Showing posts with label world of warcraft. Show all posts
Showing posts with label world of warcraft. Show all posts

Tuesday, July 9, 2013

3.17. Blizzard's Second Mistake

Concept Art for Thaddius
Copyright © Activision/Blizzard

Raiding Under Duress

I was wound up like a Warp-Spring Coil.

We had been making a concerted effort to wrap up Heroic: Glory of the Raider before the patch obliterated any remaining opportunity. The entire raiding landscape had changed, and we were now accustomed to the changes Blizzard had implemented. In days gone past, we would spend weeks and weeks on a single boss, practicing a mechanic, wiping, running back, repeating the process. All of that was gone. Now, an entire instance could be cleared in an evening. And, unlike many of the despondent players who felt raiding was now a lost cause, we had deciphered the subtext to establish purpose -- it was no longer about clearing an instance, but about the way in which you cleared it. Do it normally, and you impress no one. You get in, you see the content, you get out...end of story. Do it under extreme conditions, however, and the prestige of achievements, mounts, and titles will rain down on you, restoring the glory you once attained in Vanilla or TBC. So it was written by Blizzard, this would be the way in which raiding could be delivered to both the casual and the hardcore. We got the message, loud and clear. We embraced it.

But while the "new way" was a realistic solution to reducing the difficulty curve of raids, while at the same time retaining a degree of challenge and accomplishment associated with raiding, Blizzard's implementation fell short on this initial pass. In order to achieve this aforementioned glory, a shopping list of meta achievements had been provided to us. Scratching each one off the list meant we were closer to cooking up the final masterpiece; each item pushing our team to play harder, more disciplined, more efficiently. These meta achievements would combine like an 80's Transformer to form a mega ultra-achievement, which would devastate any who would challenge our ability.

But the recipe wasn't entirely accurate. There were a few rogue ingredients on that shopping list.

In an attempt to provide us with a finite list of meta achievements to challenge our raid team, Blizzard asked us to break our raid team apart. The goal was to test our mettle under duress -- could we pull it off with less DPS and less heals? While their intent was clear and execution was straightforward, these achievements had the side-effect of reducing our time on The Immortal, an achievement we'd need all 25 players present for. Neither of these obstacles would've been a huge concern, except for the fact that that Blizzard also decided to implement a hard deadline on Heroic: Glory of the Raider, stripping it (and its rewards) from even being attempted once 3.1 launched. To add insult to injury, this achievement would be a test that was realistic in theory, but unrealistic in practice, as it wouldn't take into consideration failures of a technical nature: computer lock-ups, server instances becoming unavailable, internet provider latency, and bugs in various boss mechanics.

Most importantly, The Immortal had severe social impact on the player that failed it. Humans make mistakes.  While each player has his or her own accountability to consider for, the ramifications of failure were dire. I took a small amount of pride in the fact that Descendants of Draenor strove to raise the bar in how we treated one another, but under the stress of continual mistakes week after week on something so subject to chance, even we were not immune to losing our tempers and pointing fingers. In a game that was equally dependent upon skill as it was on social interaction, it amazed me that the ramifications of Blizzard's design seemed to not consider for social impact. It was as if they assumed all guilds worked together in complete harmony, patting each other on the back after stumbling, cheering each other up after every failed attempt, every mistake.

Blizzard had an incredible amount of insight into the big picture of the game, so why did they seem to have no insight into the big picture of how people interact while playing it?

Concept Art for Thaddius
Copyright © Activision/Blizzard

The Late Buff

It happened during Thaddius.

I wish I could tell you that it was a blur. That memories were hazy. They were neither. I remember with vivid, painful clarity the events that unfolded that evening, the night I was responsible for botching The Immortal. Hours earlier I had updated an add-on, DoTimer, which I watched for buffs and debuffs. It apparently didn't matter that Deadly Boss Mods blasted a gigantic alert across the middle of the screen, telling me that polarities had changed -- I was hyper focused on my DoTimer buff / debuff window. I'd even go so far as to say I was tunnel visioning onto that debuff window. And for reasons that escape me, DoTimer chose to handle debuffs differently that evening -- and the blame rested solely on my shoulders. In a moment of confusion, when the debuff didn't show up in the exact place on my screen I expected it to, I panicked. All other extraneous data had been long since tuned out. It didn't matter that there was a Deadly Boss Mod alert blaring away, flashing the warning that I had gained a new polarity and needed to shift my position.

Oh, I figured it out on my own...about a half-second too late.

The mixed polarities lept from me to my group, killing a caster in the process. I yelled out into Vent in frustration and anger, "It was late! It was a late buff!!"

In that instant, I'd sealed my fate. My quote would be chiseled into the plaque at the base of my toon's statuette, a trophy to follow me and my great accomplishments for as long as we raided together. Bosses whose names we'd not yet learned would kill me with great pleasure, and I would die from making a split-second decision too late. And each and every time I fell over dead, I would be sure to hear a round of laughter after a player repeated back to me that fateful quote.

"Ah, Hanzo. Don't worry about it. It was a late one!"

This was my reward for attempting to push my raid team to perform at their peak and be proud of what they accomplished together. It had nothing to do with them. It had everything to do with me.

Mature assists members of Descendants of Draenor
with the completion of "Subtraction" (10-Man),
Naxxramas

Getting a Spanking


When Blizzard sits down and designs their game, they possess a level of knowledge and insight into the mechanics of the game far beyond that of a player; the evidence is all around us: on forum posts, at BlizzCon Q & A sessions, even on public blog rants. Players complain about misunderstood mechanics and bizarre design decisions, which ultimately translate to how they feel they're not being treated fairly. A player will never possess this level of insight. They'll only have their own observations and DPS simulations to guide them; a narrow pinhole casting a miniature shadow onto the landscape. This shadow fades further when fueled by a player's own emotions and how the game makes them feel. When they win, they feel great -- losing (unsurprisingly) has the opposite effect.

