June 30, 2007

Seriosity/IBM Report on the Future of Leadership

In the summer and fall of 2006, I worked with a technology start-up, Seriosity, in Palo Alto that was working on a project for IBM. IBM was interested in exploring how leadership in virtual worlds may or may not be different from leadership in the physical world (i.e., traditional approaches to fostering and identifying leadership skills and attributes). At Seriosity, I worked with a small team to explore leadership in MMOs via game-play videos, open-ended surveys, and many internal discussions as to what was going on.

The Seriosity/IBM report has just been released publicly and I’m glad I was a part of this project. I think many of the insights in this project will resonate with players' experiences in MMOs and also provide food for thought as to the future of corporate leadership.

Note that there are two reports. The shorter one is the report for IBM. The second, longer one is Seriosity’s full report on leadership in MMOs.

Posted by nyee at 4:22 PM | Comments (3) | TrackBack

December 2, 2006

Dealing with Dilemmas

Because of the sheer diversity of play motivations and the narrow communication channel, conflicts and misunderstandings happen a lot in MMOs, particularly in pick-up groups. For example, in World of Warcraft, what if the Priest wants to roll on the Warlock set piece? What if that Hunter looked like they just ninja-looted a Paladin plate piece? More often than not, there simply isn’t enough time to lay out the issues and talk calmly. In a recent survey, I asked players how they would respond in these kinds of conflicts. In particular, I was interested in whether there were any age or gender differences.

I created three conflict scenarios based in World of Warcraft. I chose scenarios that were plausible and yet did not have standard resolutions. For example, the question of whether the Warrior or Rogue should tank has a standard resolution and wouldn’t be an interesting conflict - it would be more of a knowledge test. Because producing such scenarios requires a sufficiently deep understanding of a particular game (and because I was most familiar with WoW at the time of the survey), I limited the scenarios to WoW and asked only WoW players to respond to the question set (1831 respondents altogether).

In the question set, players were asked to assume that the players mentioned were all players they had never played with before. The 3 scenarios were as follow:

You are in a high-level 5-man instance. The first blue BoP item drops about 20% of the way into the instance. It's a plate item with a +healing bonus. Everyone passes except for the Paladin, who rolls need. Surprisingly, the Hunter also rolls need. The Hunter wins the roll, and then apologizes, and claims they didn't mean to ninja. If the group voted at this point, would you vote for 1) removing the Hunter immediately from the group, or 2) keeping the Hunter in the group.

Your 5-man group is at the end of Scholomance. Darkmaster Gandling always drops a random Tier 0 class-specific head piece. In this run, the Dreadmist Mask (warlock set piece) drops - a blue BoP item. The only 2 casters in your group are a Warlock and a Priest, and neither of them has the Dreadmist Mask. The Warlock rolls need. The Priest (a shadowpriest) says that they are also building up the Dreadmist set because it has better bonuses for their build and would like to roll need as well. In your opinion, is it ok for the Priest to also roll need on the Dreadmist Mask?

You are about to start another 5-man Scholomance run. The only healer in your group is a shadowpriest and wants to stay in shadow form and heal via vampiric embrace as much as possible (switching only to normal heals when absolutely necessary). The Priest argues that this is the most efficient way to run through the first half of the instance. The Warrior argues that this is too dangerous. If your group voted at this point, would you vote for allowing the Priest to stay in shadowform, or 2) telling the Priest to switch out of shadowform.

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The response pattern across all three dilemmas was similar. Older players were more lenient than younger players. In the ninja-looting dilemma, overall 55% of players voted to remove the Hunter and the remainder (45%) voted to keep the Hunter. As the chart below shows, older players were more lenient - in the teenage range, 50% of players voted to keep the Hunter, while in the over 35 age range, about 70% of players voted to keep the Hunter. But the age difference really only appears in the over 35 age group. The average “keep” rate in the below 35 age group is fairly consistent. The ninja-looting case was also the only dilemma where a gender difference appeared. Women were more lenient than men (p = .007).

In the “set piece” conflict, overall 47% of respondents would have let the Priest roll for the Warlock set piece. Again, there was an age difference, and again, the only difference was in the over 35 age group who were more likely to allow the Priest to roll. There was no difference in gender in this scenario (p = .73).

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Overall, 48% of respondents would have let the Priest shadowheal. This dilemma produced the most interesting age effect. While consistent with the previous dilemmas in that older players were more lenient, there was a gradual increase in that leniency this time rather than a sudden spike in the over 35 age group. As the graph below shows, older players were more likely to allow the Priest to shadowheal. There was no gender difference in this scenario (p = .42).

