Quick answer: Bug count is the easy metric and the wrong one. Tracking bug cost (impact * frequency * fix-time) surfaces what to actually fix.

Bug count is theatrical. Bug cost is the bottom line.

Estimate impact

How many players affected? Per-bug estimate. Weights small bugs less.

Multiply by frequency

How often does it happen? A daily annoyance is worse than a weekly crash.

Add fix-time

Some bugs are quick fixes; others are weeks. Cost includes the engineering investment.

Track per quarter

Total bug cost as a number. Plot over time; improvements visible.

“Tracking cost shapes engineering priorities. Counting bugs doesn't.”

Most studios over-fix small bugs and under-fix big ones. The cost metric corrects the bias.

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