But what separates the wheat from the chaff is how a player deals with loss. Today, it's common just to jump on the forums and spew opinion as fact to justify why a player feels unfairly treated. Real gamers, however, don't put up with losses. They push another quarter into the machine and go again. They don't give up, they don't make excuses, they just keep going until they win. Practice makes perfect, after all. Blizzard should know this, because they are gamers themselves; they make the kind of game they would want to play. So, they should know that nothing frustrates a gamer more than taking the controller away, like a parent punishing a child for being on "the Nintendo" too long. Removing the achievement was a leather belt across the bare ass that Blizzard had no business delivering.

The design of The Immortal was rife with problems. Technical failures aside, the approach of an all-or-nothing raid execution was short-sighted on Blizzard's part. Randomness exists in games; Blizzard knows this and they also know that statistics dictate random events will generate streaks over time. Just as a guild complains they are seeing the same loot over and over, so too, can a guild be the victim of streaks of bad luck in boss mechanics and execution. Judging a raid team on their "luck with a streak of random shit", the achievement itself isn't a measure of raid skill at all, but rather, how lucky a raid team is with that week's  roll of the dice. Misinterpreting what the achievement was qualifying and insisting that it remain a meta for Glory, and then removing our ability to continue to plug away at it...was Blizzard's Second Mistake. And, like their first mistake, they never repeated this again.

Could we have done it, given a bit more time? Perhaps. We had a number of players execute the 10-man equivalent, The Undying (myself included), but the degree of randomness was reduced -- as are many raid mechanics when lowered to 10-man quality. Bosses don't have as much health, don't hit as hard, fights don't last as long -- ultimately, there is less time to die.

Do I feel an achievement like The Immortal belongs in World of Warcraft? Oh, absolutely! Raiders need things to strive for, to achieve, badges to wear as they march down the streets of their respective home city. But should it be representative of a set of 25-Man raiding achievements, all of which are a reflection on the cohesiveness of the team?

No.

The Immortal stands alone, apart from the metas which comprise a "Glory" achievement, reflecting a player's capacity to get a good roll of the dice one week. A week in which no single player in their raid suffers no server instance crashes, has no add-on changes to adjust to, experiences no internet outages, has no cat jump onto their keyboard, or has to raid the night they're sick with the stomach flu, turning away from a heal just long enough to blow chunks into a bucket sitting beneath their keyboard tray.

In theory, players should never have any technical problems or experience any random events of chance that a split-second error in judgement ends in the failure of their entire team.

In reality...people die.

Tuesday, June 11, 2013

3.9. Outselling The Competition

Mature sets his title to "Twilight Vanquisher"
after completing The Twilight Zone,
Dalaran

Comparative Pricing

How do you become the "Top Guild on the Server"?

Is success measured by the design of the guild's spectacular website? What if players can't be bothered with a site (or don't know how to set one up), then maybe the lack of a website is more enticing. The ability to communicate and treat others with respect and maturity could be a good measure, but mutual respect could also be the exact opposite of what a player wants. Maybe they are introverted and don't want excessive communication, and prefer to be left alone, speaking only when a very specific question arises. Perhaps a reflection of the guild's goals and ideals, then, and how they approach the discipline of raiding (or PvP) is what floats a guild to the top. Maybe the top guild on the server demonstrates fantastic discipline! But, what if you don't want that? What if you thrive on trolling and griefing, and after a hard day at school or the office, the only comfort you get out of life is ganking noobs as they quest in ignorant bliss? Maybe the top guild on the server is the definitive griefing guild, and you salivate at the mere mention of being a part of that. Maybe I'm overthinking this...perhaps it is simply a measure of size. Yeah, that must be it. The top guild on the server must be the largest, no question about it, the top guild on the server is the largest...

...or...is it the smallest?

This philosophical question spent time in general chat nearly every day that I played WoW. Someone always wanted to know who the "top guild" on the server was. And you'd often see the same patterns of names fly by. After a smattering of comedians spammed their own unknown guilds as an answer, trends typically started to show up. During Vanilla it was Depraved; around The Burning Crusade, it became Pretty Pink Pwnies. Occasionally, a troll would spam support for the Alliance, and we'd see guilds like Inertia or Costa show up. In an anonymous medium lacking moderation, the various responses I read often boiled down to the same opinion:

"Our perception of the top guild on this server is the one that's furthest progressed in raids."

Conveniently, that answer didn't speak to how those guilds carried themselves. Some were comprised of genuinely cool people. Others set the standard for a new level of douchebag. In many cases it was a melting pot; a guild with good intentions containing bad seeds, and the only differentiating factor between guilds was how askew their decent-to-douchebag ratio was unbalanced. Whether arrogant leadership led timid yes-men (and yes-women), or officers with a moral compass led a gang of hoodlums, the variety of guild options on Deathwing-US was anything but. Yet the one consistency that remained was the continued perception of the most coveted guild on the server being a measure of their dominace in PvE.

I knew what I was up against on a daily basis; my reminder scrolled up automatically through general chat. Chuck Norris jokes, insults, political arguments, profanity...all arbitrarily intermixed with raw demand. Smithies looking for work. Need help running this Heroic. Need help with this one quest, hey can anyone tell me where Mankirk's wife is? Where do I turn in these tokens for gear? How the hell do I get back to Orgrimmar from Dalaran? Hey, how do you get that bizarre mount? Hey, how do you get that title?

Hey. What's the top guild on this server? I am LFGuild, thx.

"Enigma"

"LOL its Enigma"

"Top guild si Enigma, tlak to Fraya"

I knew what I was up against.

