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testland/game-test-categories-reference

Pure-reference catalog of the testing categories that apply to a video-game build before it ships. Defines the six canonical buckets the industry tests against - functional / compliance / compatibility / performance / localization / accessibility - plus the multiplayer and content-rating sub-axes. Cross-references each bucket to the platform-holder vocabulary that drives it (Microsoft Xbox Requirements / XR test cases, Sony TRC, Nintendo Lotcheck, Steam Direct review). Use as the taxonomy lookup when planning a game test pass, scoping QA effort, or mapping platform-cert findings back to internal test categories.

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game-test-categories-reference
description:
Pure-reference catalog of the testing categories that apply to a video-game build before it ships. Defines the six canonical buckets the industry tests against - functional / compliance / compatibility / performance / localization / accessibility - plus the multiplayer and content-rating sub-axes. Cross-references each bucket to the platform-holder vocabulary that drives it (Microsoft Xbox Requirements / XR test cases, Sony TRC, Nintendo Lotcheck, Steam Direct review). Use as the taxonomy lookup when planning a game test pass, scoping QA effort, mapping platform-cert findings back to internal test categories, preparing a submission checklist, reviewing first-party certification requirements, or triaging cert testing failures against internal categories.
metadata:
{"keywords":"game-testing, functional-test, compliance-test, compatibility-test, performance-test, localization, accessibility, xag, xr, lotcheck, trc"}

game-test-categories-reference

Overview

A video-game build is tested against six canonical categories that the industry has converged on over three console generations. This skill is the pure-reference taxonomy consumed by the engine-specific skills (unity-test-framework, unreal-automation-system, godot-gut-tests), the builders (multiplayer-state-machine-coverage, gameplay-recording-replay), and the platform submission reference (platform-cert-overview-reference).

Sources: Microsoft's Certification step-by-step guide, Xbox Accessibility Guidelines (XAG) v3.2, Steam's App Review Process, and longstanding QA practice (Schultz & Bryant, Game Testing All-In-One, 3rd ed., ISBN 9781305077133).

The six canonical categories

#CategoryScopeTypical owner
1FunctionalMechanics, scripting, AI, UI flow, save/load, economy/progression match the design spec.Engine-specific automation + manual QA
2ComplianceBuild conforms to platform holder's Requirements / TRC / Lotcheck document.Cert / submission QA
3CompatibilityRuns across all required SKUs, OS versions, hardware generations, and display/audio/storage configurations.Lab / device-cloud QA
4PerformanceHits declared frame-time, load-time, memory, thermal, and battery budgets on each target SKU.Performance engineers + profilers
5LocalizationTranslated strings fit their UI, render in their script, and behave under RTL + CJK + length expansion; VO coverage correct.LQA agencies + automation
6AccessibilityMeets platform-required or -recommended accessibility guidelines (Microsoft XAG, AbleGamers, CVAA/EAA where applicable).Accessibility QA + design

These six categories are referenced throughout platform-cert-overview-reference when describing each platform's submission gates.

Category detail

1. Functional

Platform-specific notes. Microsoft's Build Verification Testing (BVT) stage is largely functional: "BVTs is a reduced test pass designed to make sure a product is fully testable and configured properly before entering full certification testing." Functional bugs that break BVT block the entire cert pass.

Tooling. Engine-native test frameworks (unity-test-framework, unreal-automation-system, godot-gut-tests) for unit + play-mode tests; recorded-input replay (per gameplay-recording-replay) for scripted scenario coverage.

2. Compliance

Build conforms to the platform holder's Requirements / TRC / Lotcheck document. The per-platform requirement documents and the CFR / SRI / ION severity codes are in references/platform-cert-details.md. A CFR (Condition for Resubmission) fails cert and must be fixed before resubmit.

3. Compatibility

Runs across all required SKUs, OS versions, hardware generations, and display/audio/storage configs. The Xbox bench layout that exemplifies the required matrix - plus the Sony / Nintendo / PC equivalents - is in references/platform-cert-details.md.

4. Performance

Key budgets: frame-time targets (16.67 ms / 60 Hz, 33.33 ms / 30 Hz) under representative load; long-session memory stability ("soak" test).

Where it shows up in cert. Microsoft requires a minimum sustained framerate per Xbox Requirements (XR) testing. Sony TRC includes performance gates (NDA - cite by stable ID). Nintendo Lotcheck includes thermal + battery rules for Switch (NDA - cite by stable ID).

5. Localization

Platform-specific note. Microsoft's cert bench (see references/platform-cert-details.md) varies Console Language across consoles to exercise localized assets. Culture-sensitive content rules live under each platform holder's compliance category - see Microsoft's Xbox Network Policies.

Key runtime risk areas not caught by screenshot review: German string overflow (~30% longer than English on average), CJK subpixel rendering, Arabic/Hebrew bidirectional layout, missing VO takes, and lip-sync drift.

6. Accessibility

Guidelines source. Microsoft XAG v3.2 at learn.microsoft.com/.../accessibility/guidelines. Each XAG entry specifies: Goal, Scoping questions, Key areas to target, Implementation guidelines, Example content, Potential player impact, and Resources/tools.

