Showing posts with label mentality. Show all posts
Showing posts with label mentality. Show all posts

Thursday, April 23, 2015

4.35. The Silence of the Crickets

DoD kills 12 aberrations in under 10 seconds
 during the 25-Man Maloriak encounter,
Blackwing Descent

The Mirror

Where is it written that the best players must also be the shittiest people?

I'm sure there are exceptions; there's always exceptions. Yet whenever I look from a distance, it's easy to spot the douche-canoes pulling ahead of the flotilla. Finding a solid gamer that's also a decent human being is an achievement by itself. Egomania is too often the bastard stepchild of proficiency.

Perhaps it comes from who we are as gamers, why we turned to this as a hobby in the first place. Cast out of social groups at a young age and mocked for our ability to geek out on subject matter too niche for the general public: ham radio signal frequencies and 'handles' imprinted onto license plates, the collected works of Rumiko Takahashi, an admiration for the aesthetic of a twenty-sided die. When the Nielsens reported a drop in Twin Peaks ratings, we leaned in further. This is us: gamers, geeks, nerds...shunned by the jocks and the preps, the popular and the masses.

Kids and adults handle us very differently. Playground bullies take to name calling and pantsing to prevent us from knowing the truth: they have no idea what you are talking about. The workforce demands a little more tact. Colleagues smile and nod gracefully, but you can see the milky glaze of their zombie-like stare while you ramble on about Buffy and Firefly and why you think there's a polar bear on the island.

After a time, any interest in mingling with them far outweighed the effort of dumbing down our conversation...or we simply didn't care to risk additional mockery for our less cavalier interests. We grew thick skins, shielding us from the ignorance of the others, saving us from having to carry on a meaningful conversation about what's important to us, what we need, what we are missing in lifeIn turn, we lost our shot at honing the tools necessary to persuade, empathize...to communicate.

We withdrew to our darkened amphitheater of gamedom, flashing bytes of color narrating week-long binges of Mega Man and R-Type and Phantasy Star II. We ranked each other by who beat Battletoads, and our struggles with humanity were digitally obscured by the universes we occupied: the empty solitude of Fallout and the corporate greed driving Ultima into the ground. Stories in games may have exposed us to alternate perspectives, not unlike those of L'Engle, of Lewis, and of Herbert, but at least the bookworms could carry on a healthy debate about the work with their fellow readers. There's few opportunities to learn that your words and actions have a lasting effect on another human being...when you're busy memorizing all of Shang Tsung's transformations. Debate devolves into nothing more than who wins and who loses.

Our only means of relating to people was through games; we saw interaction itself as a game. Watch how fast I pick the gamers out of this crowd. The spirit of competition compelled us to seek perfection in our own technique, always refining, always going for the high score. Winning came with a convenient kickback: we surrounded ourselves with more like us, more gamers that thought and acted and behaved like us. A fortunate echo chamber of support, distancing us from anyone who didn't fit the mold. Oh, you're a gamer too? What's your favorite game? Madden?!? Please. Don't make me laugh.

We never notice the reflective sheen of the wall, even well after it is complete. As we engage in the one thing we do well, the comfort of our own perceptions bounce back at us, reminding us of how good we are, how right our decisions feel. We're kept blind to what offends, what intimidates, and what inspires. Alternate perspective, morality and ethics, personal preference -- these are all just hurdles in the way of winning. Theorycrafting and min / maxxing prove those inefficiencies aren't worth the time or energy. If we ever doubt ourselves, well...the mirror is quick to remind us how soft we've become.

In the end, we're reduced to "winning" as our only defining metric. Beating everyone in line at the Mortal Kombat machine. Earning the most kills in Deathmatch. Defeating Sephiroth. Killing Diablo. Coming out on top of heals at the end of the raid. Winning is the only safe way we can connect with others; it is how we both gain and measure credibility. And so, the mirror stands, a reflection of what confirms our trust and our judgement. It allows us to sort people out easily, at face value, read as easily as a position on a battle.net ladder. And as we continue to win, we're reaffirmed that we're right...

...but not necessarily that we're decent human beings.

