Here is a pretty awesome post about lessons learned in games applied to marketing. Not lessons like ‘trolls need to be hit with fire to prevent them regenerating’, more like lessons learned about what is great about gaming and how it could be applied to marketing.
To me, the final lesson is perhaps most important not least because in many ways it incorporates the first two : Slay monsters, Get stuff, Tell the story. (The story contains the monster slaying and the stuff getting of course.)
‘Telling the story’ has been a buzzphrase in marketing forever, and in other industries too. It may seem obvious but in a way what I dont think I’d noticed before is what a simple and obvious lesson it might be for RPGs… The most successful marketing stories, Lurie claims, are those that put the customer in them. Not that relate the tales of another great hero but that instead make the consumer – the ‘marketee’- the hero. Doesnt the power of this lesson when applied in marketing demonstrate the bogus nature of third person narratives in games? Is it worth creating a character and then trying to find ways to encourage your player to ‘relate’ to that character when the quickest way to immerse them in the story is to actually put them in it?