'QA LIED'?!: The CRAZY New Drama On Cyberpunk’s Disastrous Development



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Time to jump back into some CDPR & Cyberpunk drama. It appears that a QA studio played a pretty bad role in Cyberpunk 2077, which we all know launched in a terrible state. We have a lot to get into here, and like always – let us know your thoughts in comments!

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00:00 Intro
01:12 The Story – External Force Failed CDPR?
10:10 The Truth – How Much Can We Trust This?

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40 thoughts on “'QA LIED'?!: The CRAZY New Drama On Cyberpunk’s Disastrous Development”

  1. I agree that they shouldn't get away with releasing a buggy game, but I feel the reaction is a bit too over the top.
    To me it almost seems like CDPR took a bigger hit to their reputation releasing Cyberpunk than say, Blizzard did for releasing Diablo Immortal, or even something like PUBG, EA, or all the other more 'scummy' games laden with microtransactions.
    If I am CDPR right now, I would look and say, we tried building our reputation the 'right' way, all it took was one bad release and we're done. meanwhile all these other companies keeps releasing sh*t, people hate them yes but they're still making millions off of them.

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  2. Lol, it's "u guys getting paid" meme here
    Other game dev pay real QA (testers) for their game, while blizzard get dedicated testers for FREE, do nothing with the spreadsheet they get 🤣🤣🤣

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  3. Fun thing about video game credits. 3rd party QA often get shafted out of appearing into the credits. Either because they haven't been on for long enough OR in some rare case, dev studio doesn't really want to put external sources. I've seen a "Thank you to our external QA" once in credits. It's insulting.

    It's also very standard for 3rd party QA to focus on bug quotas to enter each day. It's not that they treat all bugs equally, they are VERY AWARE that there are different severities to bugs. BUT Quantic has a similar structure to Keywords. They have a very fluid structure in terms of staffing. Meaning there will be a small permanent team working on it but you will have a large amount of QA who will be regularly shifted from a project to another. Those QA are the ones that will enter a massive amount of low priority or poorly investigated high severity issues and often poorly written because in the end of the day BOTH publisher and clients expect a bug count. So if you're one of the QA that often gets tossed where the need is, as long as the quota is meet, the rest isn't much your problem.

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  4. What's funny about this is that you don't need to be in QA to point out the hundreds of bugs and broken things in this game. The entire game was a technical disaster that was apparent to anyone with functioning eyes.

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  5. Game dev here, that's how it works. QA is rewarded for finding a lot of bugs and Devs that need to fix it are rewarded for foxing bugs so now connect the dots. I personally was a witness of programmers skipping bugs because they couldn't replicate them on 2nd attempt and just mark them as solver and then blame QA haha.

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  6. You give a good in depth explanation of what is being reported, and how none of it has been verified. Then go on to criticise some of the articles for not including something like "but it wasn't that important" have you seen your own thumbnail and title? You are doing the exact same thing, you are clickbaiting the shit out of this story. CRAZY NEW DRAMA HOLY SHIT MUST WATCH THIS VIDEO. You have to see the pretty spectacular levels of hypocrisy there.

    The real problem here is that the management was right. it doesn't matter if the game was buggy, if the dev team dropped the ball, if 3rd parties were dragging their feet or intentionally being terrible. When the management set those goals to sell the game early they still made a ton of money, it worked. Pre order culture is entirely to blame here. If people waited for longer than a day to buy a game plenty of people would have seen the game for what it was and it would have been reviewed properly.

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  7. These dev companies really need to stop outsourcing QA because if you ever worked at a call center this sort of stuff happens because they are more worried about metrics than anything else.

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  8. What happened to the day of actual communication.. no buzzwords but straight honesty when talking about their product. Now it's buzz words and lies which does no good for anyone. Another plague to the gaming industry

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  9. quantic helps Ubisoft… that explains a lot for some of the games. not sure which games in particular they worked on but it feels most Ubisoft games like their open world games contain so many bugs on release and for most of the games lifetime to the point where Ubisoft games are expected to launch with bugs consistently.

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  10. Blaming QA for releasing a game in such shitty state is totally bs. As if no one in the company play any part of the game throughout the development.

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  11. This is just normal coorporate business at work. Boss cares about numbers not quality and actualy useful work, has long has that spreadsheet is green, everything is ok, who cares about the client.

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  12. You could have saved 24 minutes and hours of researching by saying "watch Flashgitz cartoon on the development of Cyberpunk". Also about the deadlines, it's essentially NO MAN Sky they overpromised on stuff that takes years to complete.

