Showing posts with label management. Show all posts
Showing posts with label management. Show all posts

Thursday, June 16, 2016

4.76. Epilogue: Onward and Upward

Mature arrives in Pandaria,
The Jade Forest

At Least I Got Chicken

Two years passed. By the spring of 2014, there'd been a lot of change. Jul was back to being a full-time stay-at-home Mom. I didn't have kids...I had teenagers. In games, Flappy Bird was dominating much of the mainstream muggle news, while the majority of us glanced over with a troubled, concerned look. It would be a few months before Destiny released to mixed reviews, revisiting the hotly contested topic of addiction-by-design. Streamers were the new normal, with Felix Kjellberg leading the pack in what many of us still consider a profoundly bizarre turn of cultural events.

The hotly anticipated Diablo III finally launched, complete with its real money auction house. Gamers around the world converged on the infamous franchise, only to walk away a short time later with a very bad taste in their collective mouthes. Something was missing from the carpal-tunnel inducing game that Blizzard was famous for. The thrill of the treasure hunt was gone, a cruel side-effect of the alleged necessity to ensure items had some real money value. Uniques in Diablo II came at just the right time -- when they dropped from the hands of zombies or demons, they filled players with newfound uber-power, renewing the player's descent into clicking madness. By contrast, "Legendaries" in Diablo III were but shadows of their predecessors. The end end game lacked any semblance of balance, nigh impossible to master -- a shoddy design bent out of fear that players would clear it too quickly. Eventually, Blizzard admitted defeat, and promised to make things right.

Blizzard released a free card battle game, Hearthstone, which saw immense popularity and growth. I immediately recognized the battle mechanics, mirroring an older, lesser known game for the NeoGeo Pocket, SNK Vs. Capcom: Card Fighters Clash. It made sense, considering how often Blizzard employees were self-proclaimed fans of SNK's various fighting game franchises, particularly Samurai Shodown. I'm sure it only took them a matter of minutes before deciding it was a game they could do better. Just like Dune II. Just like EQ. Just like Team Fortress.

Of course, the WoW landscape continued its evolution. Eight months after the 25-Man progression team threw in the towel, Mists of Pandaria was released. Many familiar faces returned to DoD, each of them displaying varying degrees of interest in a radically changed game. For a great majority, they came, consumed all that MoP had to offer, then left. Only the truly hardcore stayed on, tending to their farm on every single alt.

During that initial burst of interest, stories about former guild mates trickled back to me. I discovered (not to any great surprise) that our server's #1 raiding guild, Enigma, floundered and retired only a week or two after us. I can't say for certain what the root cause of their collapse was, but I suspect many of the same variables that affected DoD were involved.

I also learned of Herp Derp's fate, which wouldn't be fair to keep from such a loyal readership. Shortly after Ben acquired Tarecgosa's Rest, the legendary staff, his computer broke down. To keep things moving forward (as we know Drecca was an expert at), HD's infamous leader purchased and shipped a MacBook to Ben to immediately get him back into progression. Shortly after this -- and without Drecca's knowledge -- Ben up and switched servers, leaving his Herp Derp guild mates behind. In his inimitable style, Ben was off to PvP in a new battlegroup, armed with a fantastical staff and a shiny new laptop to power it. 

Things did not go too well for Herp Derp after that. Rumor has it the guild finally imploded under the weight of a forum argument. The topic? Star Wars. DoD may not have been perfect, but at least we were able to keep things running for more than a single tier of raid content.

Many months after the end of the 25-Man,
Mature's mediation continues,
Valley of the Four Winds

Achievement Unlocked

One thing had not changed, however: I was still at the same job. Now celebrating my three year anniversary, things hadn't quite played out to my favor. My new boss didn't possess that same set of nurturing, mentoring genes I'd enjoyed in previous managers. My current project was embroiled in a daily design-by-committee battle, its most important goals now lost to petty arguments among the "experts" at the table. I longed for a new challenge.

An email arrived from a familiar name. Dave, my former boss -- the same one who shared an airplane flight with me while I typed up a guildy's "dismissal" letter -- posed a question to me.

"Read this, call me."

I navigated the job description, skimming past the buzzwords and perusing for anything concrete. Health Data and Analytics company. Corporate website and SharePoint intranet. Lead a team in development and maintenance. Work with the business to establish and implement ongoing vision, ensure best practices. The company was looking to hire a Senior Manager of Web Services.

Senior Manager.

