Phasing-Technology

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  • Tamriel Infinium: The Elder Scrolls Online's community focus

    by 
    Larry Everett
    Larry Everett
    07.26.2013

    When interviewing developers for Massively over the last three years, I've taken many opportunities to chat up multiple community managers. And when I was running my own community, I read article after article about how to gauge the health of a community. Although I don't remember who said it or where I might have read it, I learned that one of the best ways to measure a healthy community is the amount of artwork that players make about your particular theme, or in the case of The Elder Scrolls Online, the game. Of course, all game creators like to see players having fun and being inspired by what they are doing. The Elder Scrolls brings with it an existing community inspired by games like Skyrim and Morrowind. The community has already fallen in love with ESO and has drawn inspiration from everything that ZeniMax has released about the game so far. One of these inspired individuals is Lisa Green, known as Aloucia on TESO-RP.com. She told me a bit about herself and the inspiration behind her painting that was featured in the latest Tamriel Chronicle.

  • Tamriel Infinium: Phasing The Elder Scrolls Online

    by 
    Larry Everett
    Larry Everett
    07.19.2013

    Today, I want to talk about a mechanic introduced most popularly in World of Warcraft's expansion Wrath of the Lich King. Don't look at me like that. I didn't actually play WoW... I just heard about this second hand. I will call this MMO storytelling mechanic "phasing." The Elder Scrolls Online developers call it layering. But whatever you want to call it, we know ESO will employ this mechanic to allow for story progression and player choice within the game. Let's say you and your friend are in the open world (or maybe an instanced dungeon), and he is further along in the quest than you. At the beginning of the quest, the quest giver is alive, and by the end of questline the quest giver is dead. With phasing technology, you and your friend could be standing next to each other in the virtual world. You see him, and he sees you. But he sees a dead quest giver while you see a living one. Your computer is not broken; you are witnessing phasing. So how does this affect storytelling and the overall feel of the game itself?

  • Wrath Retrospective: Lore and the art of storytelling

    by 
    Anne Stickney
    Anne Stickney
    06.10.2010

    With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in WotLK Retrospective. Wrath of the Lich King wasn't just an expansion -- it was an experiment in progressive storytelling featuring story lines and lore that we haven't seen since Warcraft III. While Burning Crusade tackled new issues and races, it did little to further any of the Azeroth stories we'd seen in the earlier Warcraft games; Wrath took a step backwards to move the prior stories forward. Along with this change in direction, we saw the introduction of a few things that hadn't been seen in Warcraft before that made a large change to the way we view stories and quests in World of Warcraft, and a re-introduction of many of the heroes and prominent figures that we'd only caught glimpses of in vanilla. Today, we're going to look at Wrath lore: what worked, what knocked it out of the park and what failed to impress. Phasing Quite possibly the biggest technical advancement in storytelling was the introduction of the phasing mechanic. This allowed players to play through quests, and as the stories progressed, so did the world around the players, giving a new and unique feel to story line progression. Suddenly, instead of playing through a zone with no indication that you'd made any changes to the status quo, the world changed around you -- the chain of events in Conquest Hold in Grizzly Hills and Frosthold in the Storm Peaks both actually ended with NPCs being replaced as a direct result of player interaction. In the quest chain of The Battle for the Undercity, both Alliance and Horde players are teleported into a phased version of Orgrimmar, designed as a vehicle to further the story line -- and as a way for Alliance players to interact with Thrall without being attacked.

  • Breakfast Topic: How phasing could be used in-game

    by 
    Lesley Smith
    Lesley Smith
    08.12.2009

    Phasing seems to be Blizzard's new favorite toy. It's being used be more and more as we progress through Wrath. From the Wrathgate to those annoying out of body/spirit quests in Zul'Drak, phasing is changing how we see Azeroth itself. But it strikes me there's once area where phasing should sometimes be used and isn't: bosses. Specifically I mean the big guys ... Kil'Jaeden, Illidan, Loken, Yoggy, Algalon and, of course, Arthas himself. The logic here is simple, these are bosses key to game lore and killing them not only takes an enormous amount of effort (or in the case of Kil'Jaeden, banishing him back to where ever he came from) but it also has an effect on the world itself. Think of the impacts the events of the Sunwell had - phasing was never implemented there, and definitely should have been once Wrath was released.Now I know you will be thinking: "Why should we only kill a boss once?" I'm not suggesting that once you kill the Lich King, for example, you are locked out of killing him again. Rather that his death triggers a change in Azeroth - which is where the phasing comes in. Icecrown Citadel could collapse or be recycled by other NPCs, such as the Ebon Blade. Once this happens, you could then walk in, click on an NPC and 'relive' the fight in the form of a new raid. The same thing could be done with the Sunwell, for example, and it could open up a new quest chain and further the game's lore in new and fantastic ways.We've already seen how phasing can change Northrend, just look at how it's used post-Wrathgate. How do you think it could be used (particularly considering that the new expansion is called Cataclysm) to change how we play, the bosses we kill, and how we raid?

