10 (NB), Ultimate (JK)
Clarity: 7/10 (NB), Grand-Master (JK)
Thoroughness: 9/10 (NB), Legendary (JK)
Ability to Criticize: 9/10 (NB), Legendary (JK)

Mr. Krywaniuk was the only tester to use the first release exclusively, which I see as something of an accomplishment. The report starts with a few introductory notes and an executive summary, which I think is the best way to begin, since it gives the author a prioritized list of things to do. After that, the bugs were pretty much listed by location, making them easy to fix in the code. His number one suggestion was that the author re-think his goals in porting this game to Inform. He was very critical of the plot holes and "old-school" problems with the game. In addition to his report, he included four transcripts of his play-sessions, which contained (by my count) about five additional bugs that weren't listed in his report. It just goes to show you, it's nice to have the actual transcripts in addition to the crafted report. Mr. Bowers mentioned that the bit about the intro was very helpful: the entrant made a special effort to comment on the importance of the introduction and suggest alternative and more exciting openings. The author also awarded him a bonus point for saying the game isn't ready for beta in its current state (the only entrant to do so).

Entrant: Esa A E Peuha
Organization: 6/10 (NB), Grand-Master (JK)
Clarity: 8/10 (NB), Legendary (JK)
Thoroughness: 8/10 (NB), Renowned (JK)
Ability to Criticize: 6/10 (NB), Renowned (JK)

For the second year in a row, I admire Mr. Peuha's ability to find alternative names for objects, places, and people. He started his report with some overall comments on the game, and followed it up with the master list of objects that need additional names. This is very important input into any game, although other areas of the game don't receive as much attention. The author singled out Mr. Peuha's comments on the ice cavern as especially noteworthy. He was also impressed that the disassembly of the game turned up errors which couldn't be found any other way, such as name properties made invalid by spaces. For example, the author mistakenly included "small " in the name property for the "small, green man," meaning you cannot refer to him as "small" or a "small man." Several testers mentioned that "small" is needed as a synonym for the small, green man, but the author, when looking over his code, might see "small " and not realize that the space was messing things up. So these comments are quite helpful.

Entrant: Adam Thornton
Organization: 7/10 (NB), Legendary (JK)
Clarity: 7/10 (NB), Grand-Master (JK)
Thoroughness: 6/10 (NB), Master (JK)
Ability to Criticize: 7/10 (NB), Ultimate (JK)

This was probably the most entertaining report for me to read, perhaps only because I am not the author. Mr. Thornton is extremely critical of the higher-level stuff, and talks extensively about the porting issue. I can say pretty confidently that he prefers some of today's modern conventions to the old-school style, on matters of instant death, mazes, and guess-the-verb problems. ("Yay-for-instant-death" is sarcasm, right?) Anyway, he somehow manages to avoid it feeling like an attack on the author (this straight from the author's notes), and in fact is rather complimentary of the author's skills in coding. He would rather see said skills applied to an original work, rather than dredging up a game that wasn't so great two decades ago. In any case, Mr. Thornton is a very competent beta-tester, and this report picks up on a lot of important issues in the game.

Entrant: Mark Tilford
Organization: 4/10 (NB), Master (JK)
Clarity: 5/10 (NB), Renowned (JK)
Thoroughness: 4/10 (NB), Distinguished (JK)
Ability to Criticize: 3/10 (NB), Grand-Master (JK)

Mr. Tilford's report was a bit on the terse side, at least compared to some of the others. He found the restriction that the game is a port of the original first and foremost *too* restrictive. Still, he did a good job commenting on the porting issues, and did play through the game using "bug" to mark comments and problems. According to the author's master list, he found two bugs that no one else explicitly reported, which just goes to show you that even if one person's report is short, it can still be fruitful. He does point out the worst bugs, so in a pinch this report would lead to a huge improvement in the game.

