Showing posts with label wrath of the lich king. Show all posts
Showing posts with label wrath of the lich king. Show all posts

Thursday, June 6, 2013

3.8. Changing of the Guard

"Portrait of a Tigole Bitties Wiping to
F@#$cking @#$ASDF@#$?&^%&!!1!1!"

The Troll

It was all over the MMO news sites: Tigole was stepping down from World of Warcraft. One of the visionary designers responsible for our daily addiction was moving to a secret project. Jeff Kaplan's parting post assured us his "partners in crime" were very capable game directors themselves; that WoW was safe and in good hands.

Calming anxieties and assuaging fears wasn't something Tigole was known for.

Tigole's farewell post smacked of Blizzard's modus operandi for public communications: always attribute the company's success to the team. There were no rockstars at Blizzard, because everyone was a rockstar.

I outline this, because it is a company ideal that runs contrary to Tigole's own personal beliefs.

Recruited into the Blizzard ranks by Rob Pardo, his guild leader in the EverQuest guild Legacy of Steel, Rob saw something in Jeff that translated to a winning strategy. Jeff had that magic combination of first-hand experience, design intuition, and gamer sensibilities. Back then, games like EverQuest boasted no more than a quarter million players at any one time. Whatever it was that held MMOs back from breaking a million subs, Pardo must have known Kaplan held the keys to unlocking. By adding Tigole's vision to the core team of WoW game directors, the competition would drop off the market faster than casuals drop off the Battle.net ladder.

From 2000 to mere months before the launch of World of Warcraft, "Tigole Bitties" posted updates to his guild's website on their raid progress, voicing his now legendary opinions along the way. Tigole 's posts were legendary in that they were peppered with profanity and spared no fellow guild member from shame. Each entry proudly boasted LoS's accomplishments in the EQ raid game (with an occasional nod to his then competition/now co-developer Furor, aka Alex Afrasiabi). Subtlety wasn't Jeff's strong point. What his posts lacked in subtext, however, were accounted for through his personal style that delivered its message with all the grace of a sledgehammer.

Patches weren't delayed, they were conveniently delayed. Bosses didn't lack loot, they dropped NOTHING. Fellow LoS members weren't guildmates, they were slacker guildmates too damn lazy to press the screenshot key. Venril didn't drop a staff_098, he dropped a shitty_staff_098. Gorenaire didn't kill you, he raped you.

Tigole wove a tapestry of sarcasm and entitlement with every post to LoS's homepage, but things got especially colorful when he turned his attention to EQ's developer, Verant:
"Now Verant...and I know someone from Verant will come across this...I don't know what you guys were smoking when you decided to stick a big ass dragon in one of the laggiest zones in the game, but whatever it was, please send me some of it to Tigole Bitties -- you have my home address on my registration. I'm guessing you guys were smoking some real good shit at the time."
"*Druids now have the ability to revive, feign death, backstab, and mesmerize mobs.  This was done in an effort to further Verant's Vision that we could create a class that can do everything yet still complain."
"Please Verant -- log in and send me a tell. It's obvious your Quality Assurance guys are far too busy making sure the fire beetle pathing in West Commons is working right to spend any time on one of the main mobs of your new expansion. LoS will gladly give you some QA time if you'd like to witness your programming at it's worst."
"Reasons of the Day to Say, 'F Verant'"
For a gamer, pretty standard stuff, really. Except with one difference: It was ostensibly the kind of stuff that was about to form the competition.