---

"You know they use SharePoint in Hell, right?"

Dave laughed, running with the joke by rattling off an ad-hoc sales pitch, "Hey, 'If it's good enough for Satan, it's good enough for HR'."

We both laughed.

"Good times, good times," Dave replied, then cut the looming awkward silence, "So, other than the CMS from Hell, whaddya think?"

"Well, I mean...it really reads like your old job, back when I was missing meetings on account of dragons."

"Actually, it is my old job. I moved to a different department, another guy came in...then he left...and now they need someone."

"I'm honored that you thought of me, but this 'manager' thing, I mean..." I hesitated, "It's like...you, Allison, Dawna, Diane, you all keep saying it, but..."

"It'll be fine," Dave dragged the long 'i' out, as if to make it sound like a thousand acre forest ablaze was merely a campfire that 'got a little crazy'.

"Hey, I appreciate the support. But let's face some facts. You've got a degree in business admin. I took, like...two years in liberal studies and dropped out. I'm just a code junkie. I've never professionally managed or lead anything."

"Remember that flight back from Dallas? You know, the one where you were typing that thing up for that guy in your guild?"

All too well.

"You cared more about your guys in that WoW guild of yours than I've seen from most of the professional managers I've worked with in my career."

I stayed silent, took a deep breath, letting the impact of Dave's compliment soak in.

"Look. What is it? It's tactics. It's managing up and down. Right? It's motivating a team and keeping them happy and making hard decisions when you need to. Ok? It's mentoring...negotiation...knowing when and where to pick your battles. It's delegating and taking care of rockstars and knowing when to say no. It's giving a shit. Like I said...it'll be fine!"

I stood in silence a moment, still clutching the phone, contemplating the possibility. The feeling was not unfamiliar -- fear of the unknown, of complete and colossal failure. But like all of the things Dave named, my first experience of that feeling was perhaps the most important lesson I had as leverage. It was the one key take away from guild leadership that was most important: failure is only one potential outcome; it's a possibility, not an inevitability. Once you embrace that, a logical conclusion falls easily into place: there's a chance you might actually succeed.

So, why not?