Mature assists in a 10-Man kill of Al'Akir,
completing "Defender of a Shattered World",
Throne of the Four Winds

Mistake at the Lake

I caught myself second guessing my decision to make amends with Falnerashe. We had history, a blemish on the DoD timeline not easily forgotten. Nor should it have been. But we could at least forgive, accept we made mistakes in judgement and move forward. Better to be in a group of similarly-minded folk than to be off alone, roaming Azeroth, exiled to a life of pick-up groups and battlegrounds whose ever-changing faces ensure no history...nor any opportunity to write one. On that day, back at Lake Wintergrasp, I meant what I told Falnerashe. No player should be forced into that Hell of anonymous pugs. Even players that prefer to be off, doing things on their own, can appreciate the value of a familiar face...if for nothing else but to vent a shared opinion.

When Fal finally decided to give DoD a second chance, things went smashingly well. The excitement of fresh content mixed with an augmented roster sparked guild chat into a wall of solid green text. We ran dungeons, ground out rep, pieced together what armor and weapons we could salvage in preparation for the 25-Man kickoff. And all the while, I reminded Fal of our agreement: I don't want things to ever get as bad as they did in TBC. If you are being pushed aside, mistreated, or have an issue with anyone in this guild, you can come to me directly and I will deal with it. Even if you think it’s not OK to bring up -- I’m letting you know: it is.

She was a star healer in those first weeks of January and February, granted every rotation she signed up for. Even when other DoD vets bitched and moaned about having to re-qualify for the Raider rank at the start of Cataclysm, Fal checked every requirement off the list without so much as a complaint. She took pride in her gear and her skill; she was the kind of player a guild leader scours forums for. And while others may have questioned "Why do I have to do this?", Fal's response was always: "Why aren’t you?"

Inside those raids I monitored chat very carefully, listening for her in Vent and watching what she typed into /raid and /dodhealers. Was she rebutting a healing assignment, or merely seeking clarity? Did I detect some snark, or was it an innocent observation? Were remnants of her bitchy, passive-aggressive tone creeping back into the conversation? Or was she merely pointing out possible reasons we wiped as a means to educate? I analyzed every sentence, every phrase...every single word she typed into chat, while considering her personality, her history, her possible targets of resentment.

If I were Falnerashe, who would disgust me?

The first to mind was Lexxii, healing officer and self-appointed podium of Priests. She was a veritable megaphone of opinion whose style had a tendency to grate on you. She'd proven herself a capable healer during Wrath (in Fal's absence), but my decision to put her in charge of the healers rubbed a few people the wrong way...some of which ended up in Herp Derp. More recently, Lexxii had a growing tendency to stick to obsolete specs and tactics -- ones formerly accepted as gospel during Wrath. I wasn't sure exactly why she seemed incapable of retiring these beliefs. Stubborn? Self-esteem? Lazy? Afraid to be seen as a fraud? An unquenchable hunger to be right? Whatever the reason, this risk was the same: an expert player like Falnerashe would see through her like a sheet of plate glass.

Fred was a potential second candidate, a dedicated, enthusiastic member of the healing squad. He backed opinion by quoting articles and research but struggled at the performance part. Fal might have seen Fred as little more than a dilettante, the likes of which Fal would chew up and spit out when put to the test. I imagined Fal sickened with just the thought of having to play with wannabe-professionals, and watched their interactions carefully.

The riskiest of all was Rainaterror, the enhancement shaman with all the personality of a tamagotchi missing its battery. Raina liked to question every single adjustment made on each boss attempt. Excessive tactical scrutiny implied a deeper understanding of the encounter's mechanics, but her line of questioning removed any doubt from our minds:

"Why are we standing here again?"

"What is the point of having me interrupt this?"

"Why is it essential I join the add group?"

It's the kind of paradoxical malaise that some players feel compelled to express. In my mind, I could feel Falnerashe dragging her nails across her wrists every time Raina opened her mouth.

And yet, each time I'd ping her, Fal was amicable, perhaps even (dare I say it) pleasant. The plight of the intractable, the ignorant, and the incompetent didn't seem to be getting to her. We were going to have folks like that, a fact that all guilds must deal with. She took in stride and with each passing week, I felt more optimistic about Fal's state of mind. In fact, I didn't even care when she mentioned she was putting her alt into Drecca's 10-Man.

But that was before the event.

After the event, every day that passed with Fal's absence on the sign-up sheet found me second-guessing the decision to bring her back into the DoD fold.