Mmm, Yes...Let the Hate Flow Through You

Tigole got into his element he channeled his rage directly at Verant's incompetence in designing an adequate video game. This fury was released in gradual outbursts over many months during his time in LoS, eventually culminating in a rant that exploded on their website in January of 2002:
"I know let's talk about Verant and maximizing the time of their expansion. Let's face it, VI needs this expansion to last a good long while. So what do they do? They add keys to get to uber mobs, thus slowing down the discovery of Luclin. That I can understand. In fact I like that notion. It seperated [sic] the men from the boys in Kunark with VP keys, and likewise proved who had their shit together in SoV with Sleepers. But in Luclin it seems, rather than having keys drop off of HARD mobs (a.k.a. EARNING your key to the next step), keys seem to be RARE drops off of RARE spawns -- thereby rewarding the Lucky and Unemployed. Now to add to this retarded idea of RARE drops (rather than drops off of HARD mobs) you have all you gimps out there who decided to passover the necessary key step to get to uber mobs and you fuckers exploited the doors. Well congrats on your awesome EQ FIRST, dumbasses, and as a result of your ub3r l33tn3ss Mages get a big phat dick in the ass nerf of CoH. And when CoH gets nerfed is it just the mages that get punished? Oh no, it's everyone. Stuck in traffic on the way home to a raid? Tough shit -- not there on time, you're fucked. Good fucking going exploiting dumbasses and good fucking going Verant for not having half a clue that if you put locked doors in people are gonna get past them. Here's an idea VI -- rather than nerf mages, how bout you go check on who's killing mobs behind locked doors -- look at their loot -- then see who has key. No key? Conquest their ass. Don't fuck the rest of us over because some lazy gimps can sploit a door. And for crying out loud, put keys on HARD mobs -- not rare drops on rare spawns. Are you looking to reward the skilled players or the lucky and unemployed?"
It should be pretty apparent by now where Jeff's gaming beliefs fell. Tigole was hardcore. Tigole loathed casuals.

If you're a gamer, you know this communication style is commonplace, and certainly not unique to a player clever enough to switch the letters of big ol' titties around. If you're not a gamer, your initial revulsion or hesitancy to accept anything this person has to say with any degree of credibility isn't incorrect. To gamers, especially the most hardcore kind, gaming is priority #1, everything else is noise. There are dragons to slay, after all.

That's the unfortunate thing about Kaplan's unique talents: gamers are proud to have someone like Tigole in their corner. They're authentic. They know what the hell they are talking about. Kaplan's vision for a better MMO world is a panacea in the eyes of gamers, but carries the unfortunate side-effect of painting us unflatteringly to everyone else. That vision is difficult for laypeople to spot, because it's hard to see past the nerd rage.

Public decorum notwithstanding, Tigole understood what MMO players needed. There was a pecking order in EQ where the strong survived and the weak were pounded into dust. If given the opportunity, you can bet Kaplan would reinstate that pecking order. His own words sum it up best:
"Basically, killing stuff was a PRIVLEGE [sic] not a RIGHT."
Tigole raided, slew internet dragons, and pounded his virtual chest on his guild's website, like any proud gamer would today. Buried deeply in that rage was talent -- the eye for winning game design, which Blizzard would readily accept.

But how readily would they accept his finesse with words?

The Cruise Director

The lack of a professional affiliation affords you some literary freedoms. Publishing a rant peppered with profanity and insults is no longer an option once you represent your employer. When you pull on the company shirt, pin the badge to your lapel, and go on-the-record, the days of speaking freely without fear of repercussions come to a screeching halt. You have to represent yourself with a degree of diplomacy and tact. Your emotions need to be checked at the door.

Once behind the wheel, the tables of irony were turned. WoW players flocked to the Battle.net forums with their own rants, giving Tigole a taste of his own medicine. His strategy was simple: keep all communication to a minimum. Stay focused on the design of WoW and let the ranters rant...which was probably a wise strategy. Who better to understand the ramifications of feeding the trolls than a troll himself? Getting into it with entitled players feeling like they weren't getting their money's worth might well be an exercise in futility.

Besides, Jeff understood the vision for WoW: some content simply wasn't going to be doable by everyone. Players were going to have to accept that and either put forth some real effort...or leave. The tears of players unwilling to make this effort rained down on his emotionless roof, washing down the gutter where they belonged.

