Phasing is the new instancing
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.
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've rescued back at the quest hub whereas players who haven't done the quest will not. WoW Insider'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't visible to other players (who presumably haven't done the quest series). It's a new way to bring a new experience to players without having to load anything (such as in instances).
Think of phasing technology as several leaps beyond the Spectrecles-related quests in Shadowmoon Valley and the Intercepting the Mana Cells quest in Blades Edge Mountains which requires, appropriately enough, the use of the Bash'ir Phasing Device. Instead of items -- such as in the previous examples -- flagging a player to see things, the status of quests or other conditions determine not just the NPCs that a player sees but also the "state" of the world around him, whether structures are intact or burnt down. It's an impressive storytelling tool that makes the world feel alive and interactive. It's also immensely involving and gives the player a sense of having an impact on the world.
The potential for this technology is huge. We only saw glimpses of it in Blade's Edge Mountains, where players and NPCs would disappear from or appear within view depending on your state. Blizzard takes it several steps further and applies the state to apply to structures, as well -- whether, say, a house is intact or in disrepair. In the Death Knight starting experience, these world state changes seamlessly segue into one another through clever trips to and from Ebon Hold. This technology also allows players to experience massive events such as the charge into the Wrath Gate, which can be unlocked by completing a series of quests in Dragonblight.
This creates a unique experience for each player, but also creates some potential problems where players aren't experiencing the same world at the same time. One small example would be the change to Sylvanas Windrunner -- no, not how she looks -- currently, players who complete Journey to the Undercity will trigger an event where the Lady Sylvanas sings and all players are able to hear her song. In the Wrath Beta, players who complete the quest are the only ones who experience the song. It makes the experience unique, but at the same time, players will be disjointed from each other in terms of world events. Then again, this is the same World of Warcraft that has Kael'thas in two places at once.
Despite the incongruencies that could and do occur with the technology, the game experience improves massively. It is a technology that I don't think I've seen employed in other MMOs and Blizzard is pushing the envelope as far as gameplay is concerned. More and more, the World of Warcraft is becoming a living, evolving environment where the story pushes forward and the world changes -- and we, the players, are a part of it every step of the way.
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Reader Comments (Page 1 of 4)
8-25-2008 @ 6:15PM
isheepthings said...
I can see how this could be applied to the game where perhaps The Lich King telepathically taunts you throughout your questing...screen shifts to "ghost mode a la mana cells quest" and The Lich King could appear to you and no one else. Would be an awesome even to RP while in a group.
"Tell me you guys just saw what I saw....I'm not crazy!"
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8-25-2008 @ 7:49PM
Vicious said...
The Lich King actually does speak to you while you're doing a quest in the DK starting area, he sends you to kill villagers and while you're doing it he's sending you tells saying stuff like "Kill them all" and "Destroy them".
8-25-2008 @ 6:16PM
Snaxtax said...
That sounds amazing.
Thats about all I can say.
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8-25-2008 @ 6:16PM
Aler said...
I'd love to see this more often in quests. It's bothersome to rescue a hostage, only to see him back in the cage 5 minutes later. If phasing means that to ME the cage will look empty, this already contributes a great deal to the feel of a persistent, changing world, even if this isn't technically the case.
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8-25-2008 @ 7:05PM
MisterMoose said...
Though, the Night Elf Rescue quest in Felwood makes fun of this. If you talk to her again after doing the quest, it says she looks away from you as if she doesn't acknowledge your existence. Still, it is jarring.
8-25-2008 @ 8:28PM
Baluki said...
Yea, that's pretty cool. Just imagine, if they had used this technique from the start: that bridge in Lakeshire would be finished, Mankrik's wife would be buried...
8-26-2008 @ 9:30AM
ionesco said...
AND THEN THEY COULD NEVER FIND HER.
8-26-2008 @ 3:28AM
insomnifox said...
Gnomer would be habitable?
8-25-2008 @ 6:17PM
Brian said...
