Showing posts with label double standard. Show all posts
Showing posts with label double standard. Show all posts

Thursday, August 1, 2013

3.22. Preparing for Ulduar

The Influx of 3.1

"fallen Ulduar",
by Jian Guo
The gray sky above Ulduar was all at once broken by the flock of twenty five players swarming the entrance. Flying mounts of all shapes and sizes swept in and down towards the meeting stone, perched near the base of the entrance to the newly opened raid instance. Ulduar was an ancient titan city, its tall marble pillars bearing the weight of Azeroth's origins, and other dark secrets intended to be left alone. I was enamored with the history surrounding Uldaman, Ulduar and Uldum, and how these three ancient cities buried clues to the very creation of the world we played in, day after day. When I first caught wind of these cities during Vanilla, I dug up any shred of information in existence that would reveal those secrets to me. I even purchased a pen and paper RPG book issued by Blizzard, "Lands of Mystery", which confirmed my suspicions. Ulduar lay embedded in the Storm Peaks of Northrend, home to a multitude of titan artifacts, along with other...horrific nightmares. As soon as we knew the next expansion was set in Northrend, I called out a prediction to the guild that we'd see Ulduar and that it would be incredible.

"Incredible" wouldn't even begin to do Ulduar justice.

The broad strategy Blizzard put into play for Wrath was working: by now, knowledge that WoW had become more approachable was spreading out far beyond the scope of the game. This, coupled with their aggressive marketing strategy of cleverly inserting celebrities into TV commercials for WoW began to surge the subscription base upwards. Even more international versions of WoW were being delivered, and the worldwide subscription base grew healthily as a result. So, by the time of the release of 3.1 and the Ulduar raid, we saw an even greater surge of interest in raiding. As was with my own nerdy infatuations, more players were available, and sought to jam their foot into the door. While many raiding guilds stuck to their age-old ideals of fixing a roster on the same 25 folks, I employed a different tactic -- one necessary to the success of Descendants of Draenor.

Balance of Power

We may not have completed Heroic: Glory of the Raider during Tier 7 at the start of Wrath, but this tiny embarrassment in an otherwise respectable progression didn't hamper recruitment any. Each week I'd receive two-to-three new applications via e-mail, and in-game, players continued to inquire on how we achieved the "Twilight Vanquisher". I continued to advocate "selling the guild": hook folks at any opportunity,  give them the pitch, offer them some cream with their coffee...and then reel them in. This was the plan all along: aggressively recruit, be constantly on the lookout for fresh meat to pad the raid rotations with, and broaden our pool.

For us to succeed, there was no other option.

We weren't a hardcore guild, at least in the traditional sense, and couldn't maintain a roster of the same 25 folks week-to-week -- our core was built on Elites while Raiders rotated week-to-week. In the early days, I didn't do an exceptional job of communicating what our expectations were for both groups. This produced a raid often comprised of players who performed poorly, were quick to make excuses, and had to be told over and over what to do. The power rested with the raiders; I couldn't hold them accountable because there was nobody in line to replace them. At the start of Wrath, I was determined to shift the balance of power back where it belonged -- in the hands of officership. I needed to be able to make a commitment to the guild that the double-standard would no longer be tolerated: if you were a shitty player and incapable (or uninterested) in improving, you'd be gone. But without becoming a hardcore, fixed 25-man group, I had to employ another tactic to enforce that accountability. That tactic was constant, aggressively recruiting.

By retaining a large pool of players that yearned for raid progression, I could at last hold them accountable for their actions; if they carried themselves like amateurs, they'd find themselves on the bench. But it wouldn't just be talk -- I'd make certain they would physically see the lineup of people in the queue, week-to-week, names of players gunning for their spot. So, I ensured that there was a constant inflow of new faces and kept our web-based signup sheet public and spammed throughout our forums and guild chat. There would be no mistaking what that pecking order looked like, no way for a player to make an excuse about "not knowing". For our guild's design, this was the only way to ensure we could prevent double standards: a bullet-point list of requirements for players to adhere to, fully documented, easily accessible on our forums...and a line of faces that was completely out in the open, ready to get their chance to join the 25m progression team.