"Fuck it. Let's do this."

~~~


Thursday, May 5, 2016

4.70. These Eyes

You should have to beat Sid Meier's Colonization
before you are allowed to colonize the new world and
declare independence from the King.

Hopeful Parents

Something about the Mind's Eye test continued to bug me, days after I'd taken the online quiz. I really wanted to believe it! As much if not more so than the previously debunked Myers-Briggs "personality sorter". After all these years of pulling strings behind virtual avatars, the thought that I might possibly leave with some marketable skill was endearing. Nothing would give me greater pleasure than to thumb my nose at convention and prove to naysayers that, yes, a video game did have the capacity to teach a real world skill. It was a lesson many needed to hear.

There was no shortage of dismissive commentary from the public whenever the topic came up. "Video games teaching real world skills" has long been the subject of debate, though "debate" is often code for "mockery". Gary Larson's infamous "Hopeful Parents" Far Side comic remains forever burned into my brain as an accurate representation of how the world sees such a claim. Unless your job description lists leaping barrels or ripping people's heads off while keeping their spine intact as a requirement, video games offer few opportunities for a person to learn something they could turn around and leverage in the blinding brightness outside.

The worst offenders were the edutainment titles (you're not fooling anyone, Math Blaster). Attempting to teach a kid core curriculum while wrapped in a pretty pink bow of a video game struck me as pathetic and sad. An industry of "experts" that knew nothing about the medium, struggling to be "hip" and "cool" and "down" with the kids, while the larger educational problem went ignored. Trying to make learning fun was an act of desperation a gamer could spot a mile away. And nothing irritated a gamer more than someone faking it. Come back to me when you have the Konami code memorized, pleb.

Educators had it all wrong -- they were researching and reporting against the wrong games. Climbing the magic beanstalk to educational epiphany required burying the magic beans far more deeply than topsoil. The true teaching gems were the video games that were nothing more than simply video games....yet indirectly bestowed skill upon the gamer without anyone being wiser.

Build and manage a city, just like what is expected of an actual mayor. Drum to the rhythm of colored bars that just happen to coincide with the sheet music of the actual song. Blow zombies apart by typing words (ok, this last one walks that fine edutainment line, but I'll allow it: the intent is to kill zombies, not learn to type). New examples pop up all the time. Gamers have known for years what academics and legislators are only beginning to acknowledge: games teach through transference. You're welcome.

Which brought me back to the "eyes" quandary: were these video games really teaching skills? Or were they simply awakening talent already dormant in the player, flexing and strengthening a muscle that some of us possessed and still others lacked. Yes, I dealt with a lot of people problems over the past seven years. Some I controlled, some I let control me. But I resolved exactly none of these issues by looking the person in the eyes and getting a read, interpreting their awkward body language. Alas, this was the cost of doing business online. The missing piece eluded my left brain...

...how exactly had World of Warcraft made me any better at reading people...if I was unable to see them?

DoD completes the final meta, "Not an Ambi-Turner",
earning "Glory of the Firelands Raider",
Firelands

Famous First Pull

Apologies, reader. There is no great story about DoD's final accomplishment as a 25-Man raiding guild. I didn't have to make frantic phone calls at the 11th hour, looking for emergency fillers. We didn't secure our final kill amidst player disconnections dealing with hurricanes pummeling their homes or cars smashing through their living room walls. DoD didn't struggle with the achievement, going at it again and again and again, bleeding out past the four hour mark, exhausted and at the end of our collective rope. In fact, there wasn't even a motivational "famous last pull!" chant, inspiring the crew just enough to close the deal. In reality, it was over before it began.

Our final accomplishment took but a single attempt. "Not an Ambi-Turner" demanded we kill Lord Rhyolith by only allowing him to make right turns. We entered the instance on time at 7:00pm. By 7:14pm, Rhyolith had been spun in a clockwise circle, and lay dead at our feet. Glory of the Firelands Raider flashed across the screen of every player in the roster. The deed was done.

Only 30 minutes after the start of our evening raid, we gathered outside Sulfuron Spire, hopped aboard our phoenix mounts, and swarmed the top of the tower. As the raid positioned themselves for the shot, my screen was filled with bursts of a blazing deep violet that shimmered against the burning red sky. The mood in Vent was upbeat. DoD chatted away cheerfully, reminiscing about what they liked and what "sucked ass" in Firelands. They were definitely very happy. They were both relieved and fulfilled. It was another accomplishment that DoD could claim in a long, storied history of raid progression, something that my guild still cared deeply about.

Glory of the Firelands Raider meant as much to the 25-Man progression team as Icecrown's Glory, Ulduar's Glory, or any of the raiding milestones that came prior to the advent of achievements. I might go so far as to claim it meant more to us than usual, having missed Tier 11's Glory amid many stumbling blocks, both in the raid and out. DoD was excited to wrap Firelands and show off their Corrupted Egg of Millagazor to the rest of the World...even if that World no longer noticed nor cared about a fancy mount.

