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You have undoubtedly heard that a recommended way of getting started in the games biz is to get a job as a game tester. That's true, especially if you do not have a programming degree, an art degree, a business degree, etc. and if you can get the testing job with a game publisher or developer (rather than at a game testing lab located far away from game publishers or developers). And you have undoubtedly also heard a lot of negative reactions to this advice. A lot of the negative things you have heard are probably from losers who couldn't hack it even as testers, or from guys who just approached it the wrong way. There is a common perception that testing is a "lowly entry-level job" and that testers are at the bottom of the totem pole. The fact is, testing is extremely important and the test phase is vital in polishing a game into a fun experience for the end user. That's not to say that if you have an art degree or a programming degree, a law degree, or a business degree (or even a "game design" degree, which more colleges are offering lately), that you MUST begin in the game industry in Q.A. Obviously, if you can enter the industry in a job closely related to the subject you mastered in at college, then you should target that path instead of Q.A. But for those who have not gotten a degree in one of those areas... Testing can be an excellent way to get your foot in the door, for a lot of reasons that will be explored in this article. Terminology note: The Test department of a game publishing company is called "Quality Assurance," or "QA" for short. The term "QA" is also often used to describe the function or process of testing. In this article, the terms "test" and "QA" are sometimes used interchangeably. Also note: This article is discussing the full-time internal job of tester (wherein the tester is an employee who comes to work daily at the game company to test games, for wages). Volunteer (unpaid) "beta testing" (wherein someone at home gets a copy of a game and provides feedback via email, usually without pay) is a separate matter entirely. Getting a job as a tester can be a good way to get started in the game biz -- volunteering to do some beta testing is more akin to simply being a customer (an end user). Quality Assurance testing jobs are usually found at game publishing companies. Developers also do some testing (but usually not full Q.A.) - but game development companies probably don't have full-time testing jobs (unless the development company is very large and well-staffed).
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Typically, someone who works at a small game development company usually performs multiple job functions. Publisher jobs are usually more specialized. So someone who starts as a tester at a publishing company might eventually move up into producing, while someone who works as a tester at a smaller development company might eventually move up into any of a number of roles. There are also independent testing labs who hire testers. Publishers are increasingly outsourcing their Q.A. to these outside labs. Jobs at these places are okay if you just want to test and you don't have aspirations of moving up in the industry - a tester who works at one of these labs would have to quit in order to move up in the industry. It's recommended that if you want to work as a tester as a steppingstone to other jobs in the industry, that you work for a publisher or a large developer, not an independent test lab. If you do not understand the difference between a publisher and a developer, see FAQ 28. Working at an independent Q.A. company is not as good for building a game industry resume, unfortunately - you don't get to interact with developers and producers as much, and without exposure to the daily goings-on of a developer or publisher, it's harder to move up into the industry from a test lab. The remainder of this article is based primarily on working in the Q.A. department of a publisher. If you want to volunteer as a beta tester, try hanging around at http://www.bluesnews.com and watching for announcements of public betas. I make no guarantees that you can get taken on if and when you respond to such announcements, but if you do, it might be helpful in getting a tester job later on (if you do an excellent job as a beta tester).
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As a designer and producer, it's very important to me that the games I make are easy to use, friendly, and fun. I am my game's worst critic. In the QA phase I typically am the most prolific writer of bugs. But I'm also the guy who often has to reject testers' bugs as "Not a bug" or "Works As Designed." Sometimes the tester whose bug is rejected may think I'm not on his side, but there are no sides! QA and I share the same goal -- to make a game that will be a positive experience for the end user. The way to make sure the game will be a positive experience is through thorough testing. Get multiple pairs of eyes looking at the game, get multiple pairs of hands taking the game through all its paces. I play the game one way, but somebody else plays it another way, trying things I never thought of. So I need the help so all the flaws can be found before my game goes out the door.
