Phasing

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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)<ref name="wow"/><ref name="gb"/>.

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

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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

Diegetic Consistency

History

New pattern created in this wiki.

References

<references> <ref name="wow">Entry for Phasing on the WoW Wiki.</ref> <ref name="gb">Entry for Phasing on the Giant Bomb Wiki.</ref> </references>

Acknowledgements

Peter Holm