Good. You should be second-guessing yourself. It’s only a matter of time. People don’t change.


DoD defeats Halfus Wyrmbreaker in Heroic: 25-Man,
Bastion of Twilight

And Then There Were Seven

I told myself it was simply an oversight -- players did have a tendency to forget to sign-up from time-to-time. Even Blain had me automatically sign his character up in advance; this is why I kept a close eye on the roster and spammed guild messages / forum posts with reminders. We're fallible, we forget. It happens.

I doubted the reasoning was steeped in disgust. We had a good roster, with a few fillers here and there, but it was nothing like the days of Wrath: whole groups of players of each class, vying for a spot in the 25-Man. Progress was admirable: we were through tier 11 normals, and Blain was ready to push into heroics. But we would need our best and brightest to do so, which is why I eyed Fal's missing sign-ups with optimism, yet dreaded the root cause.

You knew this was coming! Wow. You must have been really desperate to get those Lake Wintergrasp achievements knocked out.

The day before the March 18th raid weekend was set to tackle our first heroic encounter, Falnerashe exited the guild of her own accord. No note. No goodbye post. No forum PM. No text message. When word got to me through the officer chain, my first instinct was to ping her SO, Teras, whom I had a connection with on Facebook. What had happened? Had something transpired while I was away? Could it be resolved?

LOL. Why are you even bothering? You know exactly why she left.

I was surprised...and then not...to discover that Teras himself had no idea she left. He was equally stunned, stating she hadn't expressed any discontent to him...or to anyone, for that matter.

Big surprise there. Why should she share her plans with him? It’s not like they’re dating or anything. God forbid any kind of communication goes on between her and people she gives a damn about. Maybe that’s it! Maybe she doesn’t give a damn about anyone! ...except herself.

I wanted to give her the benefit the doubt, walk the walk of judging each action independently -- one thing doesn't have anything to do with the other. People can change, people experience challenges in their lives and grow all the time. This could very easily have been a real situation that needed my attention. Perhaps Bulwinkul had gone off on a drunken tirade again, or she had words with Raina...it had to be something like that.

You give the gal too much credit. Anni was right all along. The cricket stops chirping when you get too close. But you had to push, had to keep checking in on her, checking to make sure things were all warm-and-fuzzy, all up in her face.

Teras didn't know. Riskers didn't know. Nobody knew...nor would they. Not until the commotion died down and they all went about their business. A cricket needs time for things to settle. Too much activity forces them into a defensive position, unable to cope. Leave them alone, let them step away, and the stridulation is sure to follow. You'll get your chirping, about how your guild has become "too big of a crowd for their personality", or that they "shouldn't have been passed up for a promotion". It'll be then that you'll understand why it wasn't worth it, all the time and energy you sunk into making them feel like they were a part of something bigger, something great, something that mattered.

When it is all about them, what they are a part of never matters.

---

The 25-Man team went into Bastion of Twilight on March 18th and defeated Heroic Halfus Wyrmbreaker without Falnerashe. When the raid finished, I returned to the forums, opened up the guild rules, and added a single requirement to the rank of Tactician:

- Must have an officially sanctioned 10-Man team.

Thursday, September 11, 2014

4.6. Alignment or Death

Sir Klocker displays his Tabard of the Lightbringer, while
Neps and Ben (Aeden) stare into the light,
Dalaran

Doing the Devil's Work

Preoccupation defined the weeks ahead. Mapping it all out helped focus on the solution, rather than languish on the inevitable. Getting the dots on the page, connecting each one, painting the picture of where we were, and what we were about to take on. I followed in the footsteps of my Wrath rewrite, building on what had already proven successful. A bump to the minimum age requirement. The handling of the 25-Man progression team. New ranks. Loot rule revisions. It was the path to Cataclysm; the mother of all to-do lists. Knocking out a bit each night was also healthy. Idle minds are far more sinister than hands, and mine had a tendency to chip away at positivity. Keeping busy kept the inner voice at bay.

