April 16, 2008

Me? A Jerk??

Cameron from Random Battle is now writing a regular column for Massively. And one of his first articles was titled “Raid Leaders are Jerks.”

His main point is that many people who lead raids generally have a lack of patience, and resort to cursing, scolding, yelling, and doing a great impersonation of the Minus 50 DKP guy to bring about a successful raid.

He might be right, that there is a disproportionate number of jerky raid leaders. But he seems to think it’s unavoidable, and even necessary, in order to have a successful raiding guild. I could not disagree more.

Raid leaders who constantly yell, swear, belittle, and call out raiders for mistakes are just lazy. I have done a lot of coaching and teaching, and both require the same skill as raid leading. It’s not rocket science here – you have a bunch of people that need to learn to do certain things in order to succeed, and it’s your job to teach them. Where a lot of raid leaders (and teachers and coaches for that matter) fall short is in their ability to teach. If you give instruction, and your team (or class) fails, it’s easy to give the same instructions again in a louder tone, with lots of four letter words. But there’s a good chance that the mistake will be repeated, because what’s really at fault isn’t the player who made the mistake, but the way the instruction was conveyed.

I’ve been leading raids on and off for about 9 years now. (I just did the mental math and freaked myself out). I cut my teeth on Everquest content. The number of raiders we had to manage made it feel like running a small city. We negotiated with other guilds over who was using /shout for their raid channel, who was using /ooc, and who was using /auction. There was no loot window, so we kneeled on the corpse and typed all the stats by hand, hoping desperately that we could lock the corpse long enough to get the item to those who deserved it. And my raid UI was a scrap of paper, comprised of chunks of 6 names, with lots of crossed out marks and arrows going here, there, and everywhere.Raid leading has come a long long way since then. But I never felt the need to yell at a raid, and I’d like to think that I do ok. Here are a few things I’ve learned:

- Prescreening is important! Be upfront immediately with potential members about what your expectations are, what your playtimes are, and what you would require of them. This isn’t dating, so cut to the chase – what does your guild want with the app, and what does the app want from your guild? If it isn’t the same thing, it’s good to know that upfront!

- People will leave! It’s inevitable that you will have some degree of attrition. What you want to do is surround yourself with some loyal gamers who fill the key roles, and then complete the guild raid force with those who can fill your roster and hopefully play needed classes. People do come and go though. Some switch games, some leave gaming altogether, and some end up going to another guild (although you can reduce this- see above). You can’t take it personally, and you need to manage numbers wisely.

- Adjust to the times. Just like with coaching, the playbook constantly changes. And a good raid leader will work hard to make necessary changes. Voice chat is an essential tool for raiding, but it’s something that wasn’t available when I first started raid leading. Same with the raid UI. But adjusting to how content evolves is also important, and this where the teaching part becomes really important. I remember struggling to explain to a NToV raid that when our monks were clearing drakes, we had to center them in Ary’s pit. A little too close to the side walls, and they’d warp and return with several friends. A little too far out, and they’d chain aggro more roamers. For some reason, we could not manage to keep the mob in the middle. So I decided to use a player corpse, positioning it right smack in the middle of the pit, and using that as a marker for where to place the mob. The goal was to make that drake die and land right on top of the corpse. We never had a problem with positioning after that, and it worked so well, I ended up dragging along a dead gnome all the way up to the back of NToV, and using him as our mob marker for all the nameds. Yes, it’s silly, but it worked far better than me screaming “NOT THERE, MOVE THE MOB HERE!”

- Study and prepare, but don’t be afraid to allow for input. This is a sticky one, because as a raid leader, you want the entire raid to understand that you’re in charge, just for the simple fact that dozens of people giving orders will lead to chaos. But raid leaders are so concerned with being usurped that sometimes they ignore helpful input from the raid, because they view it as a threat to their authority. I look over the roster of our guild in EQ2, and I’m looking at years and years of collective gaming and raiding experience. I’d be a fool to ignore that gem of a resource when I’m leading a raid. It is possible to solicit input and still be in charge. What’s important is the end result – that you are making wise decisions and giving clear instructions.

- Keep it moving. This is the one point that I would say is most important during a raid. And it’s also the one that I always feel I need to improve on. I’m happiest when we have the raid moving at a pace where we are killing stuff as fast as we possibly can without wiping. Standing around will almost guarantee that people will make an early exit, cutting short your raid, and jeopardizing raid turnout in the future. Our guild raids only twice a week, and our raid session is only about 2.5 – 3 hours. So when we raid, every minute counts, and nothing aggravates me more than wasted time.

- Tells work wonders! When someone on a raid makes a mistake, I can guarantee you at least one of two things – A) it was an honest mistake and B) they knew right away that they messed up. So calling out someone by name in front of the raid force accomplishes nothing useful. If I see someone on a raid doing something wrong, I send a quick tell. 90% of the time, they admit to messing up, and have already made proper corrections. The other 9% of the time, it’s due to confusion, and once we work to get to the source of the confusion, it’s a quick fix to resolve it. The last 1% is due to blatant carelessness, but with good prescreening (see above) you can avoid inviting these people in the first place. It’s easier to mash your vent button and scream at someone who messed up, but I don’t think it’s as effective in the long run.

