Parkour: n.m (from french word parcours) physical discipline of training to overcome any obstacle within one’s path by adapting one’s movements to the environment. It is a non-competitive, physical discipline of french origin in which practitioners run along a route, attempting to negotiate obstacles in the most efficient way possible. (wikipedia)
If you haven’t seen this free run, I highly recommend it (like do it after you finish here…it’s worth your time). Hell, even go crazy and TRY IT!
While I can’t speak for personal parkour experience…yet, I can say there seems to be something liberating in that style of freedom. The idea that there are no barriers you literally cannot climb. Seems mind blowing.
And so with that, let’s look at gaming. When folks game, they want to do something they can’t do in real life. For me–that’s scale buildings and fly. For others it is the ability shoot lightning from the sky or spiral kick an opponent. You get the idea.
The next question then is how do you keep folks engaged during game play and get them to do what you want? Seemingly easy answer–Stop them from doing what you don’t want. Because one thing we have all learned from advertising: folks hate being told what they want. It comes across as condescending and arrogant.
But then let’s enter game world, where the game is molded around you getting the player to perform certain actions as you wish them performed. But as folks continue to push their physical boundaries, how do you stop players from doing what you don’t want while still giving them the opportunity to push their virtual boundaries?
While I leave the gamers to become more innovated, how do we as planners inspire creatives, clients and the related? There is so much we can’t say because it would make us “condescending and arrogant.” But because of what we do and our jobs, there’s so much we need to say and we need to get folks to do what we know with gut, heart and brain that they need to do.
I don’t think we want to always show them “what not to do” because they have a VERY negative presentation or conversation. But there are ways, perhaps, we can explore that same concept, while still allowing the creatives, clients and the related to think it was their idea.
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Tags: account planning, advertising, ap2, freedom, gam602, gaming, parkour, strategy