In Gaming, Hacking, and Going Turbo, Jack Halberstam talks about how glitches can be considered synonymous with failure. Glitching means that something is broken, it’s not right, and something that is broken or failing must be fixed. People don’t like failure. It is implied that failure is unacceptable. If you can’t do it well, don’t do it at all. There’s something deeply saddening about that statement. First of all, it implies that doing something differently, to the extent that it shouldn’t exist. It also means that there is always a right way to do something, with no deviations. If something is wrong, then the right must be the standard.
In my final paper for this course, I talk about Monster Factory, an online video series from Polygon where Justin and Griffin Mcelroy use the character creation engines of different games to create ‘monsters’. Although using the term monster suggests that these creations are wrong and bad, that’s not really the case. Sure, the monsters are outside the norms of what is considered attractive, and therefore ‘normal’, but they don’t exist as failures or mistakes, and they aren’t treated that way. Throughout these videos, it becomes apparent that the monsters are deviations from real life societal norms of appearance, and from the in game narrative. They aren’t extensions of Justin and Griffin, they aren’t a game piece or tool to navigate the game with, they’re their own character, with personality and a story completely separated from the rigid narrative of the game in which they are contained. When they make Final Pam in Fallout 4, her narrative isn’t that of a 1950’s housewife exploring a nuclear wasteland, she is Final Pam, a scourge upon the world, a powerful entity whose main goal is to find a multitude of sons and husbands and to escape the confines of the game. When they play Mass Effect 2 and realize that the character creator is too restrictive to make a true monster, they are upset and end up forgoing the formula of making the monster and finding their narrative to mess around with the game’s code to mess with Shepard’s polygons and find different ways to mess up his face that aren’t included in the game. It gets to the point where the appearance of the monsters is completely separate from the world of the game. They effectively exist outside of their set narrative. In the context of Monster Factory, using the character creator as a tool to create beings that are separate from the narrative created by the game, with an outlandish appearance and their own personality, shows how much gray area there is between right and wrong, success and failure.
Even though the term ‘glitch’ is mostly used in terms of technology, it still gets brought up in discussions over humanity. It’s strange, because why would there be a clear and defined wrongness in a human being? We’re all different, even if it is only in very minute ways, so claiming that there are ‘wrong’ traits to have as a human is pointless. The most obvious answer is that when there is no way to claim a person is wrong by using the language of feelings and emotions, because bigotry is too unreasonable and apparent when stated upfront with no logic behind it, the next step is to hide behind the guise of science. Science is seen as solid proof, a reasonable backing for bigotry. This leads to statements such as “There are only two genders, male and female”. To not exist in the clear definitions standardized by extremists, you are a ‘glitch’. “We’re not talking about feelings, the sex that you were born as is the one you will always be, regardless of your identity.” Being outside the standard is to be other, to be a glitch, to be a failure. If you don’t complete the narrative that everyone is expected to conform to, you are what’s wrong with society. When Justin and Griffin Mcelroy make a monster, they find a narrative not intended by the developers of that game. Being a glitch isn’t failure, nor is differing from the norm a failure. It’s just using the tools that you have been provided for a purpose that the standard didn’t intend for.
Halberstam, Jack. “Gaming, Hacking, and Going Turbo.” Queer Game Studies, by Bonnie Ruberg and Adrienne Shaw, University of Minnesota Press, 2017, pp. 187–199.