The memory of DoD's last accomplishment is sobering upon reflection -- we endured some shit. The evaporation of recruitment forced us to wring the last remaining drops out of player availability. The team took on increasing responsibility of our success, which equated to players rolling alts and gearing again and again. That encroaching feeling of the walls closing in meant constant people management, forsaking any semblance of game/life balance once formerly in check. Facing the weekly threat of losing good people to 10-Man guilds or teams.

Yet, we persevered.

I can appreciate athletes that train at high altitudes or piano teachers that insist on blindfolds. Firelands (and, to a larger extent, WoW at that time) felt as if we weren't just raiding...it felt as if we were raiding with our hands tied behind our backs.

So, reader, forgive the excess melancholy. If I come across too seriously about a video game, it's because I know the eventual outcome. As will you.

DoD poses outside Sulfuron Spire aboard their
newly acquired Corrupted Fire Hawks,
Firelands

Hard to Starboard

As I spun the mousewheel, a picture of smiling faces scrolled into view. The faces collected around several tables shoved together at a restaurant, all smiling, all turned to face the camera. Descendants of Draenor.

Several of them raised a glass in toast, others grinned boastfully, proud to be a part of something bigger. Those who don't know or understand the gamer lifestyle will forever pigeonhole gamers into the antisocial stereotype, but you'd never know it by looking at this pic. This was just a group of friends, celebrating together, partying, reminiscing. And all the pairs of eyes looked back at the camera, as if saying, "Here's to DoD, Hanzo. Here's to you."

All but one.

Near the lens, sitting directly across from me, one pair of eyes was turned to look at something off-camera, as if unaware a guild photo was being taken mere inches from his face. A smirk lay half-settled on his lips, partially here, partially distracted. With every single guildy focused on the shot, he was the odd-man out.

What the hell is so fucking interesting that you can't even look at the camera, Drecca?

I laughed at what had to be a simple case of bad timing. Everyone takes an awful photo now and again: eyes closed as the shutter catches you mid-blink, mouth agape as the photographer presses the button. It catches up to you eventually, that one photo that makes us look like we've been kicked directly in the junk during "Cheese!" I scrolled further, to see if there was another, more flattering photo of my least favorite ex-guildy.

Sure enough, a second photo scrolled up into view, taken moments later. It was the "just in case" photo you take when you want to be sure you capture everyone in their most devilishly handsome state. Again, all faces were turned to the camera, grinning. In this particular pic, Goldenrod raised a glass in toast, mouth most certainly forming the words "For the Horde!"

There he was again, the odd-man out. Instead of being distracted, this second pic was even worse. Drecca's face was painted with a dead, blank stare, contemplating absolutely nothing in particular.

I zoomed in. In this second photo, he was the closest to the camera. There was no possible way he couldn't have known a picture was about to be snapped. You could reach right into the photo and flick him in the head. Hey. Wake up. Over here. Picture being taken. The guild gets together for events like this never. Pay attention for five seconds.

Nothing. He was completely checked out.

I looked at the two photos, then thought back to that glare he gave me, arms crossed, leaning back in his chair, that smirk across his face in response to my proposal -- that I had a good feeling about DoD in Cataclysm, that "it was doable," so long as everyone was in it for the long haul. I remember reading that smirk of his, and ignoring it. I remember the drama, reflecting on the damage he caused DoD by ripping a portion of my roster away in the Herp Derp exodus. I remember thinking only one thing: he had it planned all along. I beat myself up for not catching it sooner. He had that same look in his eyes as thieves from childhood, ones that screamed you're a fool to have thought I was ever on your team.

I looked at the two photos, and knew better now. There were no plans.

There was never a scheme, no great conspiracy to break my guild up and take my members away. That look Drecca gave me from across the table in the restaurant at the conclusion of BlizzCon 2010 wasn't one that spelled manipulation, or cunning, or dishonesty. It wasn't any look at all. Play. Don't play. Raid. Don't raid. Guild. No guild. Whatever.

He simply didn't care, not about the success -- or even the failure -- of DoD. He didn't even care where the lens was. He was aboard a ship of one, sailing, with neither destination nor purpose.

Contemplative. Panicked. Desire. Jealous. Indecisive. Playful. Guilty. Bored. Upset. Confident.

Apathy.

Thursday, February 28, 2013

Why Raid Teams Fail

In early 2008, I read a book on team management. Shortly after reading the book, I imposed a number of changes to our rules, which would go on to form the foundation for a restructure of the guild. It is my belief that those changes paved the way for our defeat of Archimonde, which is detailed in this blog post. For your enjoyment, here is the refined forum post I made, months after Archimonde's defeat, at the start of Wrath of the Lich King. It is, in essence, the World of Warcraft raider's interpretation of The Five Dysfunctions of a Team.

---

Raid teams, like any group of individuals working together as part of a business organization or sports team, can be prone to dysfunction. This dysfunction typically manifests in five ways, each one acting as a catalyst for the next. They are:
  • Absence of Trust
  • Fear of Conflict
  • Lack of Commitment
  • Avoidance of Accountability
  • Inattention to Results
What follows is a description of each, along with examples. As well, I provide a number of solutions for each, as you attempt to solve those problems with your own raiders. Dysfunction begins with trust...or lack thereof.