What these three sets of findings show is that older players tend to be much more lenient than younger players when dilemmas arise in the game. Part of this may be because younger players tend to be more competitive and goal-oriented and prefer efficient teams where strict role assignments are kept, while older players are less concerned with pure efficiency. With regard to how men and women deal with conflicts in the game, the gender difference appearing in only one of the three scenarios is interesting. At first glance, it’s not immediately clear what is different about that dilemma. One possible explanation is that it was the only dilemma where there was an overt punishment choice. Perhaps this is something that future surveys will help clear up.

Posted by nyee at 2:30 PM | Comments (13) | TrackBack

Does Horde PWN Alliance in PvP? A Baker's Dozen of Possible Reasons

One issue that is often discussed and debated on the WoW forums is why Horde seems to outperform Alliance in BGs. In a recent open-ended survey, I asked players whether they observed this pattern on their servers, and why they thought this might be the case. While I was expecting players to offer a variety of reasons for this pattern, I did not expect the large number of explanations offered. What was interesting about these explanations was that they highlighted the different game layers (factors from inside and outside that game) that come into play in observed behavioral patterns in MMOs.

Consistent with the forum posts, many players felt that Horde outperformed Alliance in BGs on the server they play on. From the open-ended responses of 140 players, 16% either skipped the question or did not give a clear answer. Of the remaining responses, 66% of players felt that Horde outperformed Alliance on their server, 31% felt that it was about equal or the other way around. And about 3% indicated that it depended on the BG (i.e., Horde consistently won WSG and AB, but Alliance consistently won AV).

Of course, one could argue that this is a matter of perception rather than fact. And some respondents did in fact raise this concern.

I don't think this is true, personally. I suspect it's an opinion that's gained momentum as a perceived fact, regardless of any truth behind it. [WoW, M, 39]

I really don't think this is true although people think it's true or at the very least isn't true to the extent that people think it is. [WoW, M, 32]

On the other hand, the fact that so many players believe it to be true suggests that there’s something interesting going on, and that in either case, this is an issue that’s worth exploring.

Overall, explanations for this perceived behavior typically fell into one of four categories: 1) entry factors, 2) population imbalance factors, 3) game mechanic factors, and 4) psychological factors. What’s useful about these categories is that they provide a framework with which to think about in-game patterns in general - that for any given pattern, it is worth considering explanations in these four categories. And I think what’s most interesting about the explanations offered isn’t about the issue of BG performance, but that these explanations highlight the many different layers which social behaviors in MMOs can be produced and explored (for both game designers and game researchers).

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Entry Factors

Entry factors are about how different people choose to belong to different groups or factions in a game where this choice is offered. In WoW, one primary decision is in choosing between Alliance and Horde. The significance of entry factors is that they may create sustained personality or behavioral differences between the two groups. The most popular explanations for superior Horde performance in BGs fell into this category.

Alliance Attracts Noobs

Many respondents argued that players new to MMOs were more likely to choose Alliance because the character models more readily resonate with the “good guys” as portrayed in movies such as Lord of the Rings (i.e., human knights in armor and elven archers). And because new MMO players have less experience in raiding and coordination, the Alliance suffers from this in BGs.

WoW brought a LOT of new players to MMORPGs and many just went straight to Alliance because most people do not want naturally to be a bad guy. Experienced MMORPGers (who know that game/class/combat mechanics must be mastered, browse forums for tactics/add-ons, use TeamSpeak, etc.) are past that stage of 'I'll be a good guy and defend the Alliance against the Empire/Horde). Most, if not all, Horde I know come from that pool of vets. [WoW, M, 38]

Those who are new to the game will most likely roll a race that they can identify with, that would pretty much exclude any Horde class. Horde will tend to be veteran players. [WoW, M, 37]

The notion that more experienced players leave the Alliance for the Horde was expressed by several players.

Horde players are generally more experienced in the game than Alliance in every way. Most people start with alliance then switch to horde afterwards. The Horde players know the game better than the alliance. [EO, M, 29]

Alternatively, it is possible that most people start on Alliance side. At some point they want to change, and start Horde characters, and at this time they are much more experienced. So Horde guys have lower numbers but higher skills. [WoW, M, 38]

Alliance Attracts Younger / Immature Players

A related explanation was that Alliance attracts disproportionately younger or more immature players. Many of the arguments for why new players would be attracted to Alliance were repeated here.

