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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