By and large, this is how Blizzard curated the community in the days of Vanilla and TBC: strictly, and with little speculation on design. Tigole and his cast of Community Managers had no problem stating explicit facts or acknowledging identified bugs that would be fixed. This was WoW's cruise director in action, fixing what was broken with MMOs, and deflecting dissent with absence. In fact, Tigole's first public appearance on the forums didn't occur until late into Vanilla, as he went on public record to state that, yes, Blizzard was investigating a problem with C'thun. But demands for changes, particularly requiring an easing of the difficulty, fell on deaf ears.

Whether intended or coincidental, this reining in of whiners had a profound effect on the community. They remained at bay -- miniature troll fires sputtered and burnt out with no oxygen to fuel them. Research predating the advent of virtual communities has long since proven that it is very often the situation, not the individual people involved, that produce abhorrent behavior. A community without a tight grip on rules and moderation inevitably devolves into a cesspool of trolls and whiners. It isn't because those people are inherently troll-like or whiny by nature; they are simply placed in an environment that allows the behavior to spread like a virus. Blizzard controlled the behavior by ignoring it.

This strategy proved to be a double-win for Kaplan. By sticking to reporting facts, acknowledging issues, shying away from speculation and complaints, he kept focus on the design of WoW while simultaneously keeping Tigole Bitties in check. Meanwhile, the WoW community gained no opportunity to misbehave, learning quickly that their public freakouts produced no results. In the Vanilla era, raiders raided and casuals kept to themselves, and if either group were unhappy that the content was too difficult...this was the world's smallest violin, playing for you. Like a tantruming child left alone, the tears eventually dried up.

Still, he struggled with those early posts, the ones he felt compelled to respond to. You can see it in the forced restraint. It must have taken every ounce of energy just to write a measured response to a raid leader who felt the TBC keying was too difficult. World of Warcraft Game Director Jeff Kaplan "partially agreed, and partially disagreed." You can bet Tigole Bitties had a more colorful take prepped and ready to fire.

Tigole never believed that everyone was a rockstar. The gamer mentality he brought to the Blizzard design table assured gamers that the more they played...the harder they played...the more rewards they would reap. That "killing stuff" was not a god given right bestowed to every player that happened to plunk down a monthly sub. That if you wanted glory, you quit whining, got off your ass, and earned it.

Did his mentality change, somewhere along the way? Or did he suppress his long held gaming beliefs behind a public relations mask? It didn't matter. He was gone, and we wouldn't get the chance to find out.

Thursday, May 9, 2013

3.3. Wrath of the Lich King

"Lich King"
Artwork by Justin Currie

Checks and Balances

On November 13th, 2008, nerds the world over were greeted to the sounds of Uilleann pipes as their zeppelins and ships brought them to the ice-touched continent of Northrend. Alliance and Horde rushed out of their respective transport crafts, weapons in-hand and guild-chat ablaze with new life, as they explored the frozen north. Howling Fjord, a forest playing home to the giant Vrykul, viking-themed humanoids that extended their occupation north into the Grizzly Hills. Borean Tundra, a barren and unexciting valley playing host to the Lich King's various minions, as well as the now-hostile blue dragonflight; many players would come to refer to this zone as boring tundra. Dragonblight, a glacier-thick icy boneyard that the dragonkind inhabit at the end of their lives. Zul'Drak, home to the drakkari ice trolls and which now bore the undead stench of the Lich King's grasp. Remnants of Night Elf history lay exposed in the sparse brush of Crystalsong Forest. Looking up from the forest revealed the floating city of Dalaran. The Storm Peaks, frigid mountains climbing higher than any peaks previous in WoW, were a mountain range hiding mysteries of the origins of life on Azeroth -- clues to the Titans influence on the creation of the world (further uncovered in the unusually temperate Sholazar Basin). The Storm Peaks were also home to a dark secret trapped deep below the dwarven city of Ulduar. And of course, Icecrown -- the final zone in which Arthas himself had amassed millions of undead scourge, now bent to his will, as he surveyed our arrival from atop Icecrown Citadel.