Fresh Meat

By now, some names had become a regular in the 25m rotation. Bulwinkul, a Boomkin Druid named after the famous cartoon moose had joined the guild at the start of Wrath, and had been proving himself as a capable raider. Thanks to the efforts of the PvPer Ben, who himself had been boomkinning on his toon Scruffiebear, a knowledge-transfer occurred which very quickly placed Bul at one of the top DPSers of the raid. This freed Ben up to return to a class that helped make a name for himself in Descendants of Draenor: Shadow Priest. He and I had melted faces side-by-side throughout various pieces of content during The Burning Crusade; he on Aeden and I on Zanjina. Returning to his Shadow Priest in preparation for Ulduar meant a serious amount of face melting would be on the menu.

Another up-and-coming face was Crasian, a Death Knight who originally sought passage into the guild during TBC via his Shaman, Uliz. He heard the calling of the new class in WotLK, however, and made a name for himself as the first guildy to complete Glory of the Hero, a grueling set of 38 achievements that forced the player to defeat 5-man heroic bosses in strange and unorthodox ways. His demonstrated completionist mentality was a sure win for the 25-Man progression team, and I carved out a spot for him when the opportunity arose. Before long, he was a regular in the rotations, and his always competitive Unholy damage was sure to lay waste in Ulduar.

It was near 3.1 that we also saw some brand new faces to the guild. First on that list was Bonechatters, a young rogue who managed to finagle his way into Descendants of Draenor sidestepping my age restrictions. The new structure dictated we no longer accept anyone under the age of 21. Boney had come our way via Turtleman, and Turtle himself was one of our younger players, having been grandfathered in during the restructure at the start of Wrath. Much time would pass before I would catch on to Boney's "deception", but by that time, he had long since proven his worth. He caused me no drama, so by not having a need to scrutinize his behavior, he continued to fly under the radar. The purpose of the age limit, after all, wasn't about maturity -- it was about goal alignment. And he was aligned with the guild's goals, not his own personal agenda.

Uncommon Sense

Along with the faces that continued to bolster our progression team, there also came certain names that would cause us grief. During Vanilla and TBC, while I was still getting my feet wet in the leadership department, there would be times when something just didn't feel right. A certain behavior was observed, a certain sentence was typed out into guild chat, or a certain thing was spoken into Vent -- very casually, as if nothing was out of the ordinary. Just your typical average everyday conversation. But when I would observe this behavior, or be quietly listening to a conversation in which these events would unfold, I would stop what I was doing and just stare at the screen in disbelief. My eyes would narrow, I'd shake my head from side-to-side, and form the words with my mouth without actually speaking

"What...the...fuck?"

When my gut spoke to me in the past, I was never really sure how to handle it. No formal rules existed that told me what to do when my instincts began to sound off like a siren in my head. How should I handle a situation when my gut contradicted our standard business practices? During the restructure, I felt very strongly that I needed to consider my gut more, as it often ended up being more accurate in the long run than I gave it credit for. So while I was drafting up the new guild rules during that Summer of '08 at my Dad's farm up in Hudson Bay, one of the exercises I completed was to transcribe every single moment in time I could remember throughout the life of the guild in which my gut warned me that something wasn't right. Upon reviewing it, I made the decision to include it as an official post to educate my guild on those simple little common-sensical things...that aren't often as common-sense as we like to think.

I titled the post: Red Flags.

Thursday, April 19, 2012

1.6. Asymmetric Insight

2nd-in-command of DoD, Graulm, shot next to
DoD's Warlock Officer, Gutrippa

Emotionally Intelligent

As the new year of 2006 rung in, I was at last enjoying the benefit of a fruitful, prosperous guild. The many late nights I'd poured into negotiating guild merges, strategizing takeovers, poaching skillful raiders that were unhappy in their current situations...had all paid off. The result was a 40-Man raiding machine, now making weekly clears of Molten Core, diligently scooping up loot, and acquiring the necessary materials to craft fire resistance gear; items that would be vitally important to the defeat of Ragnaros, one of the four Elemental Lords in the WoWniverse. Structurally, we were rock solid. Per Graulm's suggestions, I had appointed one officer for each of the classes, and this delegation of authority allowed us to ease the administrative nightmare surrounding 40-Man logistics. The officers were sharp, each was an expert in their respective field, and I perceived them to be equals, all contributing to one another as they guided the raid teams down the serpentine caverns of brimstone that lay hidden beneath Blackrock Mountain.

