132 Comments
- heartless_, on 12/21/2007, -5/+66Also titled, "HEY WE WANT GAMES THAT WORK WHEN WE PAY REAL MONEY FOR THEM".
- DefaultGen, on 12/21/2007, -2/+49I dugg your comment because you played your N64 this morning.
- yowhat2002, on 12/21/2007, -2/+47Why just this morning i shot my unwitting friend through a door on goldeneye because half his body was poking through it.
- inactive, on 12/21/2007, -4/+46Unless its Super Smash Bros Melee, then the glitches are used competitively :)
- iXneonXi, on 12/21/2007, -0/+34hl2.exe has encountered a problem
:( - Luth, on 12/21/2007, -0/+24As a developer (yes, I'm one of those frantic overworked programmers he talked about), I haven't been on a single project where any of us in the company (note: that's the _development_ company) wanted to release a game that we knew was buggy. If it had been up to us, I'm sure each of our games would have been delayed until polished and refined. None of us are so unrealistic to think that we can ever make a bug-free game; its just not possible (even pac-man had bugs), but we hate to ship a product with huge, glaring glitches. Its bad for our ego (and our reputation). :-(
The simple fact is, though, that the publishers, the Men with the Money, don't care about quality, they care about saleability. "Is it a fun game? Is it bug-free? Will it run flawlessly on all major hardware?" Pfft, they don't care. "Is it playable enough to be reviewed? Do we have enough art to publish? Will stores carry the title? Yes? Then why the hell are you still coding? We're done!"
Now, publishers are like people, and some are better than others, and this is obviously a generality, but when I tell people what games I worked on and all they do is tell me all the bugs they found, what can I do? (Well, really, I tell them about the bugs they HAVEN'T yet found!) Its not up to us. Few developer studios (and none that I've ever worked for) are sufficiently wealthy to publish their own games, so we always rely on publisher money. As long as they write the checks, they make the final decisions.
Another common statement I hear is "If you've been making games so long, then why cant you get it done when you say it'll be done?" While I can answer "why" with my own opinions, it kinda doesn't matter. No one in the industry (again, generalization) releases the game they want on the date they originally planned. If there's anything we can learn from the top-quality developers (Nintendo, Blizzard) its that _no one_ knows how long development will take, and we either ship the game when its "done," or we ship the game when the release date comes.
Please, if you had a game ruined by bugs and glitches, don't immediately blame us developers. While the game is in fact the product of our labor, it probably isn't "our fault." Its akin to an architect telling you that your house wont be done for a month, even though he originally said it'd be done by today. Instead of letting him finish, you boot him off the property, then complaining that your roof leaks (or, indeed, is missing). If you want better quality from games, I urge you to not berate us developers (we're so burned out from crunch-time and wired on so-much caffeine that we're likely to snap), instead write a letter or email to the publishers of the games, and demand that they let us dev finish our projects! - masterm1nd, on 12/21/2007, -1/+23We should use the powers of digg to spam EA with this.
- Grjemo, on 12/21/2007, -3/+24Anyone remember Missingno.? Could it really screw up your game, or was that just a rumour?
- MrM1yagi, on 12/21/2007, -1/+21I miss the floating remote mine glitch in Goldeneye...
- dansmeek, on 12/21/2007, -2/+21or remember quake 2!! the glitches were some of the best moves. the rocket jump and the double jump. both of these moves were accidental and exploited and proved to be some of the greatest aspects of the game. and now all games (well most) of the FPS variety tend to use a 'non-glitch' rocket jump and double jump.
ahh... how i miss the days of always strafing while moving forward so i could double jump the high up barrel to get the super health to rocket jump to get the armor. - KnockoutNerd, on 12/21/2007, -2/+19They really changed the game for me and I wouldn't have it any other way. Wavedash is one of my favorite thing about melee.
- kent1146, on 12/21/2007, -2/+18They actually did. They came out, admitted there was a problem, and offered a solution to those affected. Yes, Activision ***** up. But they are also doing everything reasonably within their power to fix the situation.
You know what they say about *****? It happens. - greenblob, on 12/21/2007, -2/+16And embraced by the programmers. Some glitches from the original SSB were translated to implemented techniques in Melee, such as the Z-canceling -> L-canceling change.