The cause is generally younger players attracted to the 'pretty' characters. [WoW, M, 26]

It was presumed that the younger players had more interest in playing the 'pretty good guys' (they have the misconception that the horde side should be considered evil.) [WoW, M, 22]

It is this difference in maturity that some players attribute to the poor Alliance performance in BGs.

The Alliance tends to fall under the 'pretty' category, so we tend to get a bunch of people who care more for their appearance than for following orders and working as a team. They split up, disobey direct orders, refuse to join the raid, refuse to act as a team, and are, in general, self-centered. It has been observed even when they are in a raid group that they appear to have raid chat turned off and go their own way. They lack focus and discipline. Good groups are sharp, obedient, and have good leaders. [WoW, F, 24]

Younger people are not as mature and less likely to work together. On the other hand, Horde players tend to be older and more mature (and more likely to work together). Since teamwork is key in the BGs, the Horde is predisposed towards winning over the Alliance. [WoW, M, 33]

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Horde Attracts Hard-Core / Competitive Players

Others point out the flip-side of the equation - that players who choose Horde are likely to be more competitive and PvP-minded. Some respondents also argued that Horde players tend to be more serious while Alliance players tend to be more casual, and that these differences lead to differing BG performance.

Horde are the fighters, the 'hard' side, the underdogs, the tough ones. Alliance are the Elves, the 'pretty' ones, the side that most female players head towards. This leads to a more hardcore mentality on the Horde side and thus better BG play styles. [EO, M, 36]

My coworkers and I discussed it over the water cooler and developed a theory for a Horde personality that leads certain types of gamers to play Horde... and those gamers just happen to be better at and more inclined towards pvp. [WoW, F, 23]

The alliance portion of the game is admittedly easier to play by consensus of both players and designers. As such the alliance tends to draw a more casual gamer crowd who don't immerse themselves into the finer points of play as much as a 'hardcore' gamer. Thus when taking on more intensive tasks (especially bg's) horde players bring more developed skill sets to the table such as the ability to follow orders and how to most effectively play their class. [WoW, M, 26]

Related to this, some players argued that the Horde character models play to and attract a more competitive mentality.

Alliance is pretty. Horde is fierce. Players with that type of 'fierce' mindset are more prone to wanting to dominate other players, rather than just some computer-controlled mobs. [M, 17]

People choose horde are typically more aggressive players and the horde models match the appearance of aggression better then alliance does. [WoW, M, 23]

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Population Imbalance Factors

On most WoW servers, the Alliance outnumbers the Horde around 2:1 and sometimes as much as 3:1. As opposed to the entry factors that focus on how people choose to belong to different factions, the following imbalance factors describe more organizational reasons for why the faction with fewer numbers might be at an advantage. In other words, the following explanations are not tied to Horde or Alliance character models or appeal, but simply the effects of population imbalance in general.

Practice Makes Perfect

The crucial factor for the explanations that fall in this section derive from the shorter BG queues for the side that has fewer players. The higher the population imbalance, the higher the difference in BG queue times for the two different factions. Because being good at PvP is partly due to practice, the side that gets to practice more is likely to perform better.

The big number of Alliance players makes it difficult for them to get practice, while the fewer horde players get into a lot of battles and can hone their skills. The more balanced the horde/alliance population is, the less of a gap in skill there is, I think. [WoW, M, 27]

On our server, the Alliance outnumber the Horde at a factor of like four to one. In order to even get in to a BG, an Alliance player can expect to wait in the queue for up to an hour and a half, while the Horde queue's instantly all day. This means a few things. One, it just means practice. It stands to reason that people that get to PvP all day every day are better PvPers than those who get to do it five to ten times a week. [WoW, M, 37]

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Familiar Faces

But beyond the practice factor, the faction with fewer members also has a higher chance of the same members bumping into each other over and over again. This makes it easy to know who the good players are.

The reason Horde in general do so well as there are fewer of us so many of us have battled together before. We know who is good, how we play and can synchronize our fights. [WoW, F, 43]

Inside the Battlegrounds, you often get grouped with the same people or same groups of people as Horde, allowing you to learn each other's tactics better and know who to listen to, etc. On the Alliance, since there are so many people, I think that's harder. [WoW, M, 19]

This is particularly important for the emergence of known leaders in a situation where there is a very limited amount of organizational time.

