06-10-2009, 11:37 PM
|
#211
|
Rookie
|
Re: NCAA Football 10 Rosters Issue
My 2 cents:
I'm in software development, and bugs/oversights happen - that's why you hire testers.
The problem is that you can't really test for "correctness" in the NCAA roster - the roster is based on the intent of the roster creator. How does a tester know how many players should be on a team's roster? (It's really up to the roster creator, right?) Since so much of it is subjective, how much time should be allocated to testing this area? In my opinion it should be minimal.
Ultimately it's the responsibility of the person creating the rosters to verify that his stuff is in the final build. If Tiburon is like my place they'll have a release test prior to anything going out the door, and at that point the prospective final build is made and loaded on test boxes. If the roster file is actually one file, basically you only have to look for the last thing you touched - if it's there, you're probably okay.
My suggestion going forward - use the community. Post the complete roster file (text, spreadsheet, whatever) on OS (or anywhere) when you get to the final build stage. The maniacs here (and I use that term in the best way possible) will point out any glaring problems within a day. You might have to weed through the "he should be an 88 instead of an 85" stuff, but you'd find the big issues. (EA might frown upon this, don't know.)
Or just change TeamBuilder (a great idea, great implementation) into RosterBuilder. Let us create detailed, accurate rosters and you guys can create generic rosters to avoid any potential lawsuits. Less dev time on rosters (which can't be perfect in July anyway), more time on gameplay.
Anyways I feel Russ and Adam's pain. Good luck on a solution.
__________________
"We must view with profound respect the infinite capacity of the human mind to resist the introduction of useful knowledge." - Thomas Raynesford Lounsbury (American scholar and educator, 1838-1915)
|
|
|