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potion, and the game crashed." A good tester digs deeper, figures out how to make it happen again, and, knowing how the game works, figures out what's really going wrong. Maybe if he goes back, picks up the green sword and drinks the blue potion again, the game won't crash. Maybe the circumstances that caused the crash are deeper than that. A good tester is like a bulldog (see? So much for the "grunts and generals" analogy!) -- tenaciously digging his teeth into a bug and not letting go until he figures it out (look there, even the bulldog analogy falls apart if you try to take it too far). Testing is definitely not a job for someone looking for a fun, easy experience.
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only surface when the game is released into the wild. They're animals out there! They do all kinds of things to games that those in Production and QA never thought of, and that results in calls to CS (Customer Support). When those calls start coming in, the first call CS makes is to QA. The QA-CS relationship is therefore important. The tester who thought he was finished with that game is ordered back into service -- "try the game on this hardware configuration, or try doing this and that and see what happens." And the dreaded, "How could you have missed that?" The tester cannot help but learn about the kinds of issues CS faces. Manufacturing aspects. Even manufacturing is something the tester will learn about through his involvement in making a game. - When the tester is given a box and manual to approve before the game is finished, the tester will learn that it takes longer to print a box and manual than to run off the CDs. - When the game is a console disc (rather than a computer disc), the tester is exposed to the issues involved with platform manufacturer approvals. And to the fact that patches are not possible. It has to be right the first time with a console disc. And on those rare occasions when something goes wrong in the manufacturing process, the tester may be impacted by having to re-test and re-release. And even if it doesn't have to be re-tested, through the day-to-day immersion in the culture, the tester learns all the painful details of what happened with that finished game before the tester gets his own copy (which he may not even want to play any more). - There can even be differences between a manufactured CD and a gold CD burned internally (in a CD-R). On one of my computer games, we had made our music tracks the normal way according to "redbook standard," which worked fine when we tested them. Little did we know that when the game was sent off to be manufactured, that the CD manufacturer would put shorter blank spaces between the music tracks. When the manufactured game was played, the audio would be played from one music track -- but then, before the CD head went back to play the track again from the beginning, it would wander into the beginning of the next track (so there would be a brief false start of another tune before recycling back to the beginning of the proper tune for that level). We had to remaster all the music with blank space at the front of each track. I know I learned something from that -- and I'm sure the testers did too! Design aspects. As you play the game looking for bugs, you'll most likely encounter aspects of the game that could be improved to enhance the fun, the fairness, the addictiveness of the game. This "play testing" aspect will likely be part of the job (not only bug testing). When something has been adjusted to better balance the play, you'll get to learn how play balancing works. It's just not possible to remain ignorant of design aspects when you work in QA. See what I mean about how the tester gets to learn a lot about the biz? And here you thought testers just played games all day.
TESTING IS A STEPPINGSTONE ... for those who are cut out for bigger things
That's right, there was some qualifying fine print in that heading. Not everybody who gets hired as a tester is cut out for bigger things. If you work hard and well, display a good cooperative attitude, communicate well and effectively, it's likely that you will be able to grow into higher positions.
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If you shine as a tester on a couple of projects, you will likely get promoted to lead tester. If you shine as lead tester on several projects, you may get promoted to test manager. Or someone in the production studio may want you to join their team as a production coordinator or assistant producer or even junior designer. Just showing up and doing your work isn't enough to warrant promotion. You have to be bright, and you have to shine brighter than most. There's nothing unfair about that (despite the grousing you might hear from some who never seem to rise to higher jobs). I forget where I heard this saying, but it seemed apropos to this topic: "Smart people learn how to use their skills. Happy people learn how to live with their shortcomings." If you are good, you will find a testing job to be an excellent entry to the games biz.
