• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Define the word "jank".

It's like "Slack" but not cool.

More seriously I define it as a general lack of polish that isn't necessarily the same thing as broken. It's a case-by-case basis. A game may not be spoiled by a lot of "jank" in many areas. While another otherwise polished game can be ruined by a single crucial element that's really janky.
 
Weird-looking, usually in the connotation that it looks sharp-angled in the context of polygons and also perhaps clipping of textures
 
When you get a product that does three things in a not so efficient manner instead on one single thing efficiently.
GeBdAvt.jpg
 
Unpolished stuff, though not necessarily in a way that's completely detrimental to the experience. There's definitely such a thing as endearing jank.
 
You know when you go to switch gears on a bicycle, and they kinda get stuck half way? And for a while you're riding smoothly until you notice the occasional, sporadic stutter and a slightly jarring clicking found from below.

That's janky.
 
I imagine it's impossible to come up with an actual "definition" for the word, because there's really no root to it, and it never really arose out of any specific usage into its current form. As a result, pretty much everybody who uses the word has a slightly different idea of what it actually means.

Some people use it as just a synonym for "bad" or to mean that something is broken (usually mildly broken, sometimes totally nonfunctional).
Some people use it as a shorthand for just saying that something is unpolished, as though it's describing something that reasonably approximates the thing it's trying to do, without actually fully accomplishing that goal.
Some people view it as more or less an actual positive term, like a video game equivalent to "wabi sabi", or just as something that is designed the opposite way from the ideals that a more 'mainstream' game would incorporate into its design.

Best thing to do when you encounter it is just to press people into elaborating and properly articulating the way they feel about something, if you actually want to know what they mean, or just make a guess by context if you don't really feel like you need their exact opinion.
 
The menu system in Pokemon Red/Blue, as well as EarthBound, are the definition of jank to me.

Uncomfortable, inefficient, slow, cumbersome. Sums it up.
 
Jank isn't something that can just be defined. It means whatever you want it to mean whenever you're describing something that's jank.
 
When I look at FF15 demo combat, this thing looks like hot mess with all the bad collisions and animations that don't look quite right when transforming to one another.
 
Inelegant or kludgey. Not broken, just suboptimal in the way controls can feel somewhat inadequate to what is necessary for the player to perform. Tank control in the original Alone in the Dark trilogy, or the orginal RE trilogy could be seen as a good example, though they were the best answer for that early 3D movement. Bad menu design and navigation can also be part of it or the annoying always-rotating map in Deadly Premonition. Sometimes, it's just how dated and less-refined the sense of control that older, stop-start animations can make a game feel when you are accustomed to newer, more flowing systems of movement. Personally, as long as it's not truly broken, it just feels like a blemish rather than a real issue and sometimes, as long as the core game experience is good, the lack of refinement and polish can help manage expectations, leading to a greater appreciation of what the game actually does do well.
 
Free running in assassin's creed.

It's when something doesn't do what you expect/what it's supposed to do. Example: I want to run through that archway to escape guards. Nope, guess I'm gonna climb it. I'll just jump up to that ledge... Nope, guess I'm gonna go to the building next door. Just gonna jump across to that next building... Nope, that wooden spar must have looked interesting....

Visual jank: clipping, bad animations, floating, glitching.
 
Been using 'janky' forever. I always equate the idea with shaking a cartridge or a controller and hearing the tiny little broken pieces/dust shaking inside. It usually meant either the controls, or the game was gonna have some weird issues because of the 'jank' noise.
 
An old car that gets you from A to B, but is a bumpy ride with odd unidentifiable noises coming from random places, with dirty exhaust. But the car still has its charm and you can't bear to sell it.
 
FFVIII-s draw system is an example. Not broken, but weird and unsatisfyinfg. Maybe easily exploitable?

For me, janky is something you have to be able to feel or see. A bad game mechanic or system can be imbalanced, or broken, or just dumb, but it doesn't fall under the umbrella of "jank" IMO.

E.g., Too Human's animation is janky. The combat probably feels janky as a result. (I haven't played it myself.)
 
Top Bottom