@grofire I'll definitely give you that, every company was different, however, the general standard format for testing was:
Alpha - Mechanics, making sure the systems work
Last Alpha before Beta - Start to wrap the Mechanics into the most enjoyable package possible, mesh mechanics together so they interact well
Beta - Test how the interactions are working, how enjoyable the game is, and starting to instill QoL modifications
Last Beta - A final Beta test went up, this was most likely the open semi-public Beta if they had one, where the game is all but finished, and Beta testers were generally told they could keep some of their gains and migrate them directly into Launch.
Then if everything passes muster, Launch the Game.
So, really, the only part of Alpha that really focuses on the Enjoyment factor is the one to two tests just prior to switching into Beta. After all the nuts and bolts are done, they then worry about the bells and whistles.
That being said, I've seen other approaches as well. The so-called playable Alphas, where you try to make it a fully playable game through most of the Alpha and Beta stage, integrating the fixes 'live' like you would do live patches once the game is launched, or DLC content for expansions. This still was mostly sans a lot of cosmetics and QoL elements, but the various 'systems' did interact with each other all through the process, which in one way was good, but in another makes the programmers jobs a lot harder. Its good in that you don't have to go through the extra step of integrating the systems if you always have them integrated throughout most of the process, the bad is, you heavily limit yourself on what you can do, or you stretch out the time it takes to do major upgrades, because your splitting your focus between the system your working on, and the integration of that system.
A lot of companies have different project teams working on the different systems in the early stages, independently, only meeting periodically to appraise each other of their own progress and changes, until they move into the integration step. These independent project teams would run completely separate Alphas, or what was sometimes called Pre-Alphas to test just their raw systems in a vacuum before bringing them together with the whole.
I'm sure there were teams out there doing other methods as well, and I've probably spaced on other methods I've been involved with (or didn't know about as I only came in as a Beta in those) as people are always trying to find a better way of doing things, but in general, most companies still don't worry about building their player base until they are closer to a launch except mayhaps via the hype train, not the Testing phases. This is why it is so nice that Fractured allows actual broadcast of Alpha testing, as usually, companies keep Alpha footage under wraps and carefully selects and cleans up any footage they put in promotional videos.