Absence of Trust

Trust is a fundamental part of what makes people work well together. When players in a raid do not trust one another, it leads to issues:
  • They are unable to admit their own mistakes, and prefer hiding them in anonymity
  • They rarely ask for help from others regarding their class and play
  • They typically do not offer assistance outside their own area of expertise
  • They are quick to jump to conclusions when considering why other raiders are making certain decisions, without asking for clarification
  • They hold grudges
  • Eventually, they avoid signing up for raids
In order for a team to function correctly, and increase the level of trust between raid members, players need to consider:
  • Admitting to mistakes and their own shortcomings, without fear of alienation or rejection
  • Ask for help
  • Openly accept suggestions/recommendations on how they can improve
  • Give fellow raiders the benefit of the doubt before arriving at some predetermined negative outcome (ie. "He died in the fire because he always dies in the fire--he's a shitty player"...when in fact, the player in question just received news about an ill family member)
  • Take risks in offering feedback to others
  • Appreciate the value of other raiders' expertise, and take advantage of their knowledge
  • Focus effort into valid issues (ie. "How can we better optimize moving ghouls from spawn to off-tank in Phase 1?"), not into wasteful politics (ie. "All of our attempts are going to fail because we have two Paladin tanks, and we have to have at least one Druid tank!")
  • Offer/accept apologies without hesitation (this relates DIRECTLY to the first point)
  • Look forward to future raids in which to implement the points above
In short, foster an environment where players are encouraged to speak, ask for help, and admit mistakes without being publicly humiliated...a task best started with YOU. Don't judge (unless you're a Paladin), and keep people focused on growth, improvement, and what better progress will be made when you return to the raid next week.

Fear of Conflict

When a team has an absence of trust, they become fearful of producing any sort of conflict. Conflict is not always a bad thing; it is normal in most relationships and organizations, and is a healthy part of an engaged team environment. It opens up the channels of communication, and gets members passionate about what they believe to be important. In raids, conflict often manifests as a result of failing to kill a boss. A raid that avoids conflict usually looks like this:
  • Completely quiet in vent. Often dull/boring
  • Play environment encourages politics and personal attacks (ie. Vent remains quiet, while /officer chat lights up, blaming a bunch of individuals for a particular wipe)
  • Controversial topics critical to raid success are avoided (ie. Continuing to support/enforce/rotate in a failing Tank that is key to the success of the raid, rather than speaking up)
  • Other members of the raid are not considered for their opinions, many of which may be valid, but are suppressed due to the first dysfunction - Lack of Trust
  • Wasted time pouring energy into defending one's own position rather than tackling the real issue at hand (ie. "Well, I healed through that Unchained Magic because the damage is trivial and I can control it" - instead of - "We all need to be actively watching Unchained Magic and holding our casts to the best of our ability")
In order to allow conflict to become a healthy part of a raid team, players must:
  • Have interesting, lively raids, where people communicate openly and easily. This is one of the reasons why we've never enforced a "raid-vent-silence" channel, where only one person speaks.
  • All raiders' ideas/opinions ought to be polled on strategic solution, regardless of how significant their perceived contribution may be. This is why the Raid Leader works with the Role Officers in order to resolve boss failures, rather than do it all himself. In many cases, individual Raiders also contribute to strategy resolution.
  • Keep politics to a bare minimum
  • Attack the most important issues first, and solve them quickly
Conflict is not to be swept under the rug; it's vital to every well-rounded team. Raiders are no different. Keep communication flowing, but be firm and educate your players when the appropriate time to speak is (you're not cracking jokes while listening to raid calls; save the chit-chat for trash clears). When a raid wipes, get to the heart of it. Speak up about what you've observed, but don't be negative, just objective. Be respectful. And if you call someone out, make an effort to bring a solution along with you, not just the problem. Scrubs complain. Expert team members solve.

Lack of Commitment

Once a team is resigned to avoiding conflict, the decisions they make permeate into a behavior that lacks any sort of commitment to the raid at hand. Commitment is an absolute requirement of raid success, no questions asked. The raid leader gives an instruction on a particular boss, and when you decide for whatever reason that you don't feel the need to meet that expectation, you are setting up the entire team to fail. A raid without commitment:
  • Causes raid members to be ambiguous about what they are responsible for (ie. "Uhhh....so, I'm not really certain about what I need to do when I get marked for an ice-block during Sindy, so...I guess I hope I don't get marked!!")
  • Loses opportunities to improve/solve a problem while issues are over-analyzed and unreasonable delays occur
  • Encourages raiders to stay quiet, and not admit when they make mistakes, thus delaying the resolution for future attempts, as well as eat away at the player's own confidence of being able to execute at all.
  • Constantly goes over the same issues. Again. And Again. And Again. And Again.
  • Causes raid members to second-guess one another (ie. "Oh great, we have so-and-so in the raid again, well...here goes any hope of completing the heroic achievement on Sindy!")