Fraya stands among Kerulak and other various players
on Daetwhing-US, after defeating Emeriss,
Ashenvale

Market Leaders

Fraya had been on Deathwing-US since the early days of WoW. We had bumped into him several times since Vanilla, where his time was mostly spent in Admonished Prophets. My ex-warrior officer Annihilation clocked the most time in Fraya's presence. According to him, Fraya was a good kid, loved to PvP on his druid, and had helped us out killing world bosses like Emeriss and Azuregos, back in the day. By all accounts, Fraya was good people. We even tried to nab him a couple of times, but no...he respectfully declined. Said he had big plans to start a raiding guild. Wanted to make a name for himself. See how far he could push a team into progression. And soon after the release of Wrath, we saw what he was up to: the guild name Enigma started to spread quickly throughout the Horde community on Deathwing-US. As promised, Fraya would be making a name for his new guild, and I had every reason to be concerned. Depraved had poached players from me during Vanilla without giving it a second thought; the same was true for Pretty Pink Pwnies during TBC. But back then, my attitude was one of disbelief, shock, disgust, surprise. How could another guild treat us like this? Weren't we all in this together?

It doesn't work like that. Not on Deathwing-US.

In the business of building a raiding guild on this backwater server, you take what you want. I'm often curious what the general feeling is on this topic for European guilds; my locale limits me to being exposed only to the North American servers. Perhaps a mutual respect exists on a handful of other servers here in the US of A. At least as far as Deathwing-US is concerned, guilds treat each other like Corporate America treats greed. There's no honor among guild leaders; hell, I'd be surprised if any of the guild leaders on Deathwing-US even knew who I was...or cared!

But I wanted to know them.

In the corporate world, public relations and ethics are barely enough to keep people virtuous. Pretend for a moment that you are completely protected by a thick shell of anonymity, free from the repercussions of doing whatever the hell you want, saying what you want, and acting how you want. Nobody's hand can be held to the fire, because nobody knows whose hand to force into the flame. Now, surrounded by that lack of a moral code, more and more join in with that behavior, one gigantic hive mind of douche.

Well, now you have a general idea of what it's like to be a raiding Guild Leader.

We touted ideals and morals in DoD, and four years in I had a pretty good handle on setting the standard behind our walled garden. My guild had made a name for itself, helping each other without being asked. They'd go out of their way to be respectful to players in other guilds, no matter how ignorant a response they got in return. A strategy I particularly enjoyed was killing trolls with kindness; responding to players that had gone way overboard in the what-is-appropriate department with hugs, apologies, and bubblegum candycane hearts. It only drove them into a greater fury.

I loved that.

Behind the scenes, I kept a close eye on the competition, because I knew how the "game" was being played on our server; rules of engagement were non-existent at best. The grand majority of players I brushed shoulders with would never see my website, never read my rules, never once get to know me or my guild, and learn about our ideals or values. They would never come to see how we tried, every day, to separate ourselves from the herd.

...and they couldn't care less.

The only exposure to Descendants of Draenor they'd ever see were those things right in front of their virtual faces: gear, titles and general chat. I already committed to keeping my opinion out of general chat (and compelled DoD to do the same), so that left me with only two concrete selling points. For the masses, I hoped to impress upon them our degree of progress, reflected by what we wore and the titles that displayed next to our name. If they happened to see us flying a coveted mount, it would be icing on the cake. Then...and only then...could I hope to make a pitch on exactly why it would be lucrative for them to choose Descendants of Draenor over another hardcore, further progressed guild:

Perks.


Mature chats with Beercow while
Scruffiebear converses in guild chat,
Argent Pavillion

Added Value

Hardcore raiding guilds were known for keeping a short leash on their raiders, and this included the raiders' individual schedules. Guilds competing for world-first and server-first titles were expected to clock long hours, raiding many nights per week. We couldn't compete with that. We had jobs, wives, kids, responsibilities -- all the wonderful things that like to jam the gears of a hardcore raiding machine. We had to sell that deficiency as a perk. Rather than force you to raid inappropriate hours during the week, we'd give you the option to maintain a more flexible raiding schedule. In order to make this happen, I made it a rule to handle the rotations myself and work very closely with the players to accommodate their schedules. Various guildies were notably concerned about my heightened expectations in our updated Wrath rules, but I assured them I would do my very best to make the schedule work.

One raider in particular, a feral druid named Beercow, expressed his concerns to me over IM. He desperately wanted to be a regular part of the 25-Man progression team and earn his way up to the "Elite" rank, but felt stifled by the fact that there was no room to consistently bring him in the tank role. Beercow was an old-school veteran of DoD; he had raided with the 40-Man team on his warlock Kragnl. After taking time off for TBC, he returned to consume content with us in Wrath. Players that helped us get where we were today held a special place of importance in the guild. Hence, it was important for me to find a way to carve a spot out for him in the raid roster. Abstaining from trying to convince him to play something we needed, I fished out another interest: Enhancement Shaman. I saw a need for that role and told him he'd easily be able to prove his Elite potential by choosing that unique position and sticking to it. He obliged, and Beercow -- now Bheer -- became the only regular enhancement shaman we saw week-to-week in progression.

Another player I made allowances for was a long standing player in DoD, one who had become a regular face in progression and was a player we all knew by many names. He had a multitude of characters on his account, and fashioned himself a PvPer at heart; he had spent many late nights cruising through Alterac Valley, Arathi Basin and Warsong Gulch with some of our other veteran PvPers like Neps and Annihilation. He jammed his foot in DoD's door via his brother, the warlock Ouleg (also a PvPer) who had been known to contribute to raids from time to time throughout TBC. Ouleg never demonstrated to me any real significant amount of loyalty to the raid team. I recall nights that we would wipe incessantly in Serpentshrine Cavern, only to hear that "something's come up, I gotta go", and conveniently, Ouleg was gone from the raid. It was the general sort of douchebaggery I came to accept as par-for-the-course when leaning on our PvP crowd to wrap up a raid.