My officers were extremely competent in their respective class departments; part of what made them effective was their ability to understand and convey complex raid mechanics to the team. A simple example of this was the decision behind forcing our melee DPS to attack mobs from behind. Any player worth their salt will tell you why this is so: attacks from behind can't be parried, which improves the player's DPS. Less parrying equals more strikes on the target, and more strikes, therefore, means more damage. However, there was a far more subtle mechanic at work, and when less-than-stellar players tried to defend their incompetence and laziness, my officers would step up and bring out the big guns: Attacks that were parried by a boss caused the boss's swing timer to reset, producing the effect of another instantaneous attack. This "parry-hasted" swing, coupled with a random mechanic in Vanilla raids known as a "Crushing Blow" -- a strike at 150% damage of the normal attack -- could potentially take a tank out in a single shot. It was about more than just improving damage, it was also about implicitly increasing the survival of the tank. Luckily, I had Ater leading the troops into battle, and thanks to his qualities in directing raid-related traffic, the raiders of Descendants of Draenor knew and understood the value of the individual contributing to the greater good.

This WoW-related expertise lay completely at the mechanical level. As players often joke, much of it isn't "rocket surgery". Where things become truly complex and difficult to understand are when one must make an evaluation of a person. It's easy to see why one person's damage is in the toilet, and remedy the situation with a new set of gear or spell rotations; it's an entirely different can of worms to try to predict why people behave the way they do, what their intentions are, and what their hidden agenda is. Some leaders, as it turns out, have an innate ability to read people; their emotional quotient is high and attuned to the nuances of behavior. Others mistake their "reads" of people, unaware of their own cognitive biases. This leads them to falsely blame one set of behaviors as the cause, when an entirely different set of variables are at play.

And this is where Ater the Idealist and Graulm the Realist began to bonk heads.

Khaevil makes a sarcastic comment
about what girls want in WoW

'Til Death Do Us Part

Xorena the Priest and Khaevil the Mage were a husband and wife team recruited into the guild in late October of 2005. A seemingly pleasant couple, their intention was to join the 40-Man raid team and offer their services in our quest to clear content. They were extremely well played; Xorena healed like a champ as mists of holy energy washed across the raid from her lightning-like reflexes, and Khaevil produced stupidly high damage as he let fire fly from his fingertips. They joined our 40-Man roster and continued to strengthen our raiding backbone. Additionally, they loved to PvP together, and found themselves in battlegrounds alongside other DoD veterans who enjoying seeing the Alliance scream and writhe in agony. Haribo and Annihilation, my Priest Officer and Warrior Officer, respectively, often entered Alterac Valley and Arathi Basin with Xorena and Khaevil at their side. To all, it would seem, Xorena and Khaevil were team players and soon to be considered a part of the DoD family.

All, except Graulm.

Graulm expressed concerns to me early on regarding Xorena and Khaevil. Their intentions were not with 40-Man raid team, or with progression at all. He had already sized them up, and confirmed his beliefs with another Officer, Annihilation -- another guildy who possessed the innate ability to read people. And to them, Xorena and Khaveil read like a children's book. The husband / wife team cared little for 40-Man raid progression, and were only there to collect loot for their personal benefit in PvP. As soon as they acquired what they wanted, I could expect to see their priorities shift...and not in favor of the raid team. My default modus operandi was to try to see the good side of the situation, to artificially inflate the pros over the cons, but Graulm stayed firm: it was a mistake to move forward with them, and I needed to cut them loose.

Severing them from the raiding artery was a huge risk, it meant the possibility of the the raid team bleeding out. I raised this concern with Ater. His assessment was much more idealistic than Graulm's; he saw the "good" in people, and was loathe to make judgments on observations of behavior -- especially ones in a game which cloaked us all as good guys or bad guys. He had a very supportive mindset and was sympathetic towards all players, giving them a chance in Molten Core that most raid leaders would shy away from. Even though it went against my gut, I leaned towards Ater on this decision, and allowed Xorena and Khaevil to stay. I believed them to be valuable contributors, and that minor PvP-related preferences would not get in the way.

