Tuesday, 9 May 2017

Escape Rooms As A Way of Life: The Legend of Zelda Method


© Nintendo


We’re living a little in the way that Link from The Legend of Zelda.

We spend our solo time traversing ‘fields’ of personality, looking for ‘rupees’ for physical sustenance, plucking ‘hearts’ for emotional fulfilment, and fighting minor demons abounding sporadically. From the fields, we head into bustling towns (like Burnaby) where we find collective persons in meeting places. We relate to these strangers who inspire within ourselves greater goals, furthering our paths beyond the fields we roam. This is the nature of the business we conduct in our life path and career directives. 

When we have found the proper motivations from the townspeople, i.e. what we can offer vs. what we are lacking, we then head steadfast to seek the inside of a dungeon (Krakit Escape Room) where we are isolated to face down our greater demons: those hidden from the populated fields and towns. We become like the hermit, seeking inner truths in the dark caverns within. Our quest is to escape and the only escape is confronting evil head-on.

First we seek anchor in finding a navigation tool, a compass, to enlighten us as as to our core principles (that way to shed light on our demon’s location), where to find the tools to defeat the demon, and the key required to get some face time with our inner foe. This dungeon is not only our situational escape room, but the liberation of our optimal identity from self-defeating ideologies.

The maxim ‘when the student is ready, the teacher appears’ reveals the locking mechanisms unlatched by the riddles of existence in Link’s field-town-dungeon whence the keys to success appear neither amidst nor before completion. This is the definition of the escape room: if I perform Task A then I will be able to unlock Item X in order to move on to Task B. Then, voila, the door is open and you’re free to move forward.

Whether the room is metaphorical or physical, the pursuit of higher goals requires we traverse our internal escape room (or, in Link’s case, dungeon).


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