In part 1, I mentioned the contents:
- The development lifecycle of Game / Desktop applications.
- Game Testing and Software Testing are different like.
- Types of Game tests.
In part 2, I will continue to address the remaining issues:
- Gaming supports the use of adaptive technologies (support for people with disabilities).
- Game metrics that a tester should know.
- The main risks in testing the Game.
4. Gaming supports the use of adaptive technologies
Assistive games are also known as accessibility games. Features designed using adaptive technology for individuals with various disabilities such as poor vision, blurred vision, blindness, inability to distinguish colors, speech, hearing, and speech impairment consciousness, movement and movement.
Cardinal Direction (CD), Tower of London (TOL) are two popular games that have been modified for users with visual problems. In these games, the use of vision is replaced by audio input.
A tester will need to keep in mind the following points when testing such a game:
- The colors will blink according to a pattern and the sounds will play for each color.
- Each color should be accompanied by an audible sound.
- Visual data should be described in words so that visually impaired people do not face any problems received through the use of screen readers.
- Players should listen to the sounds in the game in three dimensions and must orient the words using 3D sound and spatial sound on the touch screen.
5. Game metrics that a tester should know
DAU / MAU (Daily active users / Monthly active users) : This is the percentage of active users playing per day compared to the number of monthly active users. This ratio shows how good an app is and how often it is called adhesion of the game. This metric shows you how often users log into your app. This metric will be easier to discuss with an example. For example, an application has 100,000 MAU and an average of 15,000 DAU. Thus, the DAU / MAU ratio will be 15 percent. This means the average user logs in to about 15 percent of the days in that month. Since this is a ratio, the DAU / MAU index can only be a value between 0 and 1. A value closer to 1, means that the user is opening the application with a higher percentage of days. Popular social networking apps like Facebook have reported a DAU / MAU ratio as high as 50%. But most successful gaming apps are closer to 20%.
Session : Whenever any user opens the app, it will be counted as one session. Here we focus on the average number of sessions per DAU.
Download rating : The rank of a game in a specific app store (iOS, Android Play) by monthly game downloads.
Maintenance of use : This is a very important metric in a free game. For maintenance calculations, separate users into groups based on the date the application was downloaded. The download date occurred as Day 0. If users open your app the next day (Day 1), they will be marked as held. If they do not open the application, they will not be marked as retained. This calculation is made for all users every day after they download the application. Days usually used to maintain are 1, 3, 7 and 30.
Performance index : This is to track the performance of online or continuous games. The frame rate that the game executes on different hardware platforms, or in the case of a game server, a measure of game stability and performance that can be used to track changes to features and updates.
6. The main risks in testing the Game
- The game does not create an engaging experience for its target audience.
- The game has no player-centered design.
- Interesting elements and addictive gameplay are missing in the game.
- The game is not unique, competitive, has a fast enough pace.
- The game failed due to technical issues, broken features, serious bugs, bad music and poor videos.
- Game development costs exceed budget.
- The game should have an aesthetic design and simple gameplay.
7. Summary of article
- The game development life cycle consists of three stages: the pre-product development stage, the product development phase, and the product testing and release phase.
- Game testing is an iterative process, every new build can be buggy and therefore it must be thoroughly tested.
- The different types of tests are 1) Functional test, 2) Compatibility test, 3) Performance test, 4) Compliance test, 5) Localization test, 6) Immersion test, 7) Recovery test , 8) Security test.
- White box testing for games focused on the mobile, architecture, and system aspects of mobile games including 1) code testing 2) centralized testing 3) data analysis 4) testing roads and flows 5) Check specific algorithms 6) Analyze artificial intelligence.
- Support games are also known as accessibility games. Features designed by adaptive technology for individuals.
- Some important game metrics are DAU / MAU, Session, Download Ranking, client game maintenance and performance.
- The main risk of testing the game is that it does not create an attractive experience for the target audience.
8. Reference link