Northrend was nothing short of epic.

Descendants of Draenor once again became a flurry of activity. Day by day, we logged on, greeted each other, and continued to quest, explore, and level to 80. I was well behind most other players, since Death Knights began their life in WoW at 55; I was fine with playing catch-up. Besides, I wanted the extra time to learn my class, get comfortable with the new mechanics of runes and runic power, and hoped to eventually consider myself an expert in the class. Meanwhile, I harassed the officers on a daily basis. How are thing progressing? Are you pinging players to update the Raid Slot Template? Is there anything we need more or less of? The officers responded with equal enthusiasm. The Raid Slot Template continued to see activity as people decided what role was best for them. I kept tabs on what we needed, and tailored my recruitment accordingly. As per my new rules, all officers were directed to guide new recruitment to me. If people wanted to get a foot in the DoD door, I'd have them fill out an application. After receiving the application via email, if it passed an initial screen, I'd set up a time to meet in Ventrilo, to have a more personable interview. This process worked extremely well: 9 times out of 10, I was able to turn away people right at the app process from not paying attention to the application requirements; if they couldn't read a simple "how to apply" post, I reasoned, what chance would they have in paying attention during raids?

The new DoD public / private tags in effect
(phone numbers are blacked out),
Icecrown Citadel

The New Crew

The roster grew, both from old faces returning, and from new recruits passing the audit. Familiar names we welcomed back included Kragnl, one of my original earlocks from the 40-Man Vanilla days, who had taken time off during The Burning Crusade. He was back and ready to raid once again, this time on his druid, Beercow. The Shaman brothers Gunsmokeco and Deathonwing returned, ready to find their place in progression, as did Wematanye and Mcflurrie. Larada, one of our TBC progression Hunters, whom was now acting as hunter officer, was back for more, as well as the warriors Jungard and Abrinis. Even Ekasra returned, now as the warlock Nestonia, having taken my advice to switch out of healing. And, one of the longest running mages in the guild, the infamous Turtleman, also returned to our roster, his love of doing ridiculous amounts of damage was rivaled only by his love of pizza and tacos.

Joining these vets were new faces: Omaric, a warrior who snuck in at the tail end of TBC, yearning for a spot in progression, demonstrated spectacular expertise with his class, and had a knack for keeping the guild amused in Vent with his many vocal impressions. Also joining us near the end of TBC was Lix the resto druid, who came to us by way of my former officer Annihilation; they had PvP'd together extensively and Lix wished to contribute more to raiding. Lix's hubby, Vrykolakas the warlock, would join the guild three months later. I acquired Riskers the start of October, a friendly, well-played rogue who would soon earn the nickname "Seňor Riskers". Also new to the roster was Arterea the priest, who was welcomed into the DoD community and playfully referred to as "The Blind Healer", who managed to play exceptionally well, despite his tendency to run around in random directions. We also welcomed Robmelendez, a warlock who pushed out damage that rivaled even Eaca's, earning him the nickname "Aggromelendez". The list of new names grew and grew.

But it was the curious application from an ex-hardcore raider that got most of my attention. His experience surpassed our own: He'd had previous experience leading raids in other guilds, and was himself a part of a guild that had achieved the pièce de résistance of TBC raiding: Kil'jaeden the Deceiver, final boss of The Sunwell Plateau. Sunwell's extreme difficulty curve was comparable to that of Naxxramas 40; an instance we only carved a fraction out of. Anyone who had cleared that content had my instant respect. But I often wondered, why us? Wouldn't that be a step backwards? As it would turn out, he didn't care about our progression at all; it was the respectful professionalism demonstrated to him by a guildy during a random 5-man dungeon that impressed him enough to apply. We hit it off immediately in the interview process. He was Canadian, so was I. He had a passion for getting raid content cleared; I was of the same mindset. He bore the casualties and war stories from raids past, I had my own bruises and scars to brag about. It was clear in my mind I wanted him on-board. His only request was to bring along his RL friend; I obliged. Thusly, Descendants of Draenor became home to two additional players: Cheeseus the rogue and Sixfold the druid.

