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When a Game Has No Final Boss: Designing Around Ritual Instead of Completion
['Liam Vale']
COGconnected
Completion is a destination, ritual is a rhythmA completion-driven game treats play as a journey with an end point.
Why ritual games survive when finished games get shelvedThe completion model produces intense but finite engagement.
Ritual games trade that intensity for longevity.
A ritual game is a habit, and habits, by their nature, are the things we keep coming back to long after the credits on everything else have rolled.
Designing for the hundredth session, not the firstFor anyone making or studying games, the ritual model demands a different mindset.