If I wasn't raiding, I was back in Google Docs, scribbling digital notes, analyzing lessons learned from Wrath. How had the Raider / Elite ranks worked out? My gut said overwhelming success, but there were still edge cases like Ben: expertly played, yet still immature enough for me to exercise restraint in promoting. The shadow priest that was equally loved and loathed in DoD struck me as a kind of gun-for-hire, showing up conveniently at Lord's behest, then exploding enemies with an ear-piercing digital scream. He had his own code, but honored DoD's as well. Romanticizing Ben's loyalty might have been a stretch, but there were hints of a Samurai in there. The prospect of a third rank warranted further investigation.

Thinking of Ben chained into thoughts of other candidates rising above, particularly the warlock Mangetsu. His bursts of silliness macro'd into raid chat were mixed wonderfully with steadfast determination at "rocking the meters". I dropped the Alt-25 on his shoulders and he rose to the occasion, not only taking it on, but cultivating progression-quality expectations in the process. He took a rag-tag bundle of players not quite ready (or able) to hit progression, and schooled them in the ways of the guild. Mang was professionally played, yet humble. Serious enough to lead, yet loved laughing and making people laugh. Officer material, but not an officer. Something needed to be done, because there were more like him. Most notable of these newer faces was the paladin Drecca.

A meteoric rise to stardom wasn't pushing it. Drecca joined DoD at the most opportune time: Bretthew was "done" at the wrap of 25-Man ICC (normal), leaving Omaric to shoulder the raid-leadership load by himself...and not the easy part. He tired of his tanking role and I wanted to free him to join DPS, but that meant a dedicated tank filling that spot...and certainly not one that required training. Drecca required neither training nor flexibility in his schedule: he began one Friday and was present every progression night from that point forward. From the moment we hit go, Drecca behaved like the most expertly played folks in the guild. It wasn't long before you couldn't really tell the difference between him and a long-time, weather-worn veteran of DoD.

Team BoA Alliance defeats The Lich King in 10-Man,
Icecrown Citadel

Push It To The Limit

Drecca's dedication wasn't easily rivaled. He quickly offered his services to Mangetsu in assisting with the Alt-25, carrying with him that same DoD mindset: expect more from yourself, put in a bit of effort, do a little reading, a little gear tweaking. There are no excuses for bad play, so get in, and get going. Drecca's natural tendency to take charge, clean up mistakes, and point people down the right path eventually freed Mangetsu from having to be present at every Alt-25. For many that ran it in those later months of 2010, the Alt-25 was, for all intents and purposes, Drecca's raid. This worked extremely well, as putting all the eggs in Mangetsu's basket would've left the Alt-25 hanging, if the off chance something horrific were to happen to the 'lock.

In a guild where there is no mandate to be online for x amount of hours, I was very thankful for the select few that were always available, and Drecca was certainly near the top of this list. Beyond his participation in both progression and Alt-25, the paladin answered Neps' call in joining up with a group of similar hardcore folk. Neps' challenge: roll Alliance alts, and with BoA gear, grind them up to 80 and knock out ICC again. And so with names like Phame, Moolickalot, Fishee, Sarge and others, Team BoA Alliance wrecked the Lich King by bringing three bloodlusts. In Drecca's words, it was an "undeniably pro strategy." It was fair to say I was colored impressed:

Hanzo » Drecca: (+5) For being hardcore enough to level Alliance characters and kill the LK again.

Drecca held the limelight so well, I wasn't even aware that Neps was the one responsible for the idea.

---

"You really have him wrapped around your finger, don't you?" said Blain, catching me off guard.

"What's that supposed to mean?"

Blain noted the green text of guild chat. People were up in arms over the proposed incoming changes to Real ID. In typical form, players that didn't understand what was involved were bent out of shape. It appeared Drecca's stance was that of my own: It's a bit too early to be freaking out over any proposed sweeping changes. Nothing's in stone. Keep calm and loot the hound.

"He uses your name like you're the leader of a cult."

I continued to scroll through guild chat. Yadda yadda yadda, I agree with Hanzo. Yadda yadda yadda, Hanzo's got a post on the forums. Yadda yadda yadda, if you don't believe me, check with Hanzo.

"So what? He's keeping the peace. It's nice to see players moderating. Guy's only been here a few months and already knows what's inappropriate to be bitching about."

"I changed my mind," he added, "I don't like him. He's too negative." Negative about what? Blain was being indignant. Or jealous. He of all people should have known that hard truths don't often come with a silver lining. It struck me as ironic that Blain, who had been called 'dictator' by those unappreciative of stark criticism, was telling me that a practical rebuttal was coming across as 'negative'.