So, when Ouleg's brother stepped foot in progression, I set my expectations appropriately. On occasion he would miss sign-ups completely, or he would show up late and miss the raid invite, so I didn't go out of my way to weave intricate tapestries around his spot. But when he did bring a toon to the raid, whether it be his boomkin druid Scruffiebear or his shadow priest Aeden, that boy would unleash hell on our enemies. He was an unexpected sharpshooter, a hardcore player in every sense of the word, and yet, was simply a laid-back, fun-loving kid that liked to drink and party. He became the guild mascot, known by everyone and liked by all. Rather than call him by the many names of his toons, DoD simply referred to him by his name in real life: Ben. I did what I could to make room for Ben in the roster, as his jokes always kept the raid's spirits up, and his damage was nothing to laugh at. But, I didn't have high hopes that he would ever see a rank beyond "Raider".

While it pleased me to see returning faces and find ways to work them into the roster, some names required a bit more thought during consideration. I'm referring, of course, to those faces who left DoD under bad terms, the bridge burners. But were they bad people? Or was their exit strategy simply marred by bad circumstances?

How does a Guild Leader decide when it's OK to bring someone back across that burned bridge?

Thursday, April 18, 2013

3.1. Perestroika

Part III: Wrath of the Lich King

"It would never work, just as communism would never work in the real world, but if you look at it on paper, isn't it an excellent idea?"

World of Warcraft login screen, during the
Wrath of the Lich King ('09-'11) era,
Copyright © 2009 Blizzard Entertainment

The Restructure

In the summer of 2008, I had a lot to think about.

I built Descendants of Draenor from a group of people I used to play Quake and CounterStrike with, to a guild of hundreds. Over the course of both Vanilla and The Burning Crusade, the original ideals I set out for DoD evolved into two core goals. In Vanilla, my priority was to construct and grow a guild with other players of a similar, mutually respectful mindset. I accomplished this by building a solid core of friendly, helpful, skilled players. In turn, this catalyzed the assimilation of other guilds who shared that mindset. With a core reflecting my own ideals in place, we began to dabble in raiding. Initially, we saw impressive success, but it was haphazard and lacked focus. By The Burning Crusade, a second goal for DoD emerged: To make a real competitive push in endgame raid progression without having to maintain a hardcore schedule. We were working men and women after all, we couldn't be expected to raid until midnight (or later) throughout the week. I implemented changes during TBC to drive new behaviors surrounding raiding. We clearly identified the expectation of the raider, and what our unified goal was: the constant, consistent defeat of raid bosses, keeping pace with other hardcore guilds. I also stressed personal responsibility, compelling the guild to re-examine each player's individual level of contribution. Via these changes, we were able to maintain a two day per week raid schedule. It was this very schedule which allowed us to clear all of the content up through Black Temple, ending with an Illidan kill before he was nerfed in 3.0.

But there were other struggles beyond the schedule I had to give serious thought to. Players came and went in our raid rotations, and it frustrated the core players, leaving them stressed out. We had to retain a large pool of people to choose from, in the case that we had emergencies or last-minute-cancellations, and those fillers often left a lot to be desired. The disparity between player skill levels was vast. People coming and going also led to a decrease in overall raid performance. The "revolving door" of our guild also led to another issue: brand new players joined, raided, won items that my core had been working toward for weeks, then switched guilds the next day, effectively pissing off the entire raid team. Morale among progression was a roller coaster of highs and lows.

On top of all of this, my raid leader, Blain, had quit the game -- burned out from the exhaustion of having to deal with so many failed players, a cornucopia of excuses, and the lack of that "spark"; a willingness to simply cut out the excuses, pull yourself up by the bootstraps, and dig in to endgame content until it was farmed. When he joined DoD at the start of Blackwing Lair, my then-warrior officer Ater had warned me, "he's going to whip this group into shape, but he's not going to make a lot of friends doing it." Ater and Blain played together previously in Lineage II, and Blain had made a name for himself as being detail-oriented and focused on doing whatever it took to be the best. When he joined the rogues, they were the most under-performing group of players in my guild. He walked into our raid wearing gear from Zul'Gurub and Dire Maul, yet within minutes, Blain was not only destroying the other rogues in DPS, he was quickly shooting to the top of the entire damage meters. He went on to become my raid leader for the duration of Vanilla, broke briefly at the start of TBC, but re-assumed his role when it was time to set the raid team straight. He then held the position all the way through the death of Illidan the Betrayer. By then, nearly four years later, he was completely spent. Nearly four years of listening to "This is too hard", "You're such an asshole!", "Why are you pushing us into more difficult content when we don't have the items we need from earlier bosses?"...he was done.

I didn't want him to go, but I didn't blame him.

These were only the in-game issues weighing heavily on me. I had a family that I was putting on the back-burner, and a career that was stagnating. I had to give some serious thought to how I was going to run Descendants of Draenor from here on out. The person whom I looked to for general leadership and guidance, Ater, was gone; I was officially on my own. I took my summer vacation out at my Dad's farm in a town called Hudson Bay, Saskatchewan -- a speck in the northern reaches of the Canadian prairies. Here, hours and hours away from any metropolitan city, I could step out on the deck at night, look up, and see nothing but stars. I'd stare upwards and lose all sense of time. No noise. No distractions. I let my mind go blank. All the stresses of the world washed away. I didn't care about the problems at work. I wasn't stressed about my family situation. And, it goes without saying, the pressures of running the guild were gone. Finally, I was able to think straight.
Kerulak, my main during Vanilla
Shattrath City

Learning from the Past

While I contemplated the state of my guild and where I wanted to go with it, I explored new avenues to gain insight and perspective. I read "The Five Dysfunctions of a Team" by Patrick Lencioni, a fascinating tale of a failing company and its various employees, locked in a constant state of finger-pointing, stubbornness, and old habits. Although intended for the entrepreneurial crowd, I found an amazing amount of parallels between it and the difficulties I was experiencing managing a raiding guild. The book spoke to my plight so accurately that I paraphrased many of its concepts in a forum post that would help align the raid team during their preparation for Archimonde. Now on vacation, I returned to those notes, and re-purposed them into a new post entitled "Why Raid Teams Fail". In my post, I simply reiterated the same core fundamentals that Lencioni touched on. Instead of targeting a company and employees, my post was tailored for a WoW guild and its raiding members. I reviewed the forum post, and all at once, I had a path to follow.

