Difference between revisions of "Phasing"
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[[Category:Narration Patterns]] | [[Category:Narration Patterns]] | ||
[[Category:Information Patterns]] | [[Category:Information Patterns]] | ||
+ | [[Category:Diegetic Patterns]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
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This pattern is a still a stub. | This pattern is a still a stub. | ||
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+ | Note: this pattern does not include the common meaning of [[Phasing]] as a means of being intangible. | ||
=== Examples === | === Examples === | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | As it provides different diegesis to different players, [[Phasing]] is an example of a [[:Category:Diegetic Patterns|Diegetic Pattern]]. | ||
=== Interface Aspects === | === Interface Aspects === | ||
+ | Since [[Phasing]] works through having different players' interfaces show different things, it can be seen as a [[:Category:Information Patterns|Information Pattern]] in addition to being [[:Category:Diegetic Patterns|Diegetic Pattern]]. | ||
=== Narration Aspects === | === Narration Aspects === | ||
+ | The main purpose of using [[Phasing]] is to provide different narrration to different players. In doing so, it is also a [[:Category:Narration Patterns|Narration Pattern]] in addition to the other categories mentioned above. | ||
== Consequences == | == Consequences == | ||
+ | [[Non-Consistent Narration]] | ||
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+ | [[Diegetic Consistency]] | ||
+ | |||
+ | [[Exaggerated Perception of Influence]] | ||
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | - | + | [[Exaggerated Perception of Influence]], |
− | + | [[Non-Consistent Narration]] | |
− | + | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Diegetic Consistency]] | |
== History == | == History == |
Revision as of 08:01, 22 August 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Note: this pattern does not include the common meaning of Phasing as a means of being intangible.
Contents
Examples
World of Warcraft uses Phasing to change the game world. Sometimes this is used to remove game elements, e.g. NPCs that give quests that a player has already completed, and sometimes to update the game world according to where a player is in a quest (an example of this is how Acherus: The Ebon Hold changes depending on where in the death knight quest series a player is)[1][2].
The design solution in America's Army that one always sees one's own team as being US soldiers and the other team as being enemies is an example of Phasing on a team level.
Using the pattern
Diegetic Aspects
As it provides different diegesis to different players, Phasing is an example of a Diegetic Pattern.
Interface Aspects
Since Phasing works through having different players' interfaces show different things, it can be seen as a Information Pattern in addition to being Diegetic Pattern.
Narration Aspects
The main purpose of using Phasing is to provide different narrration to different players. In doing so, it is also a Narration Pattern in addition to the other categories mentioned above.
Consequences
Exaggerated Perception of Influence
Relations
Exaggerated Perception of Influence
Can Instantiate
Exaggerated Perception of Influence, Non-Consistent Narration
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
Peter Holm