- Advenger, on 12/21/2007, -0/+12It could corrupt your game if you caught him at level 0, and you had to remove him from a storage box (you already had 6 Pokemon in your party)
I am such a dork... - Uranium118, on 12/21/2007, -3/+15No ***** Sherlock, that's like submitting an essay full of mistakes.
- peestandingup, on 12/21/2007, -0/+11Iron Tank for the NES (the one with "Snake" at the controls) had a MAJOR game ending glitch that was unrecoverable where the tank would get stuck in the corner of the screen during a boss fight, just vibrating back & forth.
That game was super hard & long too (for that time) & it happens almost at the end of the game. I believe I might have blacked out from the rage I was feeling.
Nah, actually, I took the game outta the NES & threw it across the room, busting it apart. True story. - lukasmack, on 12/21/2007, -0/+11Gears of war, the amount of glitches you can use to your advantage. You can glitch out of most maps while playing online. Enough said.
- Calcularius, on 12/21/2007, -1/+11Short beta and GC cycles are the cause.
- LongShlong, on 12/21/2007, -2/+12Did we really need an article on this?
- dphrygian, on 12/21/2007, -0/+8Do glitchy games affect the publishers' bottom line? I don't think so. Delayed games do, and in a big way. The few developers who are fortunate enough to define their own schedule (Valve, Blizzard, Nintendo) do tend to ship higher-quality products, and I don't think it's entirely coincidental that these games are often massive hits. Publishers can't generally afford to channel endless time and money into any development studio, though--that's obviously a huge risk. But yeah, I think the industry could do with a few more risk-takers and an average six months extra time on every project. Or do smaller-scale projects. Portal wasn't a huge game, but it was among the best gaming experiences of the year. Why not more games like that?
- GreyICE, on 12/21/2007, -1/+9Winners, IMO:
Eve Online, for making your computer not boot (in a patch, no less. gfg, guys).
Tabula Rasa (a game I like), for numerous glitches. Really, too many to count.
Final Fantasy Series - glitch caused an endless iteration of these to spawn.
All-Time winner
Pets (the original) - for actually destroying your operating system upon install. What sort of beta testing procedure misses the fact that your game acts like the most malicious virus ever? - Bakuryu, on 12/21/2007, -2/+10To bad its not a glitch, its abusing the physics, since Melee has weird friction on the characters they slide for a lot of reasons not just wavedashing (just pushing them does this...) so the only result to having a force come from that angle is to slide.
- HolyChimp, on 12/21/2007, -1/+9I used to be a data entry guy for a third party company. I entered a lot of data in my time.
- felyduw, on 12/21/2007, -0/+7Q2 Rocket Jump was already a non-glitch. Just play a game of Clan/Rocket Arena for QuakeWorld and see what I mean.
- samuelmcm, on 12/21/2007, -3/+10Halo 2: Superjumps
- tehsuck1, on 12/21/2007, -0/+7Am i the only one dissapointed by the lack of glitching fun in halo 3?
- Zeldafreak104, on 12/21/2007, -0/+7Some times more glitches=more replay, they can be fun sometimes.
- MrTito, on 12/21/2007, -0/+7And rolls downhill.
- hixxy, on 12/21/2007, -0/+7Tony Hawk's Pro Skater/American Wasteland/Underground/Downhill Fail/Proving Grounds.. It'd be an entirely different game if it didn't have glitches. ): I happen to enjoy getting stuck in walls.
- truffle, on 12/21/2007, -0/+6So it sounds like what the poster is saying is, if a development house spends 10 million dollars to provide a very entertaining and enjoyable game that has glitches or bugs, gamers should not buy it even if they'd get hours and hours of enjoyment from it.
Who is that poster to say that those games should not be released, purchased, and enjoyed? Some of the games I've enjoyed the most have had glitches or bugs. What I care about is the overall enjoyment and value for my dollar.
It's easy to say "spend more time polishing it" if you pretend that this is free, but it isn't. What happens if you make an arbitrary demand that games must be perfect:
- Some games will never get released, because it's not economically viable to complete them to the required level of quality
- Sequels and next projects will be delayed.
- The development team will need to work longer on the current project irrespective of their wishes
The fact of the matter is that the typical gaming transaction these days of millions of dollars of development time for $50-60 for 20 or so hours of enjoyment is a very reasonable one for the consumer.