This also means that the good leaders become *known*. When you only have a couple of hundred people who regularly play in the BG's on the Horde side you quickly learn who the good players are, who the good leaders are and so they get listened to. [EO, M, 36]

Facilitates Sustained Groups

One related point that should be highlighted is that the shorter BG queues also make it easier for PUGs to become sustained groups for the side which has shorter BG queues. On the Alliance side, queuing up as a group increases wait times, whereas this is not the case for the Horde. Thus, from an organizational standpoint, it makes more sense for a Horde PUG to stay grouped than it is for an Alliance PUG.

Because of insta-queue times, PuGs become 'groups' within a match or two. You leave and queue up again together. The mere fact that you don't have to waste the first 55 seconds of the raid trying to figure out who is going to start the group, how you are going to get invited, who's leader, etc. makes a huge difference. More than once I've just barely gotten in to the raid group and the horde are halfway across the field. However, on the Horde side, this isn't an issue. Moreover, once you are in a group for a few matches, someone can begin to emerge as a leader who can be trusted. Someone can emerge as a flag carrier. Someone emerges as a trustworthy healer. Working together eventually leads to you working together, if that makes any sense. [WoW, M, 27]

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Game Mechanic Factors

While population imbalance factors are not intrinsically tied to either the Horde/Alliance split, game mechanic factors hinge on specific aspects of being Horde or Alliance. But unlike entry factors which emphasize player personality differences, game mechanic factors emphasize advantages or disadvantages the two factions might have due to mechanic differences.

PvP Racials

Many players pointed out that Horde racials are better suited to PvP while Alliance racials are better suited for PvE. Thus, Horde characters might have an edge in PvP scenarios due to those racials.

First of all horde racial abilities COMPLETELY own alliance ones, you cant compare undead priests Will of the Damned racial (which will break any kind of stun/charm/fear) and Devouring Plague racial (another powerful damage over time spell) while at the same time alliance night elven priests get a most magnificent +1% dodge AND starshards which are simply UTTERLY useless. Orcs are semi-resistant to fear, humans have increased stealth perception. Tauren have warstomp (5s area of effect stun) dwarves have useless stone form. Anyhow, it all boils down to 'fear whoring', horde will always use several warlocks to area of effect fear alliance team, and while the entire alliance team have no control over their characters (which is game breaking in itself) they kill one by one by concentrating fire. Alliance has no means to counter this (you can use anti fear trinket only once in 5 min) and can’t do the same on the horde (horde have been made as fear resistant as possible). [WoW, M, 27]

Horde tend to get better PvP racials and Alliance tend to get better PvE racials. Fear Ward, for example, is a huge bonus to Alliance guilds attempting Onyxia, Nefarian, or Magmadar (raid bosses), while War Stomp is a very good PvP skill. [M, 17]

But Alliance is Better Geared From PvE

Among the players who disagreed with the Horde outperforming Alliance trend, many noted that on their servers this was due to the Alliance being better geared from PvE instances.

PvP rewards are harder to attain and take longer to get than PvE rewards from raiding instances, making it so that, generally, Alliance is better geared than Horde, since Alliance seems to be better for PvE content. [WoW, M, 20]

On my server it's pretty even, but only because the alliance is miles ahead of the horde in terms of PvE progress and gear. If 2 evenly geared and skilled teams faced each other I'd say horde would win as we have better PvP racials. [WoW, M, 18]

In other words, these players would argue that Horde racials may be more suited for PvP, but the Alliance ends up having more of an edge from their PvE racials because of gear access.

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Shamans vs. Paladins

Another thorny subject was the comparison of Shamans and Paladins (Horde have exclusive access to the former, while Alliance have exclusive access to the latter, but the expansion will change this). People who brought the two classes up tended to agree that Shamans are better suited for PvP encounters because of their burst damage and totem abilities, while the defensive abilities of the Paladin are less suited (except perhaps in WSG).

The other primary difference in PvP play is that offensive capability matters more than defense. The unique Horde class, the shaman, is far more offensively focused than the unique Alliance class, the paladin. The key to tactical PvP is to impair as many of the enemy as possible, and AoE effects like the Earthbind Totem are big guns. [WoW, F, 26]

Paladins are tank/heal hybrids which cant dish out damage on regular basis, can’t tank because in pvp there are no collision zones and paladins don’t have taunt abilities, and even if they did, these don’t work on player characters. Paladins regularly refuse to heal but instead completely specialize on damage. On the other hand shamans are designed as dps/heal hybrids which can dish out TREMENDOUS damage on 3 targets (chain lightning) , drop area of effect movement speed reducing totems and heal their team members while at the same time hitting with their axes for quite high damage. [WoW, M, 27]

Some players, however, did point out that they felt the Shaman/Paladin issue was overstated. Yet even in these cases, they agreed that Shamans tend to be more effective in PvP due to other related factors.