This post would be the outline for my restructure.

Descendants of Draenor had been following the same set of unwritten rules I set forth since its inception in late 2004. Although we were still together and things seemed fine on the surface, there were cracks in the foundation. I had a raid team that, while successful, drained a massive amount of energy to manage and coordinate. I also had players of such vastly different skill levels contributing to raids that progression would stagnate for weeks at a time. This led to increased administration on my part, which forced me in-game for longer periods of time. I was pouring too much of myself in, and needed to balance my WoW time with my family and other external responsibilities. In order to accomplish that, I was going to need to refine and delegate. The guild would need a completely transparent set of expectations, unambiguous and unable to misinterpret. Every member would read them, confirm that they understood, and either meet those expectations...or be dismissed.

I reflected on the lessons I learned during Vanilla and The Burning Crusade, from the many individual experiences, players, and mentors that had come and gone. The highlights?:

Personally Oversee All Recruitment: The mass assimilation of guilds was a task I fielded solely during Vanilla. This granted me the luxury of first-hand knowledge of a person, and to go with my "gut" instinct when something felt right or wrong. This hands-on knowledge of people, in turn, was vital to the success of building a foundation comprised of guilds with similar mindsets as my own; it allowed us to make the leap to 40-Man Raiding. But in the course of TBC, I delegated much of the recruitment to my officer core. Each officer's opinion of a player varied too greatly. Thus, the pool of players that we expected to help us with raiding were suffered disparity. I solved this by personally taking on the recruitment process. All applications would go through me; there would be no more delegation of this task through officers. All invite privileges in-game were revoked. The public application forum (which often derailed into a flame fest) was locked. My guildies flaming n00bs during the app process went against everything I preached about being kind and respectful to fellow players and guilds. The open app process would come to an end. I would handle it from that point forward.

Everyone On the Same Page: "The Five Dysfunctions..." showed me that the team needed to speak a common language. The raid team's disharmony was sad and pathetic. It grew from (among other reasons) a generation gap; players in different age groups couldn't even agree upon the basic fundamentals. 38 year old players had a very different perspective on life than 17 year olds. If they couldn't see eye-to-eye on generalities outside the game, how could I expect them to form a cohesive team in-game? I imposed an age limit of 21 to diminish this generation gap. It wasn't about maturity -- it was about realignment.

Acknowledging Multiple Levels of Commitment: Ater taught me the value of acknowledging a player's contribution, and reminded me that players of different skill levels warranted hierarchical recognition. Players of poor quality fostered animosity among the team. Stellar players resenting foolish ones drained everyone's energy, and performance suffered as a result. Failing players could no longer be allowed to justify their behavior, and star players deserved priority over these mediocre folks. To solve this, I mapped out a hierarchy of ranks, each with its own requirements, rights, and responsibilities. Now, not only were there a clearly defined set of prerequisites that needed to be completed in order to set foot in a raid, players who exceeded them would be granted additional rewards and perks within the guild framework. Henceforth, two classes of player would be identified in the guild: "Raider" for general rotations, to come and go as they wished, and "Elite" for fixed rotations, whom I expected to be present every week, the rock stars of the team. The beauty of this solution was that the fixed rotation was perceived as a perk to the player, because they wanted to be there every week. And, by enforcing the attendance of the Elite, the overall performance of the team would remain high, instead of the sine wave of the past.

Elites Get 1st Round Bids: Players that treated our guild like a revolving door were murder for the progression team. Joining our team, gearing up...and then never setting foot in another raid again not only wound me into a ball of seething hatred, it flushed team morale down the toilet. I had a responsibility to provide some kind of incentive to keep stellar raiders returning to progression. In a somewhat controversial move, I introduced a change to our guild loot system, based off the aforementioned Elite rank. Players who gained the Elite rank by proving their consistent reliability and stellar performance would not only gain a guaranteed a spot in our raids, but would earn the option of a 1st-round bid, so that fleeting new members couldn't swoop in, bid and win the most powerful item in the dungeon, then hit the road the next day. This perk further incentivized players to outperform, and provided me with an additional layer of defense against cattledrivers; an in-joke we used when referring to top-geared raiders that suddenly left us high-and-dry.

Acknowledging Contribution Outside Elite: Not everyone that raided could hope to become Elite. Perhaps they weren't the greatest players in the world, or maybe not the most well-liked...but they still played a valuable role, and ought to be recognized for their efforts, even by contributing in some capacity without raiding. My vision of the new progression team would be comprised of a core of Elites, but it would be the Raiders (and others) that would allow us to continue to churn a rotation week-to-week, granting our members the schedule flexibility we committed to delivering. So, how would I recognize those non-Elites? I instituted the ability to earn a temporary "glory" rank for going above-and-beyond the call of duty, regardless of raid commitment. We would make a big deal about their contributions and assistance to the guild, both on the forums, and in-game with a special rank that granted access to the officer channel, even granting them temporary 1st-round bidding rights of the Elite rank, so that even non-hardcore players might be given a chance to shine. We'd name these players "Avatar".

Zanjina, my main during The Burning Crusade,
Black Temple

What Dreams May Come

The changes were significant. On paper, it read like an employee handbook. Was I going to scare people away? Would they look at this restructure, think it was some sort of joke, and walk away, pointing and laughing? I had to take a deep breath and make an important decision. Up until that very moment, my biggest fear was failure; that the guild would be seen as a laughing stock in retrospect, that we weren't able to accomplish anything of any value. I didn't want the entire four years to have been a waste of time and energy. My gut spoke to me again, much more loudly than ever before. So I stood out on my father's deck, staring up at the night sky in Hudson Bay, and listened.

It is time to come to terms with this.