The raid signup sheet for Dec. 7, 2008.
DoD begins WotLK PvE

No More Excuses

With the roster exploding from both returning players and brand new faces, I worked to streamline the process of getting the guild to know one another. Our roots grew out of a family-based mindset, and I wanted that to continue. To encourage and facilitate communication between these old and new guildies, I instituted a simple change to the in-game guild listing. Previously, public and private tags maintained no consistency or held any function; officers would sometimes put random jokes in people's tags, and sometimes even make underhanded "inside" jokes for only the officers to see in the private tags. Effective at the start of WotLK, I wiped all the public and private tags clean, and filled them out using the following system:

Public Tag:
  • A player's main character would read "Main"
  • A player's alternate character or would read "Alt of XX", where XX had to map to an existing character in the guild list.
Private Tag:
  • If a player was invited as a social app, a friend of a friend, this would read "Social of XX", where XX was another Main in the guild listing. This tied responsibility back to the inviter; if the person you ended up bringing into DoD was a douchebag -- you would have to answer for it.
  • If a player was a Raider (or intending to be one), their phone number would be entered here. This allowed the officers to be able to contact a player in an emergency, thus preventing a raid from stalling. Additionally, it gave them direction on whom they should start with: players with verified working contact numbers in their private note had obviously given a shit about raiding in the past, and therefore, should be the most appropriate to go to when fires needed to be put out.
Once these updated guild notes were in place, I was able to point players to the roster in order to figure out the answers to questions like "Hey, is XX on?" Now, the guild was empowered to check on their own. Strike one thing off the administration list. When it came time to start raiding, what if we had a no-show? What if someone was stuck in traffic, or perhaps we lost connectivity with them mid-raid? Who would we call to replace them in a pinch? The officers had the tools they needed to pop open the roster, scan the list, find appropriate replacements, and phone or text them immediately. The admin load continued to lighten.

When the day finally arrived that we had a large enough roster to move forward with, I circled back with the officers, and started plugging a schedule into our signup sheet. Meanwhile, the officers assisted me in vetting these players. We would check their gear, run 5-Man heroics with them, get a feel for their eligibility into progression. Once comfortable, the Guildy was promoted to Raider, and directed to the signup sheet. I also began posting initial information regarding the new raids: Obsidian Sanctum, Eye of Eternity, and our old favorite, Naxxramas...now re-designed to favor a 25-Man sized raid. I kept the Raiders honest by invoking a new feature I plugged into our forums: raid strategy posts were flagged as required reading; the forums would physically prevent you from doing anything else until you read the topic. No longer would I have to listen to the excuse of "Oh, I didn't know I wasn't supposed to stand in the fire!" -- a Guildy wouldn't be able to sign up for raids unless their account had been promoted to Raider...and once they were a Raider, the forums would ensure they saw required reading posts.

In short, you wouldn't even be considered for a raid rotation unless you were a Raider, and by being a Raider, I knew definitively that you had seen our raid strategy posts. Excuses were no longer an option. It was time for the progression team to be accountable for themselves.

I surveyed the roster, full of excited (and vetted!) Raiders, and felt the adrenaline pumping. It was official: We had a start date etched in stone, had a verified, qualified team to field the raid, and the excitement of new PvE content awaiting us.

There was just one problem: we had no raid leader.

Thursday, May 2, 2013

3.2. The Grand Reveal

Zanjina sees a bugged core houd pet at
the release of the 3.0 patch,
Shattrath City

Officers React

"So", I said, "any questions?"