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  13. I watched all of UEGs coverage and it seemed to me that it was more about how bad Quantic was and that Quantic and the QA outsourcing was an issue that should be looked at, not making the claims that the reason Cyberpunk was so bad at release was because of QL. It was more just mentioning Cyberpunk because it was one of the projects being worked on during the period of time for which all these problems were being discussed. And CDPR was a company that was lied to about their capabilities, but the lies were the issue, not that it caused Cyberpunk to be trash.

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  14. Having briefly tested in Redmond, WA (figure it out) and knowing many other game testers, I can tell you that the job sucks in general. Cyberpunk 2077 aside, QA needs a huge shift in culture and structure in general. Whether or not this reporting is accurate, I hope this acts as a catalyst for improvement in the industry as a whole.

    Imagine a merit-based, reddit-like upvote/downvote system for devs to use when addressing bug reports which would payout bonuses to testers. This would incentivize individual QA testers to perform better based on the needs of the devs without all the BS corporate quotas, and dissuade exactly these kinds of issues. I'd go back to testing immediately.

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  15. Even recently, every time that I have installed Cyberpunk2077, it has caused issues with my AMD GPU drivers. It doesn’t even need to have been played to cause these issues. If I uninstall it, and refresh my drivers, I stop having issues.

    Maybe, instead of mass bug hunting, it would have been better to find big issues like this? Just a thought…

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  16. Cybertrash 2077 had more things gone wrong than a few bugs.
    Multiple core game mechanics are (still) at a level that you would expect from an indie game in its first few months of development. Also, there are a ton of things that they were promising since its announcement and never gave us.

    1) The entire wanted/police system in the game is a compete joke.
    Literally what it was: When the player shoots something add a star (up to whatever was the max), spawn cops from list (depending on the star) near him/her (regardless of location, or if anyone saw the player at all) [don't create A.I. for the cops to chase because it's too hard for our grade school developers, just use the very generic enemy A.I.], if the player moves X distance away (something tragically small) remove all stars and reset.
    I can code something better in less than a day.
    2) The weather system was non-existent.
    3) The NPC A.I. was non-existent.
    4) The enemy A.I. was non-existent.
    5) The physics were Bugesda level broken.
    6) The spawning system (NPCs, vehicles, etc.) was just a sad excuse of a core system.
    7) There was zero world persistency which made the game even less immersive.
    8) Dozens upon dozens of broken quests.
    9) The melee combat system was the worst trash I have ever seen in a game (including all the indie games I have ever played).
    10) The entire game world felt completely dead. The player had zero impact on the world, and also zero interaction with it (unlike what they had been promising for years).
    Also, the game was no RPG in terms of gameplay and mechanics. The entire skill tree was trash, most of the weapon upgrades were trash, the attribute system was trash.

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  17. Fraud is a primary business strategy of operations and management when quality is not the goal but KPI (key performance indicators) to justify the management's existence. Worse when productivity and or "efficiency" through under staffing and or under paying and hiring under qualified and inexperience staff. This provides a "profit" motive for management which they would routinely get as a "bonus". Not to the workers oh no.. to the management and directors.

    Fraud is not just in the "games" industry, tech, healthcare, services, banking, ect. Any toxic corporate policies protect management and executives of a corporation. The "profit" motive and bonus structure of middle and upper management at the expense of the workers and the customers is a sickness.

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  18. I can't see this being entirely accurate not because it's unbelievable in fact I would be inclined to believe it as it sounds highly plausible, however I see no reason for CDPR to not site this as one of the underlying issues when discussing the issues with the game.

    This game trashed their reputation if it was caused by a third party lying / manipulating them I feel like they would have tried to save face by outlying what actually happened. I think more likely CDPR was aware of the poor quality of the QA testing and ignored it as they were unable to address all of the bugs found and make deadlines.

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  19. I'm surprised CD Project hasn't sued them for breach of contract or misrepresentation. Perhaps their guilt for pushing towards deadlines keeps them from doing so. Regardless, I think they should.

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  20. Its not like those were issues that the devs couldn't have noticed on their own. QA is more about finding weird edge case bugs, not fundamental flaws everyone is gonna run into. That QA team probably was counterproductive but it sounds like their feedback just didn't really end up mattering much anyway because the devs were too busy trying to fix the fundamental issues and had no time to work on the small stuff.

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  21. they better not fucking dare to say a bad word about qa. as a former qa tester in the gaming world, i can say that, without question, good games would not be good without qa. they are the first and last line of defense that a game has to ensure it doesn't suck.

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