Well I'm pretty sure whoever designed you're TV was aware that unplugging it would cause it to lose power and thus turning off
Gotta agree with jakob here, interlocking and merging are glitches just as much as ghost merging. Anything done in Forge is a result of the way Bungie programmed the game, whether they are intentional on Bungie's part defines whether something is a glitch. This is equally true for merging/interlocking and ghost merging, the latter is just a more complex exploit/process. OP: I've noticed this too about Forge, the way technical ability seems to surpass the actual premise of creativite design and good gameplay in terms of praise. It's bugged me since I became aware of the mentality not long after registering here. My reasoning is to do with the nature of Forge in comparison to established video game map editor trends, mainly the dominant PC tradition of user created content. The mundane, the process of realising a design is made (as a principle anyway) as easy as possible. Not the same as being simple, or to say that it doesn't need to be learned, generally this is very much the case. But what's learned can be better appropriated to 'knowledge' rather than 'skill'. In the case of Forge, 'skill' is actually a better term to describe it, there are elements of coordination and sheer practice over any amount of reading about it to get better with the glitches. This is the key difference, Forge does not facilitate the creation of a map from a design, even basic things like interlocking had to use glitches to become possible. The process itself, the means to the end, suddenly becomes the maim focus of 'learning how to forge'. What would be a 2 hour lesson when starting out with a PC editor, 'how to place objects', becomes the defining factor of progressing as a forger. Thus people focus on it, very often getting so caught up at the 'means' stage that they never really get around to the 'end' of a great design, well executed. But to defend H3 Forge, it was never designed to be a map editor, just a weapon/spawn/soft object manipulator. Reach Forge, however, is designed to facilitate realising a design and not dragging out the process. Knowledge over skill in terms of the actual Forge process, and not even too much knowledge compared to editing H:CE PC map editing for example. It looks to be a really great balance for the platform and audience requirements. I don't think forging attitudes will promptly shrug off this traditional focus on the process, such things never just disappear, but I hope that said attitudes are drastically altered as we get used to Forge 2.0 and start to remember why you even start up a map editor in the first place.