Silence followed, as the new looting system began to sink in. What remained of my officer core at the end of TBC sat in a admin-only channel in Vent. The leadership roll-call consisted of:

Priest Officer Neps: Having been with us since the tail end of Vanilla, Neps rose to the rank of priest officer, taking over for Haribo. Humble and quiet, Neps spoke volumes with his healing ability in both raids and PvP; he was the type of person who would drop everything to help a complete stranger in need.

Warrior Officer Kurst: One of the older players, Kurst was a family man and recently became a father. He, too, dated back as far as Vanilla, acting as one of the most consistent warriors throughout our illustrious career. Kurst had recently taken the responsibility of officership at my request, after Ater's exit from DoD and WoW.

Warlock Officer Eacavissi: Eaca (pronounced "ekka") was a university student, pursuing a PhD in physics. He'd been with us throughout The Burning Crusade, and was the only reliable warlock in progression to speak of. Eaca had built a reputation for doing extraordinary amounts of damage -- so much that he would often pull mobs off even the best of tanks. As his impending fate stomped towards him, Eaca would exclaim "DPS HARDER!", an in-joke demanding the boss die before it reached the warlock.
 
Hunter Officer Larada: Larada had become a major contributor to DoD's progression throughout TBC, and with my previous officer Skarg retiring (taking his radio-quality voice with him), Larada became the next best candidate.

Paladin Officer Klocker: A funny and extremely well-played healer, Klocker stood side-by-side with Kerulak throughout our 40-Man career. His time in DoD surpassed all the other officers, prompting the guild to knight him "Sir Klocker".

Rogue Officer Blain: I knew Blain was already on the way out, as we had previously discussed. Nevertheless, I made a special request that he be present for the discussion.

Druid Officer/Number Two Dalans: I trusted the hot-headed, take-no-prisoners guild member to rule DoD with an iron fist in my absence; he had essentially become the guild's new main tank (post Ater), and had little tolerance of incompetent players. His treatment of Wyse remained especially fresh in my memory.

Vacancies remained in both mage and shaman officership. Goldenrod the mage exited WoW in frustration at Blizzard's handling of PvP and BlizzCon '08 ticket sales. And as for the shamans, I'd not yet come to trust anyone as deeply as Kadrok since his departure for Elitist Jerks; the role of shaman officer remained unfulfilled. Until which time that a suitable replacement made him/herself known, I unofficially managed the shamans (which meant I managed Ekasra), and the other officers ran their own ship.

...until today. 

It was the proverbial come to Jesus meeting, where all hands were on deck to listen in on the changes, provide whatever feedback they needed to, and then make a judgement call as to whether or not they were aligned with our new direction. As predicted, the officers got directly to the point, addressing what they felt was the biggest question mark on the list: loot.

50 DKP Plus

"So...certain people will get to bid on an item before anyone else?" asked Dalans.

"Correct", I replied.

"What's going to keep people from cleaning up and preventing noobs from gearing out?"

"The point is not to use 1st-round bids on every item that drops", I answered, "The point is: we're giving players...the really good ones...an opportunity to bid first. If an exceptional item drops. Part of this is going to be educational. We're going to get the raiders into the habit of learning when the appropriate time to engage in a 1st-round bid is."

"When do we figure out who gets these Elite promotions?" asked Kurst.

"We're gonna have a trial period, the first tier of raiding in Wrath. At the start, everyone will be on the same playing field. We'll watch signups, rotations, run damage and healing reports, see who performs at the top of their game and is reliable. Those are the folks who'll receive the first round of Elite promotions."

"Ah, OK...so everybody gets a shot at loot out of the gate, then", said Dalans. They're starting to get it.

"Exactly. From our perspective it's business as usual when raiding starts. Because we won't know, right? It's going to take time for some players to ramp up and demonstrate ability. Find out who the rock stars are. By the time everyone's fully decked out from that first tier, and we transition to the next, then the Elite rank will demonstrate its effectiveness. We're going to lose people...I'm planning on it. The difference this time around is that I want to make sure to protect the players that are in this for the long haul."

