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Tell me one story about a time a developer thought their thing was done and ready to move on, and you had to tell them it wasn't.
Ray Warner · QA Pillar Manager, Squadron 42

I think one of the easiest draws is some of the dynamic mission stuff that we do. There's a lot of elements to our dynamic missions because they attract so many players, and the unique elements of it, like the Idris attacking or the flight shows. And probably one of my favorites, and I apologize, Phil, because I'm sure you were probably going to say this also, is when we brought the Idris on and they were like, here's the Idris, now everyone can look at it, it'll be amazing. And the first thing QA say is, someone's going to get in it and take it over and then fly around in the Idris. And they're like, no, that's not possible. We've de-physicalized all of the floors, it'll be fine, don't worry about it. And within, what, 10 minutes of the release, someone had clipped through the ceiling, landed in the seat, got in the seat and started flying around in the Idris. And it's like, well, we told you. But that always comes up against that kind of, we've done it, this is it, we're going out live. PTU released, damn it, we're going to have to go back to square one and figure out how to make this work. And it happens constantly. But there's a great satisfaction in 'I told you so'. How about you, Phil?

Phil Webster · QA Pillar Manager, Persistent Universe

Well, Ray totally stole the one that I was going to use. So I'll just say, about Ray's particular project in Squadron 42: redacted. So unfortunately, I can't tell you mine.

Jared Huckaby · Host, Community

What about you, Rodolfo? You don't make it to global head of QA without having to crush some feelings.

Rodolfo · Global Director of QA

I have some stories from long ago from other projects. I don't know if I can share that, but we do have them. I do remember, for example, my very first job in QA, when I was a tester many years ago, I was on a mobile game for iOS, and they were pretty sure that it was working perfectly. It was a physics simulator, so in some sense similar to this. You know The Incredible Machine? Do you remember the old-school games? Well, we made a remake back then at Disney for mobile. And I tried to stress it a little bit. So when you start stressing it, you saw that all the cables and things start wobbling around, and you can just do whatever you want. And it's the kind of thing, oh, but no one is going to do that. Well, we did. Maybe the players will do as well. You always have that kind of discussion, right? They only expect people to use it as the feature is intended. And actually players, if they are allowed to do it, they will do it eventually.

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Published on this date.2023-02-24
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