Kerulak mediates loot drama with Khaevil while the raid
continues to clear trash in Molten Core

Double Standards

The husband, Khaevil, was an excellent, professionally-played character, and one of the top damage dealers in our raid. Unfortunately, he was absolutely awful as a human being. He was extraordinarily disrespectful and rude to both players in my guild, and players in other guilds. This, of course, upset me greatly. Descendants of Draenor was founded on being different in that we weren't going to be a bunch of foul-mouthed shit-talkers like every other guild on the server. We were going to make an concerted effort to be a little bit better. Yet, Khaevil's treatment of players went against everything I wanted the guild to stand for. And I sat by, letting the behavior continue, lying to myself and convincing myself "it wasn't that bad" and that if people built up a thick-enough skin, we'd be able to carry on. If I ever doubted my decision, I fell back to Ater, who showed me the light, and confirmed my bias. Thus, Khaevil and Xorena continued on in DoD, creating an unhealthy double standard that others would soon take notice of.

Graulm grew increasingly frustrated, eventually to the point of breaking. He'd had enough of Khaevil's disrespectful attitude, and was tired of me ignoring him, instead favoring this "new, fantastic Warrior" as my go-to person to solve all the guild's problems. I can imagine he also grew disgusted with my disregard for upholding the guild's ideals at the risk of sacrificing raid progression. As the weeks turned to months, he withdrew increasingly from the officer spotlight. He contributed less to guild management, which I can only assume was due to the fact that he felt whatever he would bring to the table, I would simply snuff out by contrasting with Ater's stance. Eventually, his position as 2nd-in-command of DoD became nothing more than a title in the guild roster, and by the fall of '06, he packed up his stuff, and walked away. It was a huge hole to fill, both in officership and in 40-Man progression. 

The party did not end there.

Graulm pictured at the base of Blackrock Mountain
in full Tier 2 (Felheart) Warlock gear.

Cleaning up the Mess

Five months after Graulm left Descendants of Draenor, I took Xorena into our Ventrilo server one evening and gave her and Khaevil their walking papers. I’ll never forget how horribly upset she was; devastated is probably a good way to describe it. She was emotionally distraught, crying in Vent, trying to find a way to negotiate the situation, to see if there was any other recourse. There wasn't. They had to leave. The ejection left me physically exhausted; I wasn't prepared for her response. It was tough to take. The best part? Not only had I lost a core Priest and Mage out of 40-Man progression, I had sacrificed my 2nd-in-command in the process. I hadn't listened to him; I hadn't taken his concerns seriously enough. It was important to stay true to who we were as a guild, and that was more important than a boss kill. I couldn't make "allowances" for players, based solely on their damage meters; it was a double standard that would eat away at the core of the guild. And by ignoring the problem, I simply made the situation worse -- instead of losing two players (which I would have lost either way), I also lost the person that started to teach me the basics of leadership. I avoided the situation because I thought it would go away; that maybe perhaps some other officer would eject them on my behalf. I learned fast that nobody wants to do that. Nobody wants to be the enforcer of the rules, the bearer of bad news. Nobody wants to hear a gal plead with you in Vent while choking down tears that there must be another way to solve this issue. 

People avoid conflict for a reason.

And so, with the guild down an officer and two core raiders, I learned my lesson about double standards and vowed not to let it happen again. I discovered in practice that it was one of the hardest rules to enforce in the context of WoW. We would ultimately go on to gain a multitude of expertly played individuals over the course of many years of raiding, and some of them had horrible personalities. It took every ounce of energy to keep the roster filled with players able to rotate into spots that were left by players we ejected due to shitty behavior; it simply wasn't realistic, to be honest -- it became a full-time job. And it weighed heavily on my mind those months we worked on Molten Core and Blackwing Lair. I didn't give up. I was determined to see us succeed, at whatever the cost. My hope was that I would be able to continue to turn to Ater for advice, while tempering it with what Graulm had taught me.