Regulatory frameworks. US CVAA applies to in-game communications; EU EAA applies from June 2025.

Testing service. Microsoft offers the Microsoft Gaming Accessibility Testing Service (MGATS) that tests against the XAG.

Common sub-axes: remappable controls, hold-to-press toggle, Xbox Adaptive Controller support (Input); high-contrast modes, text size (XAG 101), color-blind modes, screen reader output (Visual); subtitles with font size / background opacity / speaker attribution (Audio); difficulty options, save-anywhere, reduced-motion toggles (Cognitive).

Triage workflow

Given a bug report, apply this sequence:

  1. Identify symptom - what broke? (crash, visual artifact, wrong value, missing asset, regulatory flag)
  2. Map to category - use the bug-severity cheatsheet below, or the six-category table.
  3. Assign owner - use the "Typical owner" column from the six-category table above.
  4. Set severity - reference the platform holder's severity model (CFR / SRI / ION for Xbox; equivalent tiers for Sony and Nintendo). A CFR blocks resubmission; triage these first.
  5. Link to cert requirement - record the XR / TRC / Lotcheck ID in the bug tracker field so cert QA can verify the fix closes the finding.
  6. Verify before closing - confirm the assigned category matches the cheatsheet row for the symptom and that the recorded requirement ID resolves in the current platform requirements list; a mismatched category or stale XR number is the common triage error.

Bug severity → category mapping cheatsheet

SymptomCategorySeverity hint
Crash on save loadFunctionalHigh - cert-blocker
XR-024 fail (unhandled controller disconnect)ComplianceCFR - cert-blocker
Black screen on PS4 base, fine on PS5CompatibilityHigh - gens-affecting
22 fps in raid encounter (target 30)PerformanceTriage vs. budget
German "Zurück" overflows buttonLocalizationSev 3 - UI
Subtitles missing in cutscene 7AccessibilityXAG fail
Host migration drops playersMultiplayer (functional + compliance)High

Cross-axis: multiplayer / online

Multiplayer is not a seventh category - it cuts across functional + compliance + compatibility + performance. Key test surface:

  • State-machine correctness under packet loss / latency / disconnect - see multiplayer-state-machine-coverage.
  • Matchmaking + session lifecycle - joins, drop-ins, host migration.
  • Anti-cheat compatibility with platform integrity systems (Xbox LIVE; Sony's authentication; Nintendo Network).
  • Cert-blocking risk. Per Microsoft's certification-guide, "Multiplayer does not work as expected" is one of the most common reasons a title is placed on Hold during an Xbox cert pass.

Cross-axis: content rating

Content rating (ESRB / PEGI / CERO / USK / IARC) is a regulatory classification, not a testing category. However:

  • Steam requires the Content Survey before review.
  • Platform holders gate distribution on the local rating board's certificate (cite by stable ID for NDA-only details).
  • Localization (category 5) may interact with content rating - removing or recoloring blood for the German release, removing gambling minigames for the Belgian release.

Anti-patterns

Anti-patternWhy it failsFix
Treating "QA" as one undifferentiated bucketLoses ownership; compliance gaps surface at certUse the six categories explicitly in test plans + bug-tracker fields
Running compliance late ("we'll do cert later")Late-found CFRs delay release by weeksRun platform-holder TRC / XR checklists from milestone 1
Compatibility on the dev kit onlyRetail SKUs (Series S, PS4 base, Switch handheld) behave differentlyLab test on retail hardware per the bench layout above
Performance averaged over the levelSpikes cause CFRs; averages hide themFrame-time histograms, p99, sustained-window measurements
Localization screenshot reviewMisses runtime overflow, missing VO, lip-sync driftPlaythrough every locale; not a glanced screenshot
Accessibility as a launch checklistArchitectural changes (rebindable input) can't be retrofittedXAG scoping questions at design milestone, not at submission
Multiplayer tested only in low-latency LANDrops, NAT, host migration fail in the wildInject loss / jitter; see multiplayer-state-machine-coverage

Limitations

  • NDA-only platform details. Sony TRC and Nintendo Lotcheck exact requirement numbers are gated. This skill cites them by stable ID per PLUGIN_AUTHORING.md Step 4 fallback; partners with NDA access should consult their developer portal for the authoritative current revision.
  • Microsoft XR numbering drifts. XR identifiers (XR-024, XR-130, etc.) are revised across GDK releases - verify against the current Xbox Requirements list before quoting.
  • Steam Direct is lighter than console cert. Per partner.steamgames.com/doc/store/review_process, Steam's review is store-page + build-startup focused (3 - 5 business days), not a console-style XR pass.
  • Content rating boards are out of scope - they are regulatory classification, not QA categories. Consult ESRB / PEGI / CERO / USK / IARC documentation directly.
  • No regional content rules here. Per-region content rules (German violence colouring, Belgian / NL loot-box rules, China / Korea content rules) are platform + region specific - consult the platform holder's regional supplement.
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