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Ian Schreiber's avatar

Wonderful article! I think you definitely see more ritual at competitive events. At Magic tournaments there's definitely a setup ritual of placing down a play mat, shuffling the deck, allowing opponent to cut. (Some card games also have a traditional shuffle-and-cut that feels quite ritualized, at least in certain groups.) Chess tournaments involve looking up the pairing of the next game, and for games where white/black isn't predetermined, one player taking a pawn of each color in each hand and the other player choosing a hand. A lot of professional athletes have their own superstitions and personal rituals to give them good luck, that drives their pre-game behavior.

But yeah, game designers can lean much more into this. As soon as I saw the title of the article I immediately thought of The Mind and how brilliant that hands thing is, and was not disappointed to see that mentioned at the end. Certainly any games with a theme of rituals or cults (lookin' at every Lovecraft/Elder Horror-themed game EVER) should do more with this than they do.

Also thinking of this in the context of video games. Most games do have a clear delineation of the Magic Circle in the form of things like loading screens, but more games could certainly use that loading time to provide a display that puts the player in a different frame of mind... hmm.

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Selwyn Ward's avatar

I've long suspected that it's the 'sleep' stage ritual at the start of hidden role games like Secret Hitler and the various versions of Werewolf that are a key part of those games' appeal.

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