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Beyond Test Servers: How 'For Honor' Made Testing a Celebrated Player Experience
In this session, Audrey and Laurent share their learnings on For Honor about trying to use Test Servers to iterate content and balancing changes with players.nWhile a solid industry standard, they explain why Test Servers didn't work for For Honor. They were counterproductive to the dev team as managing integrations between branches quickly became quite complex. On top of that, low player participation made meaningful iterations almost impossible due to poor quality of data.nThey explain why the assumption that shipped and in-development content should be kept separated was a barrier to a more efficient solution: testing beta content directly in the main game. They show how developing the Testing Grounds gave them a better tool to engage their community, maximize players attendance and drastically increase the quality of feedback.
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