Yet, the unanswered questions kept me up at night. Why did Ater put good faith into people that so obviously backfired? Was Graulm right about his assessment, or was there a far more complex set of circumstances working toward the Husband/Wife team being forced out? As my time with Ater continued on, he would prove to me he had far greater insight into people than I.

And thus, my training began.

Thursday, April 12, 2012

1.5. The Idealist and the Realist

Kerulak holds his healing position during an Onyxia (40-Man) attempt.

Leadership Emerges

After only a few weeks of absorbing The Final Cut, we had become a fully-staffed 40-Man Raiding guild, and were executing bosses with extreme prejudice. We had a lot of ground to cover; Vanilla had already been out for nearly a year, and Blizzard was hard at work in preparation for the next tier of raid content, The Temple of Ahn’Qiraj. For us, it seemed a lifetime away, since two raids and 18 bosses stood between us and that next tier. Luckily, our roster had finally reached full capacity; a talented, eager set of players that were determined to raid. It was during this next year that we experienced a multitude of wins and losses, of tragedies and victories, and ultimately gave me my first real lesson in what it took to maintain a successful raiding guild: beware the double-standard.

I remember flying out to California in late October ‘05 to attend the first BlizzCon, and while I took the stage in the voice competition, busting out an impression of Deckard Cain from the Diablo series, the Descendants of Draenor raid team was back home, executing boss kills in Molten Core, earning us both credibility and gear. We also broke ground in a separate one-boss raid, Onyxia’s Lair, and began working on killing our first dragon, a raid that would ultimately take weeks and weeks of practice. I met a few of my guildies in-person at BlizzCon that October, and it was a cool feeling to be able to finally put a real-life face to an in-game character. WoW was, after all, a social experience. If I was going to keep Descendants of Draenor on the winning path, I would not only have to embrace my character’s role and responsibility in raids, I was going to have to learn more about the people behind the characters. Then, I could be certain they would work well together as a team.

During the next several months of raiding Molten Core, I noted that there were a few personalities we gained from The Final Cut that had tremendous leadership potential. One Warrior in particular had an extremely commanding presence about him. His name was Ater. He had offered to pick up the leadership reigns of Molten Core, having driven his own 20-Man Zul’Gurub raids throughout the week. Like clockwork, every three days (the reset timer for old 20-Man raids) he would rally the troops, taking the very best of the guild, and plow through the instance, with his sights set on killing Hakkar. Few guilds at that time had a Hakkar kill under their belt, and Ater felt that it was a reasonable accomplishment to work towards. It wasn't that the raid was necessarily difficult, but 20-Man Zul'Gurub fell into an awkward category in those days.

Kerulak snaps a picture next to Ater within Molten Core

Rewards Match Effort

Guilds of 40-Man raiding size were focused on much more challenging 40-Man content. To them, a raid that was half the size also meant half the challenge -- and rightly so. Those 40-Man raiding guilds that chose to tackle Zul'Gurub "as a goof" ended up wrecking the place. Gurgthock and his Elitist Jerks artificially increased the challenge by leaving nearly all the priests alive while killing Hakkar, causing the Blood God to gain a series of buffs making him nearly invincible. Without inflating Hakkar's difficulty, it wasn't worth their time. Zul'Gurub's rewards matched its effort, and in those days, the piddly blue items couldn't hold a candle to the gear that dropped out of a 40-Man raid. 

And yet, guilds that didn't boast our size or dedication to raiding simply could not put a random group of players together to do Zul'Gurub. Short of the first two bosses, High Priestess Jeklik and High Priest Venoxis, Zul'Gurub's 20-Man breadth remained out-of-reach for most casual players; any player even able to catch a glimpse of High Priestess Marli or beyond was considered a sharpshooter.  As a result, Zul'Gurub often went unfinished on servers. Vanilla's meta-game of gearing for raids was paradoxical in retrospect: To make any kind of raid progress, one required raid gear, but the gear wasn't available unless you raided. This design acted as an artificial gate to prevent casuals who had no business setting foot in a raid from even bothering. The flip side, however, was that getting your foot in the door meant exploring every option, finding any hidden tip, tactic, secret, strategy, or obscure loot that would augment your play just enough to keep it together for that first boss kill -- ones that ended with nearly the entire raid face down in the dirt. This artificial gating design of Vanilla WoW drove some players to push themselves to the absolute limit.