I have no fault with advocating for game quality, or polish, but it childish and oversimplistic to say you shouldn't buy games unless they are perfectly polished. I'm glad I haven't followed that philosophy in my gaming life or I would have missed out on most of the games I have truly enjoyed. - avidlinuxuser, on 12/21/2007, -0/+6Spam EA. We should be spamming Ubisoft for releasing Assasin's Creed with so many glitches and bugs. Ubisoft makes games much more glitchy than EA. The only reason I have an ounce of respect left for Ubisoft is because they made Beyond Good and Evil at some point.
- KaiUno, on 12/21/2007, -0/+6Also, it floats.
- DiggzDE, on 12/21/2007, -1/+6I had to completely restart playing Oblivion after it first came out because I accidentally ended up glitching out the thieves guild missions to the point where I had already completed the final mission before a lot of the earlier ones. :( As a result, people who were supposed to show up to finish a mission would never come, etc. I could never completely finish it and gave up.
- ElWaffleGrande, on 12/21/2007, -1/+6idkfa
- inactive, on 12/21/2007, -0/+5In other painfully obvious news... Why Not Having Herpes on Girlfriends Matters.
- wufoo, on 12/21/2007, -0/+5People have mentioned EA and I totally agree. I love some of their games, and I played Battlefield 2 and 2142 quite a bit. There were several problems with the gameplay (not related to the user) that needed fixes. Yes they released two or three patches, but not everything was fixed. The thing that gets me is that before the original game is completely polished, they release expansion packs so they can make more money.
It should be common sense that you finish your original project before you try and expand it. - Dracusis, on 12/21/2007, -1/+6Yeah, I'm fine with games being buggy when I pay for them with fake money.
- akatherder, on 12/21/2007, -0/+4It's not a bug, it's a feature!
- vegask, on 12/21/2007, -0/+4Glitches ruining a game == ultima ascension
- inactive, on 12/21/2007, -2/+6Hell. *****. Yeah.
My childhood was Quake 2 CTF - Writher, on 12/21/2007, -0/+4Putting out any kind of applicaiton without programming bugs is impossible; why should we hold games to a higher standard than the applications that run our mail servers, ip call centers, routers/switches, directories, etc?
The author of this article is naive. - inactive, on 12/21/2007, -1/+5EA Games needs to read that. Most of their stuff is half-assed.
- imikedaman, on 12/21/2007, -1/+5idk, my bff jill?
- CLShortFuse, on 12/21/2007, -1/+5To clarify your point, Bakuryu and expand on what wavedashing is:
If you light shield with shield with Luigi against a Falcon Punch, Luigi will go sliding across the stage. It's the exerted force on an object, causing him to slide. Luigi has low traction so he slides a lot.
Directional air-dodge applies a force on your characters, and when the character comes in contact with the floor, the momentum caused by the force applied from the air-dodge makes your character slide across the floor.
A waveland via airdodge is dodging onto the floor at an angle. The amount of force in the x-axis is proportional to how far you slide. Your angle affects the Fx value. The more perpendicular your airdodge is, the less the value in terms of Fx.
A wavedash is jumping first, and then airdodging. Since an air dodge stops whatever momentum your character previously had, you can airdodge right out of an upwards jump.
It's really not a glitch. It's an exploit of the physics engine. - Christbait, on 12/21/2007, -0/+4There is one small, non-essential glitch that I noticed is now a staple in pretty much all shooter games today: the fact that you can crawl through a dead body in and see all the modeling intricacies inside them... which sort of kills the realistic qualities....
Now, do the devs remove the collision detection on dead baddies to cut down on memory usage, or are they just lazy? - inactive, on 12/21/2007, -1/+5And it's incredibly disgusting when two girls put it in a cup and eat it.
- UNL1M1T3D, on 12/21/2007, -1/+5I love Goldeneye and all of it's glitches.
- paloooz, on 12/21/2007, -1/+5It's LOG, LOG, LOG!
- Luth, on 12/21/2007, -0/+3Collision detection for movement is more or less a bounding box. (think of a big box [mostly] surrounding your character) This is done for speed. If we did poly-perfect physics, you'd need a supercomputer just to brush up against a wall. :) Chances are, if pointed out, a developer might *like* to have the player crawl over the pile of bodies, but 1) it'd be computationally more expensive, and 2) that takes time to implement, and as I elaborated about above, we just dont have enough time! "Lazy" my ass....
- inactive, on 12/21/2007, -0/+3I used to hate those awful Pong glitches.
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