Right now, I’m running a guild that has many former “hardcore” players, but we have much more limited playtimes, so we aren’t gunning to elbow in with the most competitive guilds. Overall, though, I’ve had a chance to lead some pretty hardcore guilds, and I’ve had a chance to help run some very laid back guilds. And through it all, I never felt the need to change my approach to raid leading.

Players have a very accurate B.S. detector. I’ve played with leaders who do yell, but make it work because they are well prepared and sincere overall. I’ve played with leaders who are so calm and starchy, they make Mr. Spock look like Dennis Rodman. I try to aim for a focused atmosphere, with a little humor here and there. I’ve seen all styles work, and work well. Success isn’t measured in how big of a jerk you are – it’s measured in preparation, clarity of instruction, and good decision making. If you can do the basics well, you could run a raid singing it in an opera voice, and you’d still be successful.

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April 9, 2008

LOST, the MMO

My husband showed me this hilarious entry about Lost. I have to say, this guy shows more insight and knowledge about MMOs (or CRPGs as he puts it), than many gaming commentators and experts!

I did some grinding in LOST for a couple of seasons, and he’s right about the show. My favorite quote, though, is his description of MMOs, because it’s so perfect, and it smacks a bit of the whole “Emperor has no clothes” scenario.  We’d like to think otherwise, but MMOs are pretty simple:

I love them despite my frequent realizations, while playing, that in-game progress is largely chimeric. When you’re a level 1 squire it may take you two minutes to kill a rat; when you are a level 9 knight you can kill a rat with a single stroke–but you don’t fight rats, you fight ogres, and the time it takes you to kill them is … two minutes. Your environment levels up as you do, such that you are pretty much playing the same game all the time, albeit with cool new equipment and a more impressive sounding rank. The excitement you feel upon leveling fades almost immediately, as you start accumulating experience to reach the next stage.

For the record, at level 74, it took me 2 minutes 34 seconds to kill a young wurm, so he’s using some fuzzy math right there.
But he did idealize the perfect endgame boss – A Giant Ambulatory Sentient Coconut. The Sleeper would have nothing on this guy.

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April 7, 2008

Newsflash! WoW is Innovative!

There are a few important lessons from this article on why WoW is innovative.  But it misses the biggest two reasons why WoW pushed the envelope and moved MMOs to the mainstream.  Let’s take a look:

1. RELY ON CRITICS

First of all, Blizzard isn’t doing anything different than any other MMO when it comes to criticism from its playerbase, so this isnt’ innovative. But second, they dont’ even rely on critics. I would hope not at least. Do we really want developers catering to the demands of the loudest players? What a huge C-F mess WoW would be if they were.

2. USE YOUR OWN PRODUCT

This isnt’ innovative either. We’ve seen this listed dozens of times – that Blizzard was already an established name with a popular fanbase, and that made it successful. I don’t really buy it personally, because there are plenty of other big names out there that aren’t pulling in a fraction of the players WoW has gained. But it doesnt’ hurt so whatever.

4. GO BACK TO THE DRAWING BOARD

This point actually is valuable, but not in the way it’s written. Going back to the drawing board isn’t always a good idea. What’s important is knowing *when* to scrap something. Scrap it too soon, and you end up spinning your wheels at the virtual blackboard. Scrap it too late, and you get the snowball failure effect of Vanguard, which scrapped combat deep into beta, and struggled to piece together a decent system by launch. Age of Conan also had to revamp combat, and launch will prove whether they timed it right or not.

5. DESIGN FOR DIFFERENT KINDS OF CUSTOMERS

This is a nice idea, not really innovative though. And I don’t think it’s a lesson that all MMOs should aim for. Sometimes, making a damn good niche game (Eve Online), is much better than trying to be everything to everyone.

8. STATISTICS BOLSTER EXPERIENCE

Looking at raw data to tweak the game isnt’ innovative. All MMOs do this. (They do, don’t they? I hope they do)

10. CREATE A NEW TYPE OF PRODUCT

Not going to spend much time on this one, since it was pointed out a few dozen times right on the link that this point is wrong. WoW isn’t a new type of product. It didn’t create a new type of billing system. This is a point that is so wrong, it almost ruins the credibility of the entire article.

WoW was innovative. It took the fun from MMORPGs like Meridian 59, Ultima Online, and especially Everquest, scrubbed off the nerdiness, dropped the RPG, and made a fun as hell game that people weren’t embarassed to admit playing. They made it cool to play an MMO, by embracing pop culture in their content, by creating a visually fun world that plays on a tin can, and by not taking themselves too seriously.

What especially helped them was their timing. They launched at a time when previously released MMOs were long in the tooth, and fans were ready for a change. Even more important, they are a testament to the fact that a successful launch means everything. They launched around the same time as Everquest 2, but their game was a lot more complete, and much more fun to play. Over the years, Everquest 2 not only smoothed out the roadbumps in their game, but has come up with many more innovative features and creative content than WoW. (If you want to talk about innovation, that’s the place to look). Today, Everquest 2 is, hands down, a better overall game than WoW. But WoW has 10 million subscribers and Everquest 2 is around 200k. Going on pure numbers, Everquest 2 is successful. But Everquest 2′s stumble out of the gate meant they lost out on 10 million potential players. That’s incredible.

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