Ater was one of those players.

Ater was determined to execute Zul'Gurub in its entirety, since it was the only reasonable content he had a shot at completing during his membership in The Final Cut. He didn't care about the gear, regardless of its inferiority to Molten Core, he cared about the accomplishment. I heard it in his voice over our guild Ventrilo many nights -- that passion and hunger to complete content, just like any dedicated gamer who's focused on beating a game. His passion for gaming, and demonstrated leadership via Zul'Gurub, led me to hand him the wheel in our 40-Man raids as well, and it wasn't long before I promoted him to an officer rank, sitting alongside my existing DoD officers. But with his promotion also came dissent. Ater, while liked by many in my guild, held philosophies that clashed with others I put in a role of responsibility. Unfortunately, I had to bear the brunt of that fallout on my shoulders alone. 

Hanzo's alt, Oxanna the Tauren Druid, acts as
Guild Bank during Vanilla

The Basic Building Blocks

My 2nd-in-command was a Warlock named Graulm who had brought his EverQuest guild experience to the table, helping me lay the foundations for all the basics a guild would need. I originally met him in Stranglethorn Vale, while playing my Mage, Elephantine. We struck up a conversation, helped each other with a few quests, and continued to chat and assist each other over the next few weeks. During my assimilation phase, I stalked and harassed him to throw in the towel with his existing guild, and tried to make him see "the one true way". He fought me at first, but I eventually managed to sway his opinion. Once on board, it became clear his EverQuest guild-management experience would play a vital role in my learning process. While other guild members were focused on questing and clearing 10-Man Stratholme, Graulm was busy laying a foundation for Descendants of Draenor. The guild lacked structure, and leadership was essentially only an extension of the /ginvite command. He aimed to resolve that.

One of the first orders of business was a guild bank, which Graulm directed me to set up early on. Back in Vanilla, it was comprised solely of a series of alts holding items in bag space, since WoW wouldn't actually introduce true guild vaults until the first expansion. My alts, therefore, were used to store guild- and raid-related items, ferrying things like Gurubashi Coins around to players as needed. Graulm pointed out that there was more to this than purely convenience; it ensured that the management retained leverage over the guildies. He reasoned that it would keep them in line, so they would remember who was in charge; storming out of the guild in a tantrum of drama would mean walking away from earnings they themselves contributed to. An implicit psychological attachment to raid tokens would keep people loyal. Ownership, as it turned out, was a powerful motivational tool.

Graulm also identified a key flaw in my guild's forums that he felt needed to be addressed: we lacked an officer-only section of the forums. Managers needed to be able to go behind closed doors, and discreetly discuss the management of the guild. Often, this meant engaging in conversations about how to handle certain individuals. It wasn't appropriate to speak in public about the disciplinary actions surrounding a particular player in the guild. Graulm showed me that, like a business, the guild had a responsibility to conduct itself in a professional manner. Being respectful toward one another goes both ways, he reasoned, and if I was compelling the guild to follow my moral compass of treating each other with dignity, it had to start with leadership setting the example. I remember vividly the day I locked the non-officers out of a section of the forums; panic ensued. What was I hiding from them? What were we planning on doing that they weren't allowed to know? Graulm eased my anxiety. This response was expected, and was par for the course.

These basic building blocks of a guild structure may seem like common sense to seasoned guild leaders, but back then, I was but a babe in the woods. Thankfully, I was able to get Guild Leadership 101 from Graulm, and provide enough structure to conduct ourselves in a semi-coherent fashion. Up until that point, Graulm had been acting as the little man behind the curtain to which no one paid attention, but he himself knew intimately the role he played, and his value directing traffic on my behalf. And there was no one to question his authority by proxy, since he alone pulled the strings; I simply danced on his behalf.

So, you can imagine what happened when another influential leader entered the stage, one with a difference in opinion of people than what Graulm held. The effect was not unlike trying to push two magnets together. The positives didn't want to play nice, and neither did the negatives.