There is a very real possibility that these changes will cause the end of your guild. You have to be willing to accept it. Prepare for it. And when that day arrives, be it tomorrow or years from now, you need to be ready to move on. No more excuses, no more crying about what was, or what could have been. When you are ready to accept the end of your guild, only then can you truly take a hold of that vehicle, and drive it as you always meant to. 

At the precise moment I realized this, I gained a new outlook on my ability to lead; I was overcome with a sense of confidence and direction. Once the fear of losing my guild was gone, all at once, the cloudy path ahead became crystal clear.

---

I returned home from my summer vacation, posted an announcement hinting to the changes that I had planned, and began to draft the first post that would pave our way: Who We Are, and Who We Are Not.

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.

Thursday, April 26, 2012

1.7. Tricks of our Trade

Kerulak gazes up at Ragnaros during
40-Man Raid work in Molten Core.

Fine Tuning

Raiding in Vanilla was unlike anything I had participated in throughout my gaming career. Just getting over the initial hump of requiring 40 players to be online at once, and coordinating their efforts in real-time struck me as somewhat of a miracle. Only once fireballs were flying across the giant dungeons, felling great behemoths left and right, did we begin to realize that we would need to proactively find ways to improve, even if it meant a tiny little little bit each week. These marginal improvements that we'd apply from week-to-week would infamously come to be known as baby steps, which was our only real weapon against the competition: other raiding guilds vying for bragging rights and new raiding recruits -- some of whom could easily come from our own roster. It was my job as Guild Leader to provide a raiding environment that was both fun and successful. Other guilds were doing the same thing, so I had to find a way to do it better.

In order to stand out amongst a sea of raiding guilds, Descendants of Draenor needed to collectively assess class role, ensuring that we would approach our raids with the highest level of professionalism possible. Other raiding guilds were failing by being extremely wasteful; they would send players into raids without knowing who should play which role, instead just playing “however they wanted”. By looking at some of the world's best raiding guilds (at the time) we discovered a fact early on. Each class in WoW had a specific role in raids, and in order to be effective, deviation from those predetermined roles wasn't an option. In many cases the choice was obvious: A Rogue, for example, is a class that leaps out from the shadows and quickly ends his foe's life with razor-sharp daggers or swords. In a raid, rogues play only one role: Melee DPS (Damage Per Second). Rogues fall into a "pure" category class, alongside Mages, Warlocks, and Hunters. They do one thing: kill bosses in the face until dead.

The remainder of classes in WoW, however, can play multiple roles. This is based on how they have their talent points applied (what we refer to as their Talent Specialization or "Spec"). A Shaman, for example, could be specced to hurl lightning bolts from a distance, making them a Ranged DPS class. Or, they could be specced to utilize two one-handed weapons up close, swinging them at their target with the fury of the winds, standing side-by-side with a Rogue. This style plants them firmly in the Melee DPS department. Alternately, they could spec a third way, remaining at the back of the raid, blanketing their friendly party members with a protective layer of spells which replenishes health and grants shields. This style of play falls into the Healing category. We refer to classes that can play multiple roles based on their talent specialization as "hybrids". During Vanilla, the hybrids of WoW were the Shamans (if Horde), Paladins (if Alliance), Druids, Warriors, and Priests.

Just Because You Can...

While multiple roles were available to the Shaman in a raiding situation, there was truly only one spec that was viable due to the way Blizzard had balanced each of the nine classes. The cards of fate revealed to me that Shamans were to play the role of a healer, nothing more. The raiders in Descendants of Draenor quickly assessed what their role was, and embraced it, and if they didn't, they would be replaced by players that did. To lead by example, I was the first Shaman to lay down my weapons, and take on the responsibilities of a healer. I began to spread this belief system across the raiders of Descendants of Draenor, so that they, too, would embrace their class's fated role. Many did without hesitation. Some, however, remained in denial. They had originally chosen their class because of the emotion it instilled in them when they saw the class tearing monsters apart upon the lands of Azeroth. Choosing a Druid, for example, may have spoken to certain players because of their ability to shapeshift, taking on the form of a Bear that was virtually un-killable, or perhaps to a Cat, entering stealth (like a Rogue) and sneaking up on a foe, tearing them limb-from-limb. 

Being told that in order to perform at your maximum capacity, you were to stay in the back of the raid and cast healing spells on your party, came as an awful blow to some. Once provided with this revelation, many threw up their arms in disgust and walked away from raiding. Others bit their tongue and played their fated role as was expected of them...but they did not enjoy it nor embrace it. This produced a large subset of players that were often performing at 50% or 75% of their maximum efficiency, and was a sad result of Blizzard's design we had no control over. Flexibility in class role would not come until much later.

There were ten bosses in Molten Core. With our raiders now playing the role cards they had been dealt, if we were diligent, we could get the first three bosses done in two hours. I thought our speed was reasonable, but at the amount of bosses in Molten Core, the reality of making an entire clear in one evening seemed unfathomable. We only had a few hours each week to make our attempts, and because we employed such a wide variety of players across North America, managing multiple time-zones and keeping players focused and awake left us a small window of time to execute content. There had to be a way to increase our speed.

As Kerulak finalizes raid invites,
Haribo announces healing assignments.

The Moment of Clarity

One night, I stumbled across a video uploaded by a European WoW guild called The Axemen, who performed a full clear of Molten Core in 1 hour and 30 minutes. After watching the video with mouth agape, I had a moment of clarity. Immediately, I sent it to my Warrior raid-leader, Ater, telling him we needed to crank our clear times up. He pulled the video apart piece-by-piece and began discussing it with the other Class Officers. The Axemen employed a strategy known as "Chain-Pulling": the raid is in a constant state of pulling trash and killing it...as trash is about to die, tanks are already moving into position to pull the next pack. We began to train our raiders to expect this kind of chain-pulling so that they were not surprised when there was little time to break, sit, drink...breathe. We pulled monsters non-stop.