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but the overall playing experience is not ruined by the existence of these problems. 'C' bug -- The 'C' bug can be summed up, "It would be nice to fix this problem." The tester may feel strongly about this problem s/he has identified, but when weighed against the company's larger need to release the game, the bug isn't that big a problem in the decisionmakers' view. When push comes to shove, 'C' bugs may have to fall by the wayside (if they're hard to fix, that is -- a 'C' bug that's easy and quick to fix is likely to simply get fixed, unless the project is coming down to the wire). 'D' bug -- "It would be nice to add this feature." Especially when reported later in the test process, 'D' bugs are likely to remain unfixed. "All bugs should be fixed." -- Ideally, of course, this is true. But some games are so big and complicated that the fixing would simply never end. And some testers are pickier than other as to what constitutes a bug that needs to be fixed. There have to be checks and balances in a game company (just as there are in a governing body). "Alpha" -- The terms "Alpha" and "Beta" are defined differently by every company. Especially, developers' definitions of these terms may vary from publishers' definitions of these terms. Some developers may prefer to define Alpha as "code that demonstrates how the game will play." But most publishers (specifically a publisher's QA department) would prefer to define Alpha as "everything has been implemented in the game but there are bugs and the gameplay needs tweaking." "Beta" -- Some developers may prefer to define Beta as "everything has been implemented in the game but there are bugs and the gameplay needs tweaking." But most publishers (or their QA departments) would prefer to define Beta as "everything has been implemented and as far as the developer knows, there are no bugs and the gameplay has been fully tweaked." "Beta testing" -- Quality Assurance testing is a different thing from Beta testing. We usually use the term "beta tester" to refer to volunteers who test for free from their homes. Q.A., on the other hand, is a full-time position, a paid job. Beta testing is a good way to break into real testing. Look for opportunities to volunteer when you see that a game company is seeking beta testers (usually in an online game bulletin board or something - it's hard to seek out beta testing opportunities, you just have to be active in the game community's online forums. I also hear fileplanet is a place where beta testing opportunities can be found, if you really want to do it). Do the beta testing well, and you might get offered a real testing job. "Can Not Replicate." -- Sometimes a problem will happen to a tester but he can't provide steps to replicate the problem. If the programmer can't cause the problem to occur, with the debugger running to reveal the source of the problem, it may be difficult to fix. A good tester will try to make the problem happen again or figure out why it happened. "Gold Master" -- The CD or DVD released by QA to manufacturing. This disc has been verified and virus-checked and has gone through an extensive checklist before it's sent out the door. "It's a feature." -- The corollaries to this one are "Not a bug" and "Works as designed" (below). Sometimes what the tester expects the game to do, and what the game does instead,
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cause a bug report to be written. The bug report goes to the designer, who says "that's not a problem -- that's the way I designed it to work, and here's why it should remain as is ..." If the testers can present a convincing argument that the "feature" is counterintuitive or unfriendly, then perhaps it needs to be changed. "Need more info (NMI)." -- This comment is likely scribbled on a bug report that doesn't tell the programmer enough information about how to replicate a bug, or why the tester feels that it is a bug. "Not a bug (NAB)." -- See "It's a feature" (above). "Psychotic user behavior." -- Term used to characterize a problem caused by unreasonable user input. For example: "The game crashes if you press F10, then Esc, 30 or 40 times in a row." No reasonable user would do this, and even if someone does do it, it would be unreasonable to fault the game for crashing under these circumstances. If the problem is hard to fix and the project is coming down to the wire, it may be simply written off. "Release" -- QA signs off on the game and puts their stamp of approval on sending the game off to be manufactured. "Ship it." -- This phrase is heard at the tail end of the test process, when the test team is starting to see the light at the end of the tunnel. - Tester: "I found a bug." - Lead tester: "What kind of bug?" - Tester: "It's just a 'C' bug, not a biggie. Psychotic user behavior." - Lead tester: "Ship it!" Finished (tested, quality approved) games are shipped by Fedex or other courier service (or sometimes, if really important and timely, delivered by a member of the team) to the manufacturing facility. Manufactured product is shipped by truck to the stores. "Ship it" is the mantra used to seal the importance of cutting off testing and releasing the game into the wild. "Tweak" -- Synonymous with "adjust." "Will not fix (WNF)." -- When time is running short, and minor bugs are reported, the programmer or the designer or the producer may scribble this cryptic note on the bug report. All bugs have to be "closed" (resolved) before the game can be released. "Works as designed (WAD)." -- See "It's a feature" (above).
