Gameplay Journal Entry #5

Damaris Guzman
2 min readFeb 17, 2021

How I would describe a glitch based on my own experience is something that interrupts what I know or believe to be true in what is supposed to happen. I’d also describe it as a “break” in a game. Although recently I’ve learned many games intentionally incorporate glitches for sake of exploring, so I know my personal definition may not be the most accurate. This is also reflected in Menkman’s reflection on glitches, stating glitches “can change into the creation of something original.” (Menkman, 341) I feel as though a glitch may not end up creating something new mechanically that is useful, it can create something, or alter the mood of the original aim of the game.

An example of this is the “jumping face” glitch from Call of Duty: Ghosts (2013). When playing the game the player would come across the ability to stretch the front of the character model’s face dramatically upward. In order to achieve this the player had to equip a rocket launcher with a riot shield as the secondary weapon and then crouch while constantly aiming down sight. An appearance of what seems like a terrifyingly stretched image of the character’s face results in “a break from (one of) the many flows (of expectations) within a technological system.” (Menkman, 341) Exactly how and why this glitch happens I am not sure of, but it created a new environment within the game where players would mess around with their opponents, pulling out and flaunting a funny glitch, juxtaposing the mood of what was intended to be a serious combat simulating experience.

Sources:

Menkman, Rosa. “Glitch Studies Manifesto.” Digital Manifesto Archive, 2010, www.digitalmanifesto.net/manifestos/37/.

https://www.youtube.com/watch?v=O4oxMx-29_A (glitch at 47 seconds)

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