You are responsible for internal communications. Your job is to inform employees about the rules of the company compiled in a bulky Code of Conduct. You start the game called “Efficient corporate communications”, and roll the dice to make your first move.
You’ve rolled out an option for 1 point: routine. You step on the first field on the board and reach for a pile of action cards for this category. You draw: an official article in the custom magazine. Employees, who have been through the procedures described in the article many, many times, yawn with boredom. You’re stuck and miss your turn. You must wait for the competition to move.
You get your next chance: you roll out the highly scored option “help from content marketing agency Aude.” You reach for another action card and you choose the agency’s advice: make a board game. Congratulations! If you complete this task, you will leave other players behind and get to the finish line!
Task: create a board game, publish it in the nearest issue of the company’s custom magazine and hang it on the wall in the office.
Step 1. You go to your supervisor’s office: the most conservative specialist in corporate communications in the company. You convince him or her to carry out this experiment. Your argument: the unusual form meets the main principles of good communications – it catches attention, encourages to read, will be remembered. Your supervisor is a precise, matter-of-fact person. You get the green light!
Step 2. You develop the game. A short meeting with the agency, and after a few moments the rules of making a game teaching the code of conduct are no secret to you: you point out the most important rules and ask the boss to accept them. Important: Not move any further before you get acceptance from your superior.
Step 3. You invent the convention. First thing that comes to your mind is the “Kill Bill” esthetics, but a short survey among your colleagues reveals the best recognized Tarantino films are: “Pulp Fiction” (9 votes) and “Destiny Turns on the Radio” (1 vote by a quiet programmer from the IT department). You decide on Wild West – a convention recognized by everybody.
Step 4. You start writing and it turns out the text takes not two but four pages. After brainstorming in the agency you decide long descriptions aren’t good – the convention is more about illustrations, and the windows should form a simple pattern. You “dress up” chosen code guidelines with simple cowboy stories, e.g. you show respect for diversity with a scene of employing people by the local manufactory. The player always has two options – in this case the player can choose from between native Americans, gold miners from overseas and local cowboys, or hire a self-proclaimed cowboy chief and his pals, avoiding the laborious process of completing the crew. The wrong option should also have some advantages – the choice can’t be too obvious.
Step 5. You get comments from your superiors to each image and description. Since this is not the language they are used to, they see improper phrase in every sentence. You negotiate and convince them that if you make all those changes, the plot will get „flat” and not witty at all.
Step 6. You work on the illustrations together with the agency. You don’t want the game to look naive, so you treat the plot and characters half-seriously. This is great fun to you. Together with the graphic artist you come up with Cowboy with a Gold Tooth, Attractive Widow, etc. The characters and illustrations are slightly grotesque and have many wild west attributes: cowboy hats, boots with spurs, even a saloon.
Step 7. You send the custom magazine with your game to the printing-office…
You’re proud of yourself when you see employees stop to take a closer look at the printed game boards. You’ve never seen them study corporate bulletins so carefully, even those about prize competitions.
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