In order to facilitate this chain-pulling, our healers (having a finite amount of mana) had to come up with new ways of maximizing their endurance. Previously, they could sit down and drink after each pack of trash or boss was killed. Our new chain-pulling methodology removed this as a viable option. As we pulled trash faster and faster, our healers slowly expunged their mana pools until wrung dry like a sponge. This reduction in raid healing cascaded into player deaths, which only served to slow us down further. My Priest officer, Haribo (named after the candy company) came up with the concept of "Healing Buddies" to remedy this situation. 

Haribo's idea was simple, yet elegant. Every healer would be paired with another healer. As we began to clear trash on our way to each boss in the instance, one "buddy" from each pair would perform heals on the tanks and raid, while the other just followed along, doing nothing. Then, as each of the first "buddies" began to run low on mana, Haribo would spam out a “SWITCH!” macro in a channel he created (unsurprisingly named "dodhealers"). This would alert the healers to swap to the other buddy in each pair. Now, the new buddy would assume the role of healing the raid, while the first buddy followed along, slowly regaining mana. This saved us from having to constantly stop at various times between trash pulls while the healers drank and regained their precious mana. With Chain Pulling and Healing Buddies in full effect, we were able to increase our boss kill count from three to five in the first two hours, killing Lucifron, Magmadar, Gehennas, Garr and Baron Geddon. If it were a particularly exceptional night, we could even fold Shazzrah, a sixth boss, into that two-hour block.

Raids were moving noticeably faster. As with anything you do in life, the faster you go, the greater the chance of making a mistake. Some players simply did not adapt as quickly as we had hoped; either they had computer performance issues that held them back, or they simply lacked the reflexes to respond at a moment's notice to an emergency situation. Players would randomly find themselves face down in the dirt, killed because of a simple mistake. No amount of "better play from other raiders" could help offset this. We needed a contingency plan. Additional research revealed many hardcore raiding guilds were utilizing "out-of-combat battle resurrection". This surreptitious strategy called for certain players to keep a healthy distance behind the core raiders doing the work on the boss. By remaining far away from the action, they would kept themselves out-of-combat, which granted them access to spells normally disabled during the raid. One such spell was resurrection: the ability to bring a dead player back to life. Resurrect spells were disabled in-combat to add a degree of ownership to the raid; simply rezzing the dead over and over throughout the course of the fight meant instantly trivializing encounters, allowing players to sloppily die in fire with no repercussions. Theoretically, it was a valid guard-rail to empower players to be accountable as a team. In practice, unsolvable latency-related issues leading to lag-driven death were not considered for. Out-of-combat battle rezzes were a reasonable-if-slightly-unethetical way to combat infrastructure mechanics for which Blizzard provided no legitimate solution to.

Descendants of Draenor clear their first raid
 in its entirety: Molten Core

Bearing Fruit

Employing a delicate mix of improvements, either self-created or shamelessly stolen from other successful guilds, resulted in a dramatic increase in our efficiency. We were able to defeat Onyxia (our first official Internet Dragon!) on November 21st, 2005, and were soon farming her regularly for better weapons and armor. Meanwhile, we continued to clear content in Molten Core, faster and faster each week, pushing deeper into the instance, collecting up the materials necessary to craft fire resistance gear; equipment vitally necessary to withstand the fiery wrath of Ragnaros. Then, on the fateful evening of February 10th, 2006, Descendants of Draenor returned to Molten Core, stood before the mighty Elemental Lord of Fire, and delivered a final, fatal blow, sending him back into the depths of Blackrock Mountain. I almost went deaf with the victorious screams and cries of forty players calling out in digital unison, piped into my headset via our Ventrilo server.

We now not only had a structure in place to facilitate an efficient raiding system, we had proof that it worked: an entire 40-Man raid instance was cleared. We were filled with excitement and pride, and as we strode through Orgrimmar, displaying our weapons and armor from the instance, we began to turn more heads and garner additional interest in our guild. This came at a pivotal time, as we would soon discover (as other raiding guilds had), the difficulty of Molten Core and the next instance, Blackwing Lair, were as different as night and day.

We were about to get a wake-up call. One that would require that addition of a single Rogue that would forever change the course of history in Descendants of Draenor.

Thursday, March 15, 2012

1.1. First Steps

Part I: Vanilla

"Gear doesn't make a bad player good."

World of Warcraft login screen,
during the Vanilla ('04-'07) era
Copyright 2004 © Blizzard Entertainment

The Gamer

Let me make something perfectly clear: EverQuest. fucking. sucked. I squandered four months of my life wandering Norrath trying to establish just what it was, exactly, that everyone found so "revolutionary". It looked awful. The game was brutally unforgiving -- death was unnecessarily punitive, wiping away days of experience. Investment was demanding, hour upon hour of tedious grinds in a less-than-exciting world, and the eventual payoffs were laughable, at best. Huge risk. No reward. I remember being up late one night, standing on a frozen plateau overlooking Everfrost Peaks, and thinking to myself, what the hell am I doing here? I've played this game for four months. I have nothing to show for it. I don’t know anyone online. I haven't met anyone in-game. I don’t know what my goal is. I've barely leveled at all (I was 21)...and I have absolutely no interest in pursuing this further.

EverQuest's publisher (Sony Online Entertainment) made the decision to cancel very easy. Every move they made was textbook of how not to treat your customers. Server crashes would result in massive losses of experience (and therefore, played time), yet no official ever stepped up, apologies, took responsibility, or offered us any kind of refund. Oh. Yeah. About that. We messed up. Tough shit. See you in game. SOE showed me truly selfish and shallow a corporate enterprise could be. When I closed my EQ account, I vowed never to play another MMO again.

Meh, I gave it a solid attempt, but honestly, MMOs weren't for me. I'd been playing video games since childhood, priding myself on my console collection. At its peak, I had a NES, a Sega Master System, a SNES, a Sega Genesis (plus Sega CD), a Turbo-Grafx 16, a 3DO, and even a NeoGeo. When it came to video games, I didn't fuck around. Fighting games were my choice du jour, back in the day, but honestly, I played a little bit of everything: platformers, racing games, puzzles, shooters, RPGs, hell I'd even play a sports game...if it was good. But I nerded out like nobody I knew. Instead of reading comics, I read video game manuals; instead of popular music of the day, I was recording video game music and listening to it on my walkman. Even the nerds that knew me were taken aback. I took this shit seriously.

