Difference between revisions of "Phasing"

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(Examples)
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[[Category:Narration Patterns]]
 
[[Category:Narration Patterns]]
 
[[Category:Information Patterns]]
 
[[Category:Information Patterns]]
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[[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 ===
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As it provides different diegesis to different players, [[Phasing]] is an example of a [[:Category:Diegetic Patterns|Diegetic Pattern]].
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
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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 ===
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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 ==
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[[Non-Consistent Narration]]
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[[Diegetic Consistency]]
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[[Exaggerated Perception of Influence]]
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== Relations ==
 
== Relations ==
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=== Can Instantiate ===
 
=== Can Instantiate ===
-
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[[Exaggerated Perception of Influence]],
 
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[[Non-Consistent Narration]]
==== with ... ====
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=== Can Modulate ===
 
=== Can Modulate ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[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.

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

Non-Consistent Narration

Diegetic Consistency

Exaggerated Perception of Influence


Relations

Non-Consistent Narration

Diegetic Consistency

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

Diegetic Consistency

History

New pattern created in this wiki.

References

  1. Entry for Phasing on the WoW Wiki.
  2. Entry for Phasing on the Giant Bomb Wiki.

Acknowledgements

Peter Holm