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RITUAL

GAME OVERVIEW

Ritual is a family board game for 2 to 4 players. They embody a Djinn. It is a card game in which each player can create spells (sentences) from different runes (words) to remove other Djinns’ life points. They place the runes on a board (like a scrabble board) so other players can reuse the runes already placed to make even more destructive spells. The last Djinn alive wins.

DEVELOPMENT INFOS

Role - Game Designer and Manager

Time - 9 months (2018 - 2019)

Team size - 5

Genre - Family Board Game

Type of project - School project

Tech - Cardboard and paper

Platform - Real world (2 to 4 players)

MY RESPONSIBILITIES

  • Managing the team and the communication within it.

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  • Working on the core design of the runes and on the playing board.

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  • Management of the manufacturing process of the final game.

DESIGN OVERVIEW

It was our first board game so we didn’t know much about design or manufacturing. It was a real challenge to produce a game in 9 months. In fact, we had tried to design a totally different game for 6 months (it looked more like a toy than a game). But it didn’t go well and 3 months before the last submission, we had to restart the whole project, throw away everything we had done and start from ground zero again. It was daunting but we did it.

 

So how did we achieve this :  3 months, 1 game? :

.First, we decided to focus on a core mechanic. After 2 weeks of brainstorming, we found something: “Let’s play with words that give magical power”. It seemed rather simple and ideas came pretty fast. At the end of those 2 weeks, we got some idea of what the game would look like (in terms of design).

 

.We came up with different ideas of how to create sentences, but we chose only one: using pronouns (me, you, all) with verbs (heal, hurt, swap) and connecting them with conjunctions (and, or).

 

.After that we had to sort out what was playable and what was unplayable. In order to do that, we had to define what was the effect of each word, how they could synergize with each other and how they could be used in different circumstances. For example, let’s focus on the word “heal” (soigner) : it can be used to regain 1 health point if it is used after a “Me” (moi) but if it is used after an “All” (tous), then all the players regain 1 health point.

 

Eventually, we had to design the game board, because we had problems balancing the conjunctions (and,or). We decided to place them directly on the board at the beginning of the game, so the players had to play around it if they wanted to cast stronger spells.

POST MORTEM

WHAT WENT WELL :

We could prototype quickly and see what was good or bad because of the type of game it was.

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The team was very optimistic and devoted to realize this project.

WHAT DIDN'T GO WELL :

We wasted 6 out of 9 months we had when we started the project all over again. It was very harsh.

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The manufacturing phase was really stressful because we hadn’t any power over the process, and therefore we couldn’t accelerate things in order not to be late.

FINAL THOUGHTS :

Even if this project was a little hard sometimes, I learned a lot of things about game design and human relations as well. It was a good starter project and it showed me a side of making a game that I wasn’t aware of back then.

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