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Why do online games have open testing, internal testing and public testing?

The concept of internal testing is advanced. For game company testers, time is limited. After publicly meeting with the players, the players will make fair suggestions and cooperate with the manufacturers to solve the problems existing in the game. On the one hand, for manufacturers, players can help solve the problems of the game and save the energy and human capital of the manufacturers. On the other hand, players can play the game they expect earlier, which can be said to be a win-win situation. The concept of internal testing is really a good thing for online games. Then with the legend, the concept of internal testing entered the sea. Before the legend, UO (at that time, UO had not officially entered China, and most servers were built by game lovers in simulated French) and the Stone Age did not have internal testing. The first online game operated by Er Shanda began to adopt internal testing, and the country officially entered the stage of online games for all. The internal testing of various games is familiar to many players. Until today, internal testing is indeed well known to everyone, but the concept of internal testing has gradually been forgotten. The original intention of internal testing is to push an immature product to the player, and the player will invent any bugs in the game and submit them to the manufacturer for modification. Now, internal testing has become an early experience of a game. Many games that have been successfully operated in foreign countries for many years are still old-fashioned for internal testing after entering China. This kind of internal test has lost its original meaning, and players simply don't accept the internal test of immature games. It is really puzzling that some domestic self-developed online games can not only get the players' response in the bug-removing stage of internal testing, but also bear the cynicism in all aspects. In such a situation, no manufacturer dares to take out his immature products in front of players. So internal testing has become a propaganda face of a game. Tell people that a game is about to be beta, that is, tell people that one of our games has just opened. You are the first player to join the beta-tested, which means that you will be an experienced player when you are beta-tested. By the time a large number of players enter the game through the beta test, you will have experienced a lot of battles. China players like to get together, and China players also like to play the game as "Jianghu". What is Jianghu? Cowardice is the Jianghu! If you don't play first in the game, you would rather not play. This material can be sold at a sky-high price with the internal test number of an unknown game. If you participate in the internal test, you can experience the game in advance. After deleting the public beta, you can easily climb to the top of the game. For many players, the internal test only has this effect. As for the manufacturer, it has nothing to do with me. At the same time, internal testing can still be an "excuse" for manufacturers. Even if there is any problem with the internal test, you can receive a notice similar to "the internal test is not perfect, please forgive me", and the responsibility is pushed around, which has nothing to do with the manufacturer. So, up to now, although internal testing has lost its substantive role, it still exists in the current online game industry on a large scale. What is more exaggerated is that not only the internal testing, but also the internal debugging stage of the company are actually open to players. So-and-so game even has a joke of "closing the test mm, the first internal test mm, the second internal test mm, the stress test mm, the internal test mm, the open test mm, and the official operation mm". A game was tested in Thailand for half a year, and the files were deleted countless times. I dare ask the manufacturer. If this test is to improve the quality of the game, I agree with both hands, but this game has been running in Korea for several years. Is it necessary to do this? Are there so many bugs to solve? In fact, it's just for a small mm enough publicity stunt, and constantly publishing various tests is actually the best publicity means. The following provides various words that can be seen in the market at present: internal test mm internal test: you need to apply for an account test from the operator. Public beta with limited number of accounts: you don't need to apply for a special account to enter the game test, and the number of accounts is unlimited. Closed internal test: internal test of the company. At present, a large number of games are open to players in the public beta stage, and the number of accounts is limited. Stress test: test the maximum load of the server at a time, the number of accounts is not limited, and the internal test is not deleted. Delete the wrong player account after the internal test, seal the stunt for the first time, and test it. That's not enough! How many more tests, gimmicks