Entrant: Andrew Walters
Organization: 8/10 (NB), Ultimate (JK)
Clarity: 8/10 (NB), Grand-Master (JK)
Thoroughness: 7/10 (NB), Legendary (JK)
Ability to Criticize: 7/10 (NB), Master (JK)

This year's surprise third-place finisher, Mr. Walters did quite well in several categories. His report was organized into four sections: bugs, typos, general puzzle and game design issues, and a few suggested things to implement (objects and verbs). I liked this organization a lot, and I may adopt it myself. Mr. Walters also wins my award for most bugs found, although the way I came up with that distinction is a bit indirect. I split all the bugs/issues/suggestions that all the entrants mentioned (and one I found myself that didn't get mentioned) into two broad, messy categories: Bugs, which I would definitely want to fix if I were the author, and Suggestions, which I would add if I had the time. This is imperfect, since people will come at things in different ways, and sometimes the same bug gets listed twice, or two bugs get mixed into one comment, but it works for me. In this system, I count 91 total Bugs, and Mr. Walters found 48 of them, or 53%, which was the highest of all the entrants. If you're interested, second was Mr. Holden with 46, and third was Mr. Krywaniuk with 39. The other list, Suggestions, had 68 items, of which Mr. Krywaniuk found 31 (46%) and Mr. Holden found 30.

Anyhow, I give Mr. Walters the award for Most Bugs Found, however slippery that title might be. In addition, he made several good comments about grammar, earning him the previously mentioned Grammar King title. Definitely a solid report. There were several things that no one else mentioned, which makes his report a very valuable one.

Thanks again to all the entrants, and to Neil Bowers for all his help and hard work!

The Game

UPDATE 18-Aug-04: The previous version of the game was unwinnable [edit: at least without exploiting another bug!]. Get the new version with the following links: TAR.GZ package (41K), or ZIP package (41K), or the three files separately: pod.z5 (65K), walkthrough (1K), and the info for testers (1K).

The Announcement

It's back! The interactive fiction competition that you don't have to write a game to enter: I am thrilled to announce the arrival of the 2004 Beta-Test Competition, hereafter referred to as Beta Comp 04. Yes, the new and improved Beta Comp 04 will allow you to match your skills at testing against those of other IF players! How well can *you* beta-test? If you've been thinking about entering a comp but you can't seem to finish the game you're working on, then this comp is for you. Note that by being part of this competition, your name or online identity will be released to the IF community, as a potential beta-tester. Don't let that scare you - authors need you to help test their games!

What's new this year? First of all, there will be prizes for first and possibly second place, unlike last year where there were none. Second, the game being tested is more substantial than last year's and has the added bonus of being not written only for this comp. I won't spoil it, but there's another tricksy part about this year's subject game that should make the comp entertaining - at least for me. Anyway, on with the details.

Here's how the Beta Comp 04 will work:

First, you have until 11:59pm EDT on August 14, 2004, to notify me of your desire to enter Beta Comp 04. At that time, I will let the entrants know where to download the game file, which will be z5 or z8. Then entrants will have about three weeks to test the game, to make notes of any bugs or suggestions, and compile all reports and comments into a report which constitute their entry into Beta Comp 04. The reports must be in by 11:59pm EDT on the 4th of September, 2004. Then the entries will be judged, probably over the course of the next week or so, depending on the number of entries. Then, the results of Beta Comp 04 will be announced here on rgi-f as soon as they are available.

Note - I don't expect anyone to spend an entire nineteen days just testing this game. I would expect it to take, at the most, several evenings' worth of time, just to give you an idea.

The reports will be judged, in part, on the following criteria:

  • Organization. Is there any? If so, how is the report laid out? Is it easy to tell which section I'm looking at?

  • Clarity. Ease of understanding what the problem is, as well as what the tester tried. Well-written reports are easier to read than reports that are poorly or incompletely written. Does the tester fully explain herself?

  • Thoroughness. If there are lots of problems with the game, how many does the tester find and report?

  • Ability to criticize. Does the tester comment on and criticize the bigger issues in the game, such as bad plot holes, overall design and layout, general comments about puzzles and the game as a whole? How well thought-out are these comments?


See Also: Baf's Guide Competitions page. A complete list of other reviews on strangebreezes.com. The main Competitions page on strangebreezes.com.

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