Why obsess over things that might be? Let's solve problems we face in the here and now. I could spend these next few months buried beneath layers of doubt and depression, wallowing over what might transpire in Cataclysm. Or, I could sit down and attack it with every bit of energy at my disposal. We might go down, we might not...but we wouldn't be doing either without a fight.

I needed pragmatism now. I needed folks to be the pillars of DoD by marching forth with solutions, not long diatribes on how Blizzard's great conspiracy is to rob people of their money or their privacy. That meant calling upon anyone in the guild that could act as the best and brightest of us, reinforcing what it means to be in DoD. That you give a shit. That you're not looking to make excuses. Let's all be on the same page.

And if players like Drecca chose to invoke my name to add some punch to that reinforcement, so be it.

Blain summons Mature for tanking duty,
Orgrimmar

Corporate Misalignment

I faced a sickening decision: banish all 10-Man teams from Descendants of Draenor. The thought crossed my mind increasingly as summer vacation approached. 10s had traditionally been an afterthought in DoD, so much so that our earliest 10s managed to send hardcore raiders scurrying to new guilds. Lesson learned: don't forsake its importance in progression if the 10 and 25 are tightly coupled...say, for example, on the off-chance Blizzard randomly decided to include tier 4 tokens in Karazhan.

Luckily, I was able to side-step administrative scrutiny of the 10s in Wrath, thanks to Blizzard's very clean, well-drawn line in the sand. 10s and 25s were two different worlds. Different effort, different reward. All my focus could therefore be poured entirely into the 25-Man. Aside from general guidance, I left the 10s to fend for themselves. And they performed admirably, I might add. Aside from the occasional misunderstanding regarding poaching, the 10s managed themselves. Starflex did its thing independent of Eh Team, which in turn had no need to submit to the whim of Si Team or Cowbell. They set their own schedules, their own priorities, their own loot systems. As long as their overarching goals remained aligned with that of DoD's, they required no intervention.

The thought of potential 10-Man administration in Cataclysm gave me pause. Not many details were yet in stone, so I worked with what was available. The most recent reveal came a month earlier, providing insight into a concept the community referred to as downshifting. 25-Man raids would gain the ability to split into multiple 10s to further their progress. Additionally, the raid lock system would gain flexibility in that Raid IDs would be as tradable as Pokémon cards, freeing players to move from one lock to the next in order to proceed through the instance. On top of all of this, Blizzard clarified once again that while 10s were intended on being easier in Wrath, this was not to be the case in Cataclysm.

Piecing together a solution was difficult, as little of it made sense. Would it become commonplace for players to hop Raid IDs, exacerbating the potential for poaching? It certainly could! I would have to put rules in place to govern how the 10s interacted with one another, carefully outlining the etiquette for exchanging members without burning bridges. Would the 25-Man progression team start spouting excuses on "why aren't we just dropping to 10-Man to finish this?" Blizzard claimed the two difficulties would match, but would my most hardcore raiders be convinced? The 25-Man raiding rules would have to include clarifying text: "Dropping to 10-Man will not be considered as an option to overcome obstacles". I suspected many would secretly think it, whether told or not. The one thing players were good at were giving me reasons to doubt their alignment with the guild -- so much so, that an entire rule was crafted to shutter the lack of common-sense.

None of these changes (and their to-be-determined solutions) spoke to an undeniable fact: as long as loot/rewards remained equal, the 10s would forever undermine the work that was being done in the 25. I already learned this lesson when adopting The Five Dysfunctions of a Team into Why Raid Teams Fail. Two different levels of contribution with one set of rewards produces resentment, hatred, in-fighting -- all viruses to team health. Yet, this is what I was facing. Preference A vs. Preference B. Old-schoolers vs. scrubs. The personable vs. the awkward and anti-social. The rep-grinders vs. the altoholics. The gamer mentality vs. "I prioritize real life first!". Solutions vs. Excuses. The melding didn't strike me as an incredibly alien concept -- it happens in the real world all the time. When it does, the results often end so predictably bad, it's a running joke in professional circles. Alignment seemed nigh impossible; a stretch, at best.

So...set a new rule to cut that 10-Man cancer out before it spreads? Or become the cliché mirrored in corporate America?