Having experienced the Death Knight start area before Ebon Hold was rebuilt I have to say I love this way of doing things. It makes the story feel so much more epic as they can literally show towns as being levelled. The small settlement beneath the raised area you start at goes from being a normal human town to a burnt out wreck over the course of the starting event.
While it can feel disjointed it means that you get to discover the changes for yourself and if you come along 2 months after everyone else you don't have to have the story ruined for you.
A current version of this idea is the phased area for the daily quest at Bashir's landing.
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8-25-2008 @ 6:18PM
Gary said...
I love this technology. Go go Phasing!
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8-25-2008 @ 6:18PM
Darthregis said...
Well, I hope/presume someone told them about their "phasing" bugs. :)
(You could see the "bombs" exploding from a later quest while doing some earlier stuff.)
I'm sure they'll work it out... it was just kind of funny to see. :)
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8-25-2008 @ 6:31PM
Timothy Jaxon said...
Hmmm - I wonder if they'll use this in conjuction with the supposed 'razing' of Stormwind/Orgrimmar that will open WotLK?
8-26-2008 @ 12:19PM
Halokon said...
Yeah, the part in the DK quests that asks you to get the items for the cauldron was really strange. Normally, the cauldron slams down when you complete the quest, but each time someone did it, the noise and animation would play out for everyone, but no cauldron would appear till you yourself did it. Hopefully it'll be fixed.
8-25-2008 @ 6:24PM
Palladiamors said...
Actually, a form of phasing is used in LoToR.
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8-25-2008 @ 6:27PM
Meira said...
I really hope they apply this phasing in ol' Azeroth aswell... like the player seeing the Sen'ji Village moved to the Echo Isles after defeating that mean lvl 11 troll, or a fixed roof in the Westfall Inn after slaying Van Cleef, or the bridge of Lakeshire repaired after bashing the orc leaders in Redridge Mountains, or even normal Gnomes living in Gnomeregan after clearing the instance...
Maybe it's asking too much of the technology, but it would be nice to see to see an evolving world and keeping it unchanged to those who didn't complete the required tasks.
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8-25-2008 @ 8:52PM
theRaptor said...
There is nothing to stop the tech doing it. But Blizzard would have to go redo those pieces of content for it. Not happening for the same reason there is no free flight in Azeroth.
8-26-2008 @ 12:27PM
Cayran said...
I don't see how the phasing technique could be properly applied to the examples of the Bridge of Lakeshire and the roof of the Westfall Inn.
Suppose player A finished the quests and sees a fixed roof and bridge, they should be able to walk over the parts where there used to be gaps (one can jump onto the Westfall Inn roof).
To player B, who hasn't finished the quests, this player A would appear to be walking over thin air.
I reckon they will be limited with the phasing technique to NPCs and vertical structures that keep the same footprint, and be excluded from terrain alterations.
Regardless, I think the phasing technique sounds like a very powerful and interesting tool for story telling.
8-25-2008 @ 6:30PM
Adaph said...
Ater just saving some damn nelf from Jaedenar, and whiping multiple times due to respawns. *:c*
I was only slightly pissed to see that damn nelf back in the cage after we finally completed this quest.
GO PHASING GO!
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8-25-2008 @ 6:33PM
Nojo said...
Lord of the Rings Online already has this. When you finish the newbie quests, the NPCS vanish from the newbie quest hub. When you ride by later, they are all gone.
It may use it in other places, but that is where I noticed it. I went back to the dwarven newbie quest hub and saw it was empty. I thought, what? What will new players do? Then I saw some running around, like they were getting and completing quests. I thought, oh cool, they are keeping track of the game state.
Strider and other characters from the novel keep track of your epic story quests, and depending on where you are, they are available for quests in one place or another.
Anyway, it's cool, and I hope to see more of it.
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8-25-2008 @ 7:04PM
benny.bosmans said...
In LOTRO this wasn't the same technique.
In LOTROyou had an upload of an instance; This is completley different: you don't do an instance upload. No loading sceens...