To a much much lesser, but still probably noticeable extent, shamans are more pvp-friendly than paladin. While the skilled shaman and the skilled paladin are probably equally good in pvp, the key word is skilled. The unskilled shaman is many times more effective in pvp than the unskilled paladin. [WoW, F, 23]

So many people cry about Shamans, but we on Horde side thought the Paladin a much greater support and group class then the Shaman. And to this day, I still agree this, having played both factions and currently playing the alliance faction, I still think that Paladins are greater then Shamans when they do their job in an organized group. [WoW, M, 19]

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Location. Location. Location.

And finally, some players brought up location or geographical explanations for the Horde/Alliance differences in PvP. Most of these centered on the layout of AV. The interesting thing was that there was very little consensus as to which side actually has an advantage.

AV, 3 different servers now, alliance almost always wins, regardless of organization. I believe the biggest reason for this is the differences in the sides of the map. The biggest one being the bridge choke point the horde has to deal with when attacking the alliance base. [WoW, M, 25]

The alliance are at a distinct disadvantage in AV. Not only can Horde get to Snowfall and cap there before the alliance can, it is also easier for them to get to the wolves for the wolf rider quests than it is for alliance to get to the rams. [WoW, M, 30]

In Alterac Valley, this might be due to the geographical advantage the Horde has at defending [offensive graveyards], there is no backdoor into most Alliance graveyards (SH can be taken from south and west, SP can be jumped from the back and assaulted from the south) (IB can only be taken from the east, FW is in an open field and hard to defend if you don’t have people respawning next to it). [WoW, M, 17]

This makes me agree with what some posts on the WoW forums point out - that these geographical differences end up being fairly balanced all things considered. But there was one unique explanation that one player brought up about starting locations that was fairly interesting. Instead of focusing on the BG geography, he focused on the starting geography of the two factions.

The Horde starter zones are arranged much better than the Alliance ones 'physically' in-game, allowing all three races to meet and fight earlier than Alliance. This is a very big deal. The Barrens is a lvl 10-30 hot spot where everyone in the Horde comes together to learn to play together. The alliance is more schizophrenic geographically and with respect to flight points and logistics. Honestly the Alliance players aren't forced to play in a really organized way until the Deadmines, around lvl 18+ (although most people go sooner). Also, and perhaps most importantly, the Horde have a lower-level instance to start in (lvl 13) and more low-level instances (Wailing Caverns and the one in Orgrimar I just mentioned, name eludes me atm). I can hardly count the Alliance's stockades in Stormwind, it is by far the worst and least enjoyable instance in the game. [WoW, M, 34]

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Psychological Factors

The final class of explanations are related to some of the factors we’ve seen already, but their reasoning is more psychological rather than organizational or due directly to game mechanics.

Taurens Are Scarier Than Gnomes

In terms of body size, the Horde size has a much higher average due to the normal sizes of the Undead, the Trolls, in addition to the larger size of the Orcs and the much larger size of the Taurens. The Alliance are on average shorter due to the Gnomes and Dwarves. One player had an interesting take on the psychological advantage of having a larger body size even though size in and of itself is not linked to any attribute or skill differences.

Personally I think its because of size of player models, It sounds dumb, but human nature if only subconsciously is frightened of large people/things. Imagine your an average sized character with 3 other average sized characters. Suddenly 3 giant Tauren warriors have charged among you and your 3 friends. So its 4 of u, vs 3 of them. Someone is liable to panic and fall back, just because the 3 huge guys suddenly among them gave them a start or made them worry. Now in the reverse your 3 medium characters and 3 gnome warriors rush in among you your going to look at the tiny guys and fight them hard and its very doubtful that someone will panic since gnomes aren’t exactly the most frightening of opponents. [WoW, M, 21]

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The Underdog Mentality

Another interesting explanation that several players mentioned was that the Horde fights harder because they typically are the minority, the underdog. While this explanation also hinges on the population imbalance, the reasoning is psychological rather than functional (i.e., shorter queue times).