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what is your ultimate goal? If you eventually want to become a designer or producer or move up into marketing or become an executive, a college degree is definitely helpful. If you just want to be a tester (and do not have any goals beyond that), then fine, a high school diploma might suffice. But guess what three attributes or skills you need first and foremost to be a tester...? These are the sort of things they'll grill you on if you apply for a QA job:
Communication skills - The tester must be able to communicate in two ways: via the written word and via the spoken word.
* Written communication skills. Bug reports are submitted in writing. They have to be clear and concise. The tester needs to be a gud speler (and needs to be fluent with punctuation marks and the Shift key). Darn my hide, I put that in parentheses, and it's really important. Let me say that again. A tester must type in complete sentences. A tester must understand, and habitually use, proper punctuation and capitalization. You cannot become a tester at a game company where everybody uses English, if you cannot communicate properly in written English. Here's an exercise that will help you... To develop your written communication skills, write an essay or a game critique or a game idea. As you write, put yourself in the place of the reader. Every time you express an idea that could raise a question in the mind of the reader, answer the question. By the time your article is complete, there should be no questions in the mind of the reader - except questions that you want to remain unanswered. - The bug-writing exercise. Check out this example of a written bug report: https://bugzilla.mozilla.org/show_bug.cgi?id=407098. Now make up a totally different bug, on a different platform. That example bug describes a Firefox bug (Bugzilla is the bug-tracking system of Mozilla, who makes Firefox), but it contains the important elements of a good bug: 1. The actual result (what happened that shouldn't have); 2. The expected result (what should have happened instead); 3. Steps to reproduce the bug. So this exercise is to write an imaginary bug for a PS3 game. Make up a bug; be creative. You have to write your bug in a word processor or text editor (you can't report a bug to a game publisher using Bugzilla, and you can't report a bug to a game publisher using that publisher's bug-tracking system, since you don't have access to it). And after you write the PS3 bug, write another one for a DS game. Write a few bugs and become comfortable with bug-writing. * Verbal communication skills. The tester must be well-spoken. Words that come out of a tester's mouth must convey his thoughts clearly, giving information to the listener. Imagine these two exercises, which will help the tester in developing verbal communication skills. How a tester performs in these exercises also reveals the level of his existing verbal communication skills. Both of these exercises are best performed in neighboring cubicles -- the two people taking part in the exercise can easily converse but cannot see what the other is doing. - The paperclip exercise. In this exercise, the tester must describe a randomly-bent paper clip to another person who has a pencil and paper. The goal is for the tester to get the listener/"customer" to draw a picture of the bent paper
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clip, without the tester ever saying the words "paper clip" or describing what the object is made of or was originally used for in any way whatsoever. Simply describing how the paper clip looks in its present state, the tester must obtain a correct picture of the paper clip on the second person's piece of paper. It can be enlightening for the tester to see what the drawing looks like, after completing the exercise. This exercise can also be performed using pipecleaners or twist-ties. The clip should be bent in a flat (2D) shape, not a 3D shape, since the listener/"customer" is drawing on 2D paper. - The building blocks exercise. This exercise is used at Nintendo of America to train or test their Customer Support representatives, but I think it applies equally well to the communication skills needed for testing. Both parties to the exercise have identical boxes of wooden building blocks (it could also work with Legos, I suppose). The tester builds a structure from his building blocks and describes his structure to the other participant in the exercise. If the tester does it well, the two structures will be identical. If the two structures are not identical, the tester can learn how he ought to improve. - The telephone exercise. This is an actual question that a testing applicant was tested with. "Describe the use of a telephone." He thought it was a stupid question and gave a stupid answer. Don't do what he did! When you're applying for a QA job, you will be asked to prove that you'd make a good tester. So if you're asked how to use a common everyday appliance like a telephone, give a clear and coherent description of how to use it. "There are two uses of a telephone: it's for receiving calls, and it's for making calls." Then describe how to act when the telephone rings. Describe how this works for a user of a phone with a wired handset, a wireless handset, and a mobile phone. Then describe how to make a call - if you have a dial phone, if you have a touch-tone phone, and if you have a mobile phone. If you can't do this, you'll never get hired to test games.