  • Friday Night Gin: Your weekly Blue roundup

    by 
    Adam Holisky
    Adam Holisky
    07.31.2009

    Good evening fine ladies and good gentlemen, I want to invite you to head over to your liquor cabinet, grab some of that fine gin and do with it what you will. I like mine without anything added, right at room temperature. Ghostcrawler prefers his with coffee. Once you're settled, come back to your computer and read up on the best of the blues and the ghostly-crab-crawler.Welcome to a new weekly column here at WoW.com. Each week we'll take a look at what Ghostcrawler and his cohorts at Blizzard have said about the game, highlighting all the important announcements and discussions.What Ghostcrawler says in particular is of great importance these days to WoW. A lot of the stuff he's talking about is reflective of the direction of the entire design team at WoW, and if you follow what he's saying you'll have a better understanding of where the game is headed.So after the break we'll wrap up what Ghostcrawler and the other blues had to say this week. This week's topic include: Battleground Focus, 5 Second Rule, On Class Representation Versus Actual Power, Going to heckle at BlizzCon?, Water Dungeon, Affliction Changes, Console WoW, Truth In Developer "Promises" About Change & An Angry Community, Amount Of Leveling, Phasing Technology, and Flying In Old Azeroth.

  • Breakfast Topic: The joy of phasing

    by 
    Allison Robert
    Allison Robert
    07.27.2009

    Rayless on the General Forums asks a question that I've always wondered about but never poked into; how exactly does phasing work? If you've leveled through the Death Knight starting area, done the Wrath Gate questline, or quested in Icecrown (and you should really do all three), you've had the opportunity to see Blizzard's most intricate phasing in action. However, Zarhym and Crygil are pretty cryptic on how it's done, and it's up to players to fill in the details. In a nutshell, phasing is all about the information that's sent (or not sent) to your computer by the game server; Blizzard can toy with anything that's not client-side, affecting which buildings and NPCs you can "see" but not affecting the game's basic geography. I was surprised to discover that phasing has technically been in the game since launch -- ghosts and stealth are a form of phasing, as are (I would assume) the ghosts of Caer Darrow -- but the hugely elaborate set pieces of Wrath are simply a more complicated evolution of the same mechanic. Given the success of phasing, players have been kicking around suggestions for instances or zones that could do with a touch of it, and Gnomeregan seems to be a pretty consistent pick. I'd have to agree, but I'd also add the Echo Isles (the Gnomes and Trolls have overcome their low-level foes by now, surely?) and perhaps Duskwood for starters. Is there any other zone or instance that you think would benefit from a little reality-bending?

  • MMOGology: Phasing phwns the phuture

    by 
    Marc Nottke
    Marc Nottke
    02.23.2009

    It's been fascinating to watch MMOGs evolve over the past fifteen years I've been playing them. They started out as text based worlds populated by a few hundred people with over-active imaginations. Today they're a mainstream hobby endorsed by celebrities like Mr. T and William Shatner. Whoulda thunk? As the genre has matured so have the parameters of what defines an MMOG. One of my biggest gripes with them has always been that the worlds we play in are too often static and unchanging. You feel as though your character and his actions never have any real or lasting effect on the world around him. Thankfully that has begun to change with the recent advent of a technology dubbed as "phasing". For those of you that haven't played Blizard's Wrath of the Lich King, phasing allows players to view a changed version of their world based on triggering events like the completion of quests. It's amazing that it isn't more talked about because phasing has and will continue to change the way we experience dynamic storytelling in MMOGs.

  • Phasing is the new instancing

    by 
    Zach Yonzon
    Zach Yonzon
    08.25.2008

    In an interview with Eurogamer, Blizzard's J. Allen Brack revealed just a little more about the advancements developers have made with Wrath of the Lich King. As I raved about in my post about the Death Knight starting experience, I effused about how the entire experience was instanced, creating a feel of progression through the world. It turns out I was wrong. The Death Knight starting experience isn't instanced at all. It uses what Blizzard calls "phasing technology". In my defense, even Tom Chilton made the same mistake in the interview, saying "(the Death Knight starting area uses) instancing quite a lot more... the world changes dynamically as you move through the story." This prompted Brack to interject a correction, "It's actually not instances. What we do is we have different world states, and depending on what quests you've completed, it changes what world state you're seeing." He also mentions that the new phasing technology is used in other parts and other quests all over Northrend.