One example could be a game where the ritual aspect was too complex for players to follow. For instance, a game that required players to perform a series of elaborate physical movements as a pre - game ritual. But most players found it cumbersome and time - consuming, so they lost interest and the game failed to gain popularity.
Test the rituals with a diverse group of players before the game's full release. This way, you can get feedback on whether the rituals are engaging or off - putting. A lot of games fail because they don't test these aspects thoroughly enough and end up with rituals that drive players away.
Imagine a picture of a small village. The first person might begin the story, 'In the quaint village, there was a little girl who had a special gift.' The second person, looking at the picture, could add 'She could talk to the animals that lived in the fields around the village.' Another example could be based on a picture of a spaceship. The story could start 'A shiny spaceship landed in a desolate area. Out of it came strange beings.' And then the next part of the story could be 'These beings were looking for a special energy source that they believed was hidden on this planet.'
One example could be the use of certain dissonant chords and deep, chant - like vocals in some ancient religious music rituals that were considered 'dark' in nature. These were often used to create an atmosphere of mystery and connection to the divine in a more solemn and perhaps intimidating way.
The Sims series also has emergent stories. Each Sim has its own personality traits and needs. Players can make decisions for their Sims such as choosing a career, making friends, or getting married. The story unfolds based on these choices. For example, if a Sim is shy and you force them to go to a big party, they might have an awkward experience which then shapes their future social interactions.
Bioshock Infinite is also a game with a nonlinear story. The game has a complex narrative structure where the player's exploration and discovery play a crucial role in understanding the story. Different areas you explore and the order in which you do it can change your perception of the events. Then there's 'Detroit: Become Human'. The story branches out based on the choices made by the player regarding the android characters. Each decision can lead to different fates for the characters and different story progressions.
One example could be 'Duke Nukem Forever'. It had a story that was all over the place and failed to engage players on a deeper level. The plot was filled with clichés and the narrative progression felt forced.
One well - known ritual scary story is the 'Bloody Mary' ritual. Supposedly, if you go into a dark bathroom, turn off the lights, and say 'Bloody Mary' three times while looking into the mirror, a vengeful spirit will appear. Another is the Ouija board ritual. It's said that when using the Ouija board to communicate with spirits, one might invite in malevolent entities. There are also stories about satanic rituals in abandoned places that are said to summon demons.
In some fanfictions, a ritual magic could be the creation of a powerful protective charm around Hogwarts. For example, characters might combine elements of different spells and potions in a complex ritual. They could draw magical symbols on the ground and chant incantations in an ancient language. This kind of ritual magic often adds a new layer of mystery and depth to the Harry Potter universe.
Among Android game success stories, 'Angry Birds' stands out. Its simple slingshot - based gameplay, where you fling birds at pigs, was a huge hit. The cute characters and challenging levels contributed to its popularity. 'Asphalt 9: Legends' is another successful Android game. It offers high - quality graphics and intense racing action. With a wide variety of cars and tracks, it appealed to racing game enthusiasts. 'Among Us' also found great success on Android. The social deduction aspect, where players have to figure out who the impostors are among the crew, made it a very popular multiplayer game.
Rather than exploring such potentially inappropriate topics, we could talk about interesting stories in regular board games or outdoor games.