Computer literacy. Testers know how to take computers apart and put them back together. Testers know how to browse the Internet, and they know all about email, instant messaging, and chat room netiquette. Testers know how to troubleshoot installation issues, download drivers, update virus DAT files, and upgrade computers. Testers know how to use word processors, imaging programs, scanners, and modems. Testers are often called upon to make screen shots of games, so you need to know how to grab a shot, and crop it in Photoshop or GIMP. Especially important: know how to use a database program. Check out Bugzilla and Mantis, fool around with them to create some sample bug reports. Game literacy. Play as many games as you can. Compare the pros and cons of this game versus that game. Read game magazines. Know the difference between an FRP and an RTS. Online games, console games, handheld games, board games, CCGs.
Snap reading comprehension quiz: What are the three attributes needed for a game tester? For extra credit: Can you think of any other ways to improve your skills in these three areas?
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games from your own home. And they won't even bother looking past your address on your rsum if you aren't local. It's just a bother to have to interview a non-local, when there are droves of qualified locals banging down the door begging for QA jobs. You can research game company locations using my Game Biz Links page. If there are no game companies near you, move.
Applying
Don't look for advertised QA positions. The game companies constantly receive so many unsolicited applications that they don't have to spend money on advertisements for QA jobs. Just go ahead and send your rsum in. If you can't find a way to apply via the company's online jobs page, just go ahead and email your rsum to "jobs@" the company's website domain. You can also snailmail your rsum, but that's not as good (they can't just put your rsum into the computer folder, they have to make a paper folder, and as weird as this sounds, that's not as convenient for them). And network! Join the local IGDA chapter. If there isn't one, start one. If there is one but it's not active, volunteer to organize booze-and-schmooze get-togethers or something. FAQ 54 (see nav frame at left) is all about networking. Find out what staffing agencies the game companies in your area use, if you can, or just research technical staffing agencies, call them up, and ask if they provide testers to your target game companies. If they do, send THEM your rsum too. More about staffing agencies below.
Advancement
Choose the company wisely. You have to be in the right QA (not just any QA), if you hope to advance up and out of QA into development or production. - External test labs - no opportunities for advancement. Period. - Publisher QA - opportunities for advancement depend on whether the publisher has in-house development. If they don't, then your advancement opportunities are probably to production only. - Developer QA - mucho opportunities for advancement. Testing jobs are much more common at game publishers than at game developers. (Read FAQ 28 to learn the difference between a publisher and a developer.) Do your research. If you get the chance to apply for publisher QA, learn about the company. Try to figure out before the interview how much internal production or development exists at this company. You can also ask about that during the interview. If you have to take a job at a company at which advancement opportunities are limited, you may want to make that a temporary gig to build up your rsum for a couple years. In the meantime you can research other companies with better advancement opportunities.
Staffing Agencies
Some game companies who need testers use temp staffing agencies (examples: Volt, Kelly Services, Aerotek...). They don't hire the testers themselves - rather, the temp agency hires the testers, and "loans" the testers to the game company. These agencies may call themselves something besides "temp agency," by the way. "Staffing agency," "technology personnel provider," whatever. When I was younger I worked through such an agency and called them "job shoppers." Usually, if you apply to the company directly, they'll tell you the name of the staffing agency they get their testers through. But game companies are notoriously tightlipped, meaning you might not hear back from them at all. So if you're trying to break in through Q.A., look not only at the game companies near you, but the staffing agencies as well. Find the technical staffers, the ones that supply IT workers and stuff.
