{"id":1030,"date":"2008-08-26T07:28:20","date_gmt":"2008-08-26T13:28:20","guid":{"rendered":"http:\/\/hill-kleerup.org\/blog\/heroes\/wp\/2008\/08\/phasing\/"},"modified":"2008-08-26T07:28:20","modified_gmt":"2008-08-26T13:28:20","slug":"phasing","status":"publish","type":"post","link":"https:\/\/hill-kleerup.org\/blog\/heroes\/2008\/08\/phasing.html","title":{"rendered":"Phasing"},"content":{"rendered":"<p>Doyce points to a <a href=\"http:\/\/www.wowinsider.com\/2008\/08\/25\/phasing-is-the-new-instancing\/\" target=\"_blank\">cool article on &#8220;phasing&#8221; content in MMOs<\/a>. The idea is to strike a balance between a static world and a heavily instanced one.<\/p>\n<blockquote><p>Brack gives the example of a quest where a player needs to rescue villagers from a Scourge-infested town. Players who complete the quest will see the villagers they&#8217;ve rescued back at the quest hub whereas players who haven&#8217;t done the quest will not. WoW Insider&#8217;s Alex Ziebart experienced the same after doing a series of quests involving the Wind Serpent Goddess, who appeared for him in town after completing her quests. She was there only for him and wasn&#8217;t visible to other players (who presumably haven&#8217;t done the quest series). It&#8217;s a new way to bring a new experience to players without having to load anything (such as in instances).<\/p><\/blockquote>\n<p>&nbsp;<\/p>\n<p>It&#8217;s an interesting idea to fight an age-old problem in MMOs &#8212; how do players know that they are having an impact? Taking CoX as an example, no matter what I do as a hero (or villain), the only thing that really changes is myself. Yes, I get passers-by discussing my virtues\/vices, and, yes, the contacts may mention something based on the last mission I fought. But, really, the world around me and the NPCs I interact with don&#8217;t really change one whit no matter what I do.<\/p>\n<p>The previous alternative to this was to deal with instances. This could be small-scale &#8212; in CoX, something that happens at the end of a mission &#8212; or it could be large-scale &#8212; the wholesale change in the world in LotRO when you complete initial half-dozen levels (the best example of which is the one for humans\/hobbits, where the town is now recovering from the fires and bloodshed of the brigand raid).<\/p>\n<p>Phasing, instead, &#8220;simply&#8221; tailors what characters see and hear based on stuff they&#8217;ve done. A simple example in CoX (were this implemented there) would be if, after the Ernesto Hess TF, the big central &#8220;mountain&#8221; on Striga was a broken-topped smoking ruin &#8230; for you. For someone who hadn&#8217;t done the TF, it would still look intact.<\/p>\n<p>That points out the key problem with phasing, which is that two players, side by side, might experience very different things.&nbsp; If I&#8217;m teaming with some folks who haven&#8217;t done the Hess TF, and make reference to that cool smoking ruin, they&#8217;d think I was nuts. It would (further) strain the suspension of belief for doing the TF a second time (either while at level, or mentored down).<\/p>\n<p>I can imagine it being used in more subtle ways, though, that would be less jarring. Perhaps a &#8220;Thank You, Captain Ultra&#8221; banner over a building (that each person might see with their own name). Maybe if you&#8217;ve gotten certain hunt badges, the text that those hunted groups use in dialog with you changes. Or perhaps a mission that changes how you (graphically) see certain bad guys (or good guys) &#8212; as more or less menacing &#8212; in future encounters.<\/p>\n<p>Anything that helps tailor the MMO experience more to the individual, while still maintaining that &#8220;mass&#8221; community, is a good thing.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Doyce points to a cool article on &#8220;phasing&#8221; content in MMOs. The idea is to strike a balance between a static world and a heavily instanced one. Brack gives the example of a quest where a player needs to rescue villagers from a Scourge-infested town. Players who complete the quest will see the villagers they&#8217;ve &hellip; <a href=\"https:\/\/hill-kleerup.org\/blog\/heroes\/2008\/08\/phasing.html\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Phasing&#8221;<\/span><\/a><\/p>\n","protected":false},"author":352,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_seopress_robots_primary_cat":"","_seopress_titles_title":"","_seopress_titles_desc":"","_seopress_robots_index":"","_seopress_analysis_target_kw":"","footnotes":""},"categories":[7],"tags":[],"class_list":["post-1030","post","type-post","status-publish","format-standard","hentry","category-resources-rules"],"_links":{"self":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/posts\/1030","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/users\/352"}],"replies":[{"embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/comments?post=1030"}],"version-history":[{"count":0,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/posts\/1030\/revisions"}],"wp:attachment":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/media?parent=1030"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/categories?post=1030"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/tags?post=1030"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}