There are a lot of reasons why someone might want to check out a guide like T Dub Sanders'. One might be interested in the underside of the game testing field. Others might just want to know what they can gain from a guide that is written to help people understand their role in the gaming industry. Others still are just pining for that ultimate career working alongside game developers and designers.

Whatever the reason, T Dub Sanders has put together one of the biggest and best game testing guides on the market – one that shows the underpinnings of the career in their raw, real format. There are no false promises of automatic testing or sitting at home and playing the newest games for hundreds of dollars a day.

That stuff is all pretty much a pipe dream and most people know it – yet many guide writers try to tell everyone that they can become the biggest and best new game testers in a field that doesn't really exist every day and too many fall for it. On the other hand, what T Dub has put together is a much more realistic, much more comprehensive look at what game testing is really about – the hard work and dedication that goes into becoming someone in charge of all that code each day.

By showing what it really takes to be a game tester, T Dub opens up an actual, realistic path to getting into the industry. He showcases skills needed to get started as a tester, the classes or college majors that people better be willing to invest in if they want to be a professional in this field and much more to help them figure out not only if the career path is right for them but if they are going to be cut out for it. That means a great deal for someone who may or may not know exactly what a game tester does and how it operates.

For anyone that is thinking about taking the path toward becoming a game tester, one of the first things that needs to be done is to learn more about what the career entails. Those people should pick up T Dub's newest guide and get a real insider's look at the job and how it really works. If you're serious about doing what T Dub shows you, you'll be on the fast track toward game testing in no time flat.

Thursday, June 20, 2013

God of War creator admits the game's combat is 'shallow'

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Posted May 27th, 2013 at 05:10 EDT by Mike Harradence2 Comments

The creator behind the God of War franchise has admitted that the original game’s combat system doesn’t leave much to the imagination.

David Jaffe told EDGE that this was intentional however, as the developers didn’t want to create an intricate battle system ala Devil May Cry.

“To me, the combat, the spatial challenges, the exploration: they were all pieces of the adventure, and all of these came together to push the player along. The actual game loop in GOW is very simple,” said Jaffe.

“If this had been the kind of game that didn’t have much money, it would have been an absolute failure, because if it wasn’t for new things to do around every corner, you might feel the core mechanics are actually quite shallow. They’re intentionally shallow, because we didn’t want them to overpower the experience.

“If we’d been DMC, your headspace would have been filled with a lot of fighting mechanics that would have pulled you out of the journey. Our combat’s not deep, but thanks to great animators, it is fluid.”

The Twisted Metal developer said that if he could revisit Kratos’ original adventure now, he’d make it less combat oriented. Originally however, his intention was to make a game that “allowed players to feel they were watching a great action-adventure movie,” as opposed to “participating in an action movie.”

Looking back, Jaffe says he’s proud of God of War and considers it a major stepping stone, though admitted he may never be involved in a project quite like it again.

I’m fine with making diversions, but when I talk about games’ potential, I think God Of War was a stepping stone,” he said.

“I’m real proud of it, and I may never be involved again in a game as good, but there’s a lot more to do, both in terms of reaching a bigger audience and just affecting an audience more; affecting them so they carry it through their lives as a fond memory.”

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