As I left high school and headed to college, PC gaming...and a new genre...took over: FPS. First, it was DooM, and then with the discovery of the Internet at my local college campus, Quake soon followed. I built a Quake clan and had regular LAN parties that went until all hours of the morning. We played CounterStrike and Team Fortress until we couldn't keep our eyes open. It was at these LAN parties that I was first exposed to another genre of game: RTS.

Kael'thas confers with Lady Vashj after arriving in Outland,
Warcraft III: The Frozen Throne

The Gamble

I was enthralled. So much was going on at once, it felt like a human being couldn't keep track of it all...and yet, they did. I watched as my friends played Warcraft II games that culminated in massive attacks, collaborative defense, and tactical advances that slowly edge the game in their favor. It was too late for me to jump on the Warcraft II and Starcraft bandwagon by that time, so once I heard that Warcraft III was in development, I hit the books, hard.

Scouring online forums revealed a level of depth I hadn't really seen in a PC game. The expansiveness of the story, the characters, the plots...this was far more than a similar orcs vs. humans. I was continually stunned by the artwork -- the early Metzen and Didier sketches were so stylized and unique. There was never enough.

Every time I came across something new buried in the Blizzard fandom, I felt drawn toward the franchise. At the release of Warcraft III, I dove in, played through the campaign religiously, watched as the Humans continually ignored the pleas of Medivh about the return of The Burning Legion. It disgusted me. I watched as Thrall took the "bad guys" and constructed the Horde, built Orgrimmar, vowing to fight oncoming invaders. It invigorated me. I watched Arthas fall and become The Lich King; I watched Illidan hunt him while he himself was hunted by Maiev. I built small cities on the fields of Lordaeron, the red dirt of Outland, and the frozen wastes of Northrend. I did it all...and I wanted more.

So, when Blizzard announced their next entry in the Warcraft franchise...my heart sunk.

World of Warcraft? An MMO? Made by people who loved EverQuest?

I'd played video games my entire life -- and I knew what was fun; EQ was the very antithesis of enjoyment. And how that company treated their fans? Would Blizzard be the same? I was very uninterested in pursuing that experience all over again.

So, I had to take a very big gamble.

~~

World of Warcraft was released at the end of November of 2004, and I had no idea what I was getting myself into. My only previous experience in an MMO had ended in disaster. Once the chaotic servers stabilized after an insanely unprepared launch of the game, Blizzard went out of their way to apologize for the instability. I remember being surprised by this stance. What? A company that cares about its customers? Willing enough to accept responsibility for their lack of preparedness and even issue refunds as an act of good faith?

There were other little signs that World of Warcraft (and Blizzard) would do things a little differently. They took great pains to enforce appropriate names, and even had system built into the interface to allow the reporting of any observed names in violation of the rules. Wow. A company that gives a shit about rules...and actually enforcing them? For the sheer volume of trolls (the gamers, not the race) online, looking to push the envelope as far as they can in every opportunity possible, it was a nice thought to see a company attempting to care. But would they go the distance?

I decided to test this apparent integrity by getting into a routine where where I would catch shitty names, quickly /friend them (adding them to a personalized list of contacts in game), then report their inappropriate names to Blizzard. Then, I would sit back and watch. Sure enough, in less than 24 hours, I would log back in and see the person's name fixed -- renamed to something more appropriate.

Impressive! And...my condolences to "Loves2Sp00ge69". Sorry about getting your name changed.

It was, of course, because Blizzard was different. They did care. At one point, at least. But we'll get into that later.



Kerulak prepares to accept signatures for the
creation of the guild Descendants of Draenor,
Thunder Bluff

The Guild

So, there I was. Back inside a game I swore I'd never set foot in again. Well, I thought, if I'm going to do this, I'm going to set myself up for success. I'll play by the MMO rules, if that's what it'll take.

It became obvious, pretty early on, that I would have to band together with others in-game -- done by forming what is referred to as a "guild" -- in order to get anything accomplished. And creating a guild starts with choosing a name.

Names meant a lot to me; I felt strongly that the first impressions you get after reading a guild name would speak volumes about the folks comprising the guild. And although it might be a kick-in-the-pants to name a guild "FAILURES AT LIFE", I couldn't help but feel like it was a direct reflection of the guild mentality. I wanted my guild to attract a different type of player, one who shared my nerdy love of the Warcraft universe; who would read our guild name, and say to themselves "Ah, clever! Someone knows their Warcraft shit!"

I dug deep into the lore, looking for a clue. The gang of misfits I rolled with all agreed that we would take up the cause of the Horde and fight for the Orcs and their allies, since they were the ones to take a stand against The Burning Legion in Warcraft III -- we chose honor over hubris. Victory...or death.

Back in Warcraft III: The Frozen Throne, I remember that the Orcs came from another world, one now ravaged and torn by conflict. This broken, barren wasteland was referred to as Outland, but before its destruction, it bore another name: Draenor. It was this name of the Orc home world that struck a chord with me. What better way to identify with the cause of the Horde, originally driven by the Orcs, than to take the name which defined their origins? And with the Tauren, the Forsaken, and the Trolls aligned with the Orcs to form the "evil" faction in the game, the Horde carried on the tradition of those first Orcs that burst through The Dark Portal from Outland into Azeroth. We were the Horde, and we were their descendants.

And so it was, that on that day of November in 2004, we became known as Descendants of Draenor.

It would still be awhile before we set foot into the unexpected territory known as 40-man raiding. You have to crawl before you can walk. And for me, crawling meant not only leveling to 60, but ensuring each member of the guild did as well...without clawing each other's throats out.