Alliance outnumber Horde 4:1 thus Horde are used to being the underdogs and fight twice as hard. [M, 36]

Last time I checked I believe the Alliance population was MUCH larger than Horde. I almost think that it's almost forced the Horde players to focus more on teamwork and skill if they want to win. [WoW, M, 21]

I think the cause of this is because, population wise, Horde players tend to be outnumbered by Alliance players. So, Horde players tend to learn early on the value to assisting each other and working as a team. [WoW, M, 32]

Self-Fulfilling Prophecy

The final explanation argues that the observed pattern is merely the consequences of a widely-held myth that has come true over time due to a self-fulfilling prophecy. As we saw earlier, some players pointed out that this is a case of an assumption snowballing into a perceived fact.

I don't think this is true, personally. I suspect it's an opinion that's gained momentum as a perceived fact, regardless of any truth behind it. [WoW, M, 39]

But given that so many players believe in this stereotype, the assumption in and of itself may cause performance differences over time. If Alliance players who enjoy PvPing perceive the Horde as being better at PvP (regardless of what the underlying reason is), then they may decide to re-roll as Horde.

Now that the pattern seems to be firmly in place, many Alliance characters that are half decent get frustrated with always losing and so switch to Horde, thus reinforcing the existing imbalance. [WoW, M, 30]

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Ending Thoughts

Overall, players offered more than a dozen different explanations for why Horde characters may perform better in BGs than Alliance characters. As I mentioned earlier, what’s interesting here is not as much the BG performance per se, but the emergent framework that describes how behavioral patterns in MMOs may be produced from a variety of interwoven factors. While some players focus on entry factors and others focus on game mechanic factors, it seems that most of the explanations are plausible, and several probably contribute to the perceived phenomenon.

It would be nice to have the server logs and calculate whether one side has a BG advantage over the other, but it seems that this will be an issue that will be debated for a long time in that data’s absence. Of course, it would also be nice if we could somehow test and tease apart the explanations described here. But the mentioned factors are all so interwoven that it would be hard to isolate many of them. And while I have some past data that supports some of the explanations (e.g., Horde attracts more competitive-minded players), the strength of other explanations are far harder to ascertain. Given that several factors proposed hinged on imbalance issues, it would also be interesting to see whether the cross-realm PvP system has helped alleviate the practice issue.

But as I mentioned at the beginning of the article, I think this particular set of explanations warns against relying too much on one specific game layer to explain in-game phenomena, especially given the plausibility of all the explanations presented here. It probably isn’t just because of the game mechanics, or just because of the player personalities. Whether we’re talking about BG performance, leveling rates or “dominance” of different classes, or other parallels such as City of Heroes/Villains, it’s important to keep in mind the different layers of factors that may come into play to produce specific observable patterns.

Posted by nyee at 12:57 PM | Comments (48) | TrackBack

March 20, 2006

The Origin of Guild Leaders

[I’d like to thank James Scarborough who offered his assistance in coding the open-ended responses for this data set.]

As I was thinking about guild leadership, I became interested to learn more about how guild leaders become guild leaders. For example, are they more likely to be guilds they created themselves, or did they inherit or get the position later on. At the same time, I didn’t want to assume that those were the only two options. So I asked players who were guild leaders to describe how they became a guild leader in an open-ended format.

I received 231 responses altogether. For this data set, I’d like to thank James Scarborough who offered his assistance in coding the open-ended responses. Of the 231 responses, 173 could be coded as either “created myself” or “became guild leader after guild was created”. The remaining 58 cases consisted of responses where: 1) the response didn’t make it clear how guild was created, 2) the player helped create a guild that he/she later became a leader to, 3) the guild was created by two or more people, or 4) a missing or unrelated response.

Among the 173 coded responses, the majority of guild leaders (68%) consisted of players who became guild leaders of guilds they did not create. The remaining (32%) created their own guilds. There were no gender differences, but there were significant age differences. Older guild leaders were much more likely to have assumed leadership of a guild they did not create, whereas younger guild leaders tend to have created their own guilds.

This suggests, to a certain degree, a life-cycle of guilds. While guilds tend to be created by younger players, it is older players who tend to assume the leadership role some point down the line.

Posted by nyee at 8:57 PM | Comments (24) | TrackBack

Life as a Guild Leader

About 15% of players have been guild leaders at one point or another. In a recent survey, I asked some of these players to talