In a discussion I had a few days ago, I realized that my assumption of bug and glitch having distinct definitions was just that, an assumption. Apparently they are generally used interchangeably. But, in my mind, there are at least two distinct types, which is why I had it figured in my head that each word represented each type.
TYPE A) A problem that exists directly in the code. A misplaced character in the code causing hilarious results, or the inability of the giant algebra equation (that is the code) to handle all of the unexpected variables that result from the random elements of gameplay. This would explain things like breakdancing corpses, backwards flying dragons, getting stuck in the wall, etc.
I've always considered this to be a glitch.
TYPE B) A lapse in logic on behalf of the programmer or designer. A puzzle or process that hasn't been completely thought through to all of its logical conslusions. This, for example, would include a dungeon that has more locks than keys, prohibiting you from continuing. Or the famous "Carth Glitch" from KOTOR, in which the dialogue tree uses your awareness vs. stealth to conduct discussion, and if Mission is stuck in stealth mode from the previous section, the discussion freezes because you're unable to detect her.
I've always considered this to be a bug.
Does anyone here have an opinion on that? Is there advanced programmer lingo that distinguishes these types that I'm unaware of? Are there more types that I just haven't noticed? Am I being just a little too neurotic? Give me a piece, please and thanks.
TYPE A) A problem that exists directly in the code. A misplaced character in the code causing hilarious results, or the inability of the giant algebra equation (that is the code) to handle all of the unexpected variables that result from the random elements of gameplay. This would explain things like breakdancing corpses, backwards flying dragons, getting stuck in the wall, etc.
I've always considered this to be a glitch.
TYPE B) A lapse in logic on behalf of the programmer or designer. A puzzle or process that hasn't been completely thought through to all of its logical conslusions. This, for example, would include a dungeon that has more locks than keys, prohibiting you from continuing. Or the famous "Carth Glitch" from KOTOR, in which the dialogue tree uses your awareness vs. stealth to conduct discussion, and if Mission is stuck in stealth mode from the previous section, the discussion freezes because you're unable to detect her.
I've always considered this to be a bug.
Does anyone here have an opinion on that? Is there advanced programmer lingo that distinguishes these types that I'm unaware of? Are there more types that I just haven't noticed? Am I being just a little too neurotic? Give me a piece, please and thanks.