Blain broke his silence, "Do the Elites have to pay any special prices?"

"Nope", I replied, "they follow the same rules as everyone else." 

Suddenly, a bunch of voices all chimed in once with groans of concern. Blain spoke for them, "You're gonna have an inflation problem."

"Yeah," Klocker added, "if these 'Elites' pay no penalty for first rounding, and they don't go up against anyone else, they're going to sit on huge pools of DKP."

"Massive!" laughed Blain, feeding Klocker.

"Right...like we need any more reason for folks like Blain to hoard DKP."

I pivoted. "OK, let's talk this out. What do you all think is a reasonable minimum bid to get into the 1st-round?" Various answers shot out as the group weighed the pros and cons of each numerical value. Eventually, they came to an agreement on 50 DKP.

"Alright", I said, "I'll amend the rule so that if an Elite wants to exercise his option to bid in the 1st round, he'll have to start the minimum bid at 50." The officers in Vent agreed this was a good move to make.

Blain added a final note, "It's still not going to solve the inflation problem...but it'll be better." A few folks remained quiet. "Eaca, Larada...thoughts?"

"It's good. The changes are good", Eaca answered, "I think people have an incentive now to actually show-up and perform." Larada concurred.

"Neps, what do you think?"

"I think they're horrible and I'm gonna go join Pretty Pink Pwnies!"

Everyone laughed.

I breathed a sigh of relief; the officers were on board. Next up: revealing our intentions to the rest of the guild.
Uld the Rogue,
Darkwhisper Gorge

Frequently Repeated Questions

I obsessed over revealing my intentions to Descendants of Draenor so much that I mapped out my entire 'reveal' schedule in a spreadsheet. The plan was to slowly dole out bite-sized chunks over the weeks leading up to Wrath. I didn't want to overwhelm them. The reveal began with a forum post entitled Who We Are, and Who We Are Not, the intent of which was to realign our goals as a guild. If there was ever any doubt as to what we were here to do, that doubt would be gone by the time the guild had completed reading that post. No more excuses. No more "I didn't know that's what you meant."

Next, I revealed the age restriction, limiting new recruits to 21 years of age. Soon after, out came the new hierarchy of ranks, listing out every specific requirement that needed to be met. I made an effort to draw attention to the matching reward structure for each accomplishment, easing anxiety that no particular rank was expected of you. Participate as much (or as little) in the guild as you want to -- and you will be treated appropriately. After that, I revealed the new application process, concluding with the changes to raiding rules and how the Elite rank would be affected by them. Now that the floodgates were wide open, I funneled the rush of questions toward a forum topic, encouraging one and all to engage.

Initially, the discussion was heated. Many players began to express concern around the rigid structure. The officers swarmed into the forum topic and began to defend the changes I proposed. They voiced opinions on how many of our rules were simply "written down versions of common sense" things, to which I clarified, "common sense is something we've noticed a lot of players lack." Better to be safe than sorry.

"Do we have to become an Elite?" -- Absolutely not, no rank will be enforced. You play as you like, and based on your level of commitment, and you'll earn the appropriate rank that matches said level of contribution.

"Are Elites going to bid 1st round on everything?' -- No, they'll save their 1st round bids for important items, so that brand new players can't come in and take away your hard work in one raid night.

"Do I have to be a Raider to earn Avatar?" -- Not at all, players of all shapes and sizes can be great contributors to this guild, and we'll recognize all of the players that do so.

One by one, the officers and I put their minds at ease.

Do you hear that sound? That's 'buy-in'. It's working.

Indeed, it seemed like my once biggest fear, the total collapse of my guild, had been averted. On the contrary, players were warming up to these new rules and this new structure. With the officers and the troops both won over, it was time to lead by example once again.

I had to start by applying our new rules and vision to myself.

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.

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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.