Card · SI-26
Initiation
Transition and change
Initiation
Frame · Transition and change situational
Admission into a new world – the test you must pass to belong.
Design question – In your game someone must be admitted. What must be proven – courage, knowledge, loyalty? And what does the admission change for both sides?
Reference example – Hogwarts Legacy: the Sorting Hat chooses the house, and with it life at the school begins. Pokémon: choosing your first Pokémon as a step out into the world. Football: the first professional match – the team welcomes the newcomer, or not.
Associations
- Typical Activities – Testing, Proving, Enduring, Transitioning
Coherence
Activities: Testing, Proving, Enduring, Transitioning. Mechanisms: Skill Check, Threshold (crossing a threshold), Unlock (new abilities), Ritual (a formalized sequence). Ludic Organisational Structures: social order (belonging), developmental order (a change of status). Ludic Narrational Structure: rise narration (apprentice → master), hero’s journey (the test as a central stage).
Belongs to the stack
- Situational
- Situational (26 cards)
- Ludic Frame
- To the term
- SI-25 Metamorphosis
- previous card