Phasing
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
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
Peter Holm