In order to combat the lack of commitment, a raid team must:
  • Create clear and concise expectations of raiders. This is why we have role officers, and why they are in place to create healing assignments, which side of Valithria the melee needs to be on, which foot melee needs to be on for Festergut, etc.
  • Focus the team on the common goal (kill the boss!)
  • Develop the ability to learn from mistakes: Acknowledge it. Ask for/receive clarification (without prejudice). Make the change. Problem solved.
  • Take advantage of opportunities before other guilds do. (read: Opportunities, not EXPLOITS)
  • Move forward on decided-upon strategy, without hesitation (ie. "Well, we've done Strat A on Heroic Lich King for two weeks, and now the Raid Leader changes it to Strat B...he must have a good reason, so I'll make these changes on my end as well")
  • Adapt and/or change strategy as needed, without hesitation or guilt. As much as we can avoid, we typically do not change strategies on a boss mid-raid, but sometimes it is necessary (and typically the RL makes the right call on this)...and when it happens, EVERYONE needs to be on board.
Be committed to the end result. Narrow your focus on the goal (but don't play with blinders on and die in the fire!) If you make a mistake, don't be silent...ask for clarification, make it crystal clear in your mind. And if you have opportunities to gain insight, whether it be researching strategies on the web, watching videos, or reaching out to fellow raid guilds -- don't turn your back on these options. Take every legitimate opportunity you can to make the end goal reachable.

Avoidance of Accountability

A team that fails to commit produces a bunch of wishy-washy, less-than-adequate players who take no responsibility for their own actions; they avoid accountability. Raid teams that avoid accountability:
  • Produce resentment among raiders who have different standards of play
  • Encourage people to play at a level we can only consider 'mediocre'
  • Allow players to miss raids without consequence
  • Place an unhealthy amount of stress and burden on the raid leader as the sole source of rule enforcement
If you want to build and enforce more accountable players in raids:
  • Ensure poor performers have incentive to improve. This is why we have the guild rank/reward structured as we do. Mini-goals are achieved based on performance, and rewards are then showered on the player to celebrate the accomplishment.
  • Identify problems quickly by openly questioning other members' approach without hesitation (ie. "So-and-so, I see you are still casting while you have Unstable Magic, what's going on there? I thought the deal was to stop casting...")
  • Establish acknowledgement/respect for raid members who are held to the same high standards (relates to the guild ranks listed above), thereby validating the effort of those players who are truly committed
  • Delegate the handling of individual groups' expectations, which are clearly defined and explicit (ie. Our role officers handle each subsequent group in healing, melee, and ranged DPS. A healing officer, therefore, can be expected to state: "Healing assignments are posted - if you fail to heal these people, you are removed from the raid - Questions? /w RL, the healers are ready...").
Players that demonstrate accountability are truly a sight to behold in action. They jell with extreme efficiency, communicate clearly, and see the success of the entire team as it is their own personal responsibility. This builds a healthy balance between raid leader and raiders, and provides incentive for players to improve, grow, and eventually gain rank and status within the guild. In turn, this will cause your raid team to gain status on the server (or perhaps beyond).

Inattention to Results

A raid full of players that couldn't care less about what they do is a sorry sight to see. Their individual poor performances lead to consistent raid wipes for a multitude of reasons...many of which are easily identifiable and solvable. But nobody cares about solving them. Their attention is elsewhere--whatever is on TV, what the current score is during the Football game. It's sad and pathetic to watch, and painful to be a part of. Raids that don't care about their success or failure:
  • Fail. Period. They do not improve, nor care to.
  • Are beaten by other guilds in progression.
  • Cause the very best raiders in the guild to begin looking elsewhere for a guild
  • Encourage individual raiders to focus on themselves instead of the team/guild as a whole.
  • Are easily distracted--(ie. cracking jokes and spamming ASCII-art macros in General Chat while inside a raid).
When raid teams care about what they do in a raid, and make an effort to examine the finer details of raid strategy, they:
  • Retain the best and brightest players
  • Minimize individualistic behavior (ie. "The healing assignment went out, and I'm assigned to heal X, but I'd rather inflate my numbers on WorldOfLogs.com, so I'm going to do XYZ instead!")
  • Are able to enjoy both success and failure, because they fully understand that each is needed, and leads to growth
  • Benefit from team members' skills whose personal focus shifts to the success of the team (ie. "Wow, if it wasn't for that one DK who Chains/Gripped that Blood Beast, I'd have been killed for sure. His DPS went down a bit, but...well...we killed Saurfang!")
  • Avoid Distractions (ie. I can only imagine how many wipes we have avoided by not being in General Chat and missing some crude/stupid joke or macro that catches the attention of a key tank or healer, causing the entire raid to die).
There it is. Start repairing your raid team by building the foundation of trust, encouraging conflict, driving commitment, enforcing players to be accountable and ultimately driving the quality of what they do onward and upward. If you succeed at applying these rules, I guarantee that you will kill raid bosses with great efficiency, because you will have a great team.