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3/31/08) http://www.gamedev.net/community/forums/topic.asp?topic_id=488665 http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=250978& reply_id=3291165 http://www.gamesetwatch.com/2006/09/why_game_tester_guide_sucks_in.php http://www.gamesetwatch.com/2006/03/game_testings_incredulous_road.php And look at what these scam sites offer to people who'll post links to their sites, if some sucker pays the scammer money: http://www.affiliatebling.com/gamer-testing-ground/ That last one might change their URL or close down when they find out that people are showing you (the potential sucker) about how they make money, so here's what it says on that site as of March 31, 2008:
Let your visitors learn how to make money for playing video games. Tiered Membership, 75% commission on each sale: ($34.95) 6 Month Membership - your commission: $23.50 ($39.95) 12 Month Membership - your commission: $26.96 ($44.95) 24 Month Membership - your commission: $30.44 The target audience for this website would be people 18-30 years of age, as kids will not have a credit card and will waste your click-throughs or will request a refund when their parents find out that their credit card has been used without permission. *NEW* Cross Sell Opportunity: In the backend we keep track of which affiliate referred which customer. When a particular customer logs in to the members area he is presented with an opportunity to buy membership to Gain Opinion at a discount rate. To buy the Gain Opinion membership this customer will go through YOUR ClickBank ID. Additional benefit: up to $20.00 extra commission from EACH member.
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Do I need to say it again? Beware of websites that ask you to pay for a job as a game tester. Don't fall for the hype. They just want your money, that's all they're about.
In Conclusion
I've said it before, and I'll say it again. (Right now, as a matter of fact.) If you want to get into the game biz (either to design your own games or just because it is a field that's interesting to you), testing is a great way to get started. Don't listen to those naysayers who say testing is a dead-end job. Most people don't realize how hard testing is. Or how important it is in the process of making games. For MORE about testing, see Lesson 17: MORE About Testing -- The View From Inside Q.A., by guest lecturer Matthew S Burns! Tips on interviewing for a QA job: http://www.takeinitiative.co.uk/?p=474 Additional reading: http://www.igda.org/Endeavors/Outreach/Students-Newbies/wisdom /wisdom_boutin.htm. And a must-read: http://parabellumgames.wordpress.com/how-to-be-a-games-tester/. And read this too: http://www.gamecareerguide.com/forums/showthread.php?t=2429. Want the latest word on salaries in the games biz? Go to gamecareerguide.com and type "salary survey" in the site's Search box. Websites change. Links go bad. If a link goes bad, first thing is go to the website (delete all the parts of the URL after the domain name) and explore to see if you can find the new loacation of the page. Then email webmaster at sloperama.com to let me know the new URL for the sake of future readers. When reporting a broken link, make sure to include the location of the broken link (which of the many pages on this site is the broken link on?).
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>My occupation (if student, enter 'student') is: _Courtesy Clerk >The type of game job I aspire to (if applicable) is: _Game Designer >The country I live in is: _United States >My game biz question is: _I am currently attending Collage and am trying to get a job at Blizzard Entertainment as a game tester, but in order to submit an application, I must write a 3-5 page Game analysis on a game of my choice. My question is, What exactly is a Game analysis, but more importantly, where can I find an example of one. (to use as a guideline) I did a google search to try and find one, and found only one useful article, but as I said, I want an actual Game Analysis paper to work off of something more solid. >And thank you for taking the time to read this.
Hi Alec, I don't see how you're going to balance a full-time QA job with being a full-time student, but hey. More power to ya. An analysis is an examination of a thing, in detail. So to analyze a game, you would consider one of its features to determine the feature's positive and/or negative aspects. Then you would do the same thing with another one of its features. Then another, then another. You can find lots of examples of them online, generally referred to as "reviews." Reviews, though, are usually focused on the commercial aspects of a game, whereas for a QA analysis you ought to focus on the design choices, usability aspects, playability, and balance. I am not going to try to find a sample game analysis for you. You can do that your own self, or you can just try to write one based on the information I've given you. If you want to become a game designer eventually, this is something you shouldn't have too much trouble with. Tom Sloper Los Angeles, California, USA September 6, 2011 Got a question about video game Quality Assurance or working as a tester? Email Tom; the answer will be posted on the bulletin board. Click here to go to the previous FAQ. Click to go ahead to the next FAQ. Click here to return to the Sloperama Game Career FAQs main page.
2001-2011 Tom Sloper. All rights reserved. May not be reproduced without permission of the author. LOG: Minor editing (paperclip exercise paragraph), April 22, 2001 Added definition of beta testing, August 13, 2002. Added (in bold text) the part about how important writing skills are - in two places in this FAQ, Feb. 10, 2004. Later edits are logged at sloperama.com/advice/log.htm.
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