ORIGINAL: MarkShot
Big graphic and sound files doesn't make something complex to test for a patch.
Dunno, I wasn't referring to file sizes only...
Let's say you've got issues in a 3D environment (gfx - scenarios, texture filtering, FX and whatever else), in a 3D-sound environment, and maybe even on the AI side, then you got a sh*tload of things to evaluate, and at the end of the day things have to be compatible with the most common machines to get a patch through QA. The overall effort might be somewhat bigger, that's what I was trying to say.
COTA's AI / core engine shines, and it's a real gem. But the stuff around the engine (gfx, sfx) is pretty much sub-standard.
Don't get me wrong, COTA displays a revolution in a niche sector which is ruled by hex games. Plus it's the only game in this sector that works for me, since I can't stand turn-based games..... (maybe except for the ancient Panzer General and Battle Isle back then).
The effort testing/evaluating gfx/sound bugs in such a relatively simple 2D environment might be somewhat less time consuming, though? No?
The COTA code base and AI is quite sophisticated and have been the subject of development for many years. Although in some ways our testing is less professional than these other companies, those doing the COTA testing understand the game mechanics and subject material I would bet far better than those working at the larger publishing houses.
Well, I wasn't bashing COTA's AI. I was referring to the possibility that games from these publishers may have things in their feature lists which may display artful AIs as well, and hunting down all those things mentioned above might add to a bigger QA-queue.
There might be 2 reasons for COTA's AI-programming taking yrs to develop/tweak: 'Coz it's a micro-company doing it (working on this single product), and because Dave is an eager perfectionist who tunes each and everything 'til it rocks, still adding things (by user request or own initiative) where a big publisher would have dropped the product already, to head for a different game (okok maybe after a few sequels to squeeze the customers -> EA [;)] ).
The fact that the developers you mentioned are big hairy and fat companies, where the left hand often doesn't know what the right hand does, doesn't necessarily mean that they aren't able to come up with some sophisticated stuff, (last but not least) even in the QA-department, imho [:)].
Also, I tend to think that such a micro-company needs dedicated testers (who are using their brains, where a somewhat deeper knowledge of mechanics might help the programmer to get things tracked down more quickly), rather than a fat dev/publisher.
On the other hand, software engineers in a fully fledged SQA department aren't just robots either, they often have to create/tune their own test evironments.