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dollar2019-08-12 07:56:43
Game development
dollar, 2019-08-12 07:56:43

Do games practice remote connection of developers to an active game session and its analysis?

Are there any examples of games where this is used?
With the exception of MMOs (in particular, MMORPGs, where the GM can "fly" to the desired point in the game world and literally look around). The question is more about singleplayer or co-op/session games.
For example, a person found a bug in the game. Well, something doesn't work right, spoils the impression, but you can still play. That is, some separate item or separate game mechanics does not work. In this case, the player usually needs to properly document the bug in order to report it to the developers - ideally, describe it in a way that the developer can reproduce it. And in general, you need to find a place where you can contact the developer - a forum, soap, or some form of feedback. The player is not interested at all. In the end, he just does nothing and continues to play, resigned to the bug. At the end of the game, all this will probably result in a negative review, from which the developers are unlikely to learn anything useful even if they read it (for example, "the game is buggy, don't waste your money" and so on).
It would be interesting to use a system that allows you to report a bug right in the game. The simplest and most convenient thing that comes to mind is the item in the main menu of the game "Report a bug". That is, during the game it can be done in two clicks - Esc (or another button
- menu call) + the corresponding choice in the menu. Then you can briefly describe the bug, or not describe it at all, but simply leave the developer the ability to connect remotely with a subsequent chat. As a result, the developer should receive screenshots of the game, video broadcast, and also have access to internal game state variables, and of course, direct communication with the player who witnessed the bug. In my opinion, more than enough to understand the essence of the bug and, with a high degree of probability, suggest its cause.
I know that most bugs should be caught in pre-release stages. But, unfortunately, bugs remain.

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EVGENY T., 2019-08-12
@dollar

It's expensive, only giants can afford this - an in-game GM.
It is better to make a good system of metrics: so that your database accumulates everything about the game session "what, where, when" happened to the player. When you accumulate an array of data, you can easily isolate non-standard game sessions from them, which most likely means a technical error or a gameplay error.
Along the way, get a giant bonus - you will know how to improve the gameplay, how to better monetize the game.
But, of course, the ability to write a ticket at least a primitive email link "Report a bug" will not hurt - cheap and cheerful.

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