How would one play the recording, was the game able to load the logs and replay the events automaticaly from them?
I forgot to mention that we actually found a lot of bugs by seeing a playback diverge from the original recording; this was often due to uninitialized variables or reading from random memory. We could generally see when the divergence happened because we computed a checksum of the state of the world every frame and stored it in the recording as well.
I wonder how/if this could be applied to network-facing software like a daemon, or programs that transform large amounts of data.