Phasing
The removal or changing of game elements for a sub group of players of a game instance.
Sometimes games do not want to present game worlds in the same way to different players. One reason for this can be that both sides of competing teams are supposed to see themselves as a particular group while another can be that players are to experience that the game world evolves even though it does not for other players. Phasing is a solution to this that works through either removing the game elements from the presentation of the game to certain players or by showing different game element to different players depending on where they are in specific story arcs of the game.
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
Phasing is an option for modifying Multiplayer Games with Mediated Gameplay.
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
If players can communicate with each other in Non-Consistent Narration
Exaggerated Perception of Influence
Relations
Non-Consistent Narration Multiplayer Games Mediated Gameplay
Exaggerated Perception of Influence
Can Instantiate
Exaggerated Perception of Influence, Non-Consistent Narration
Can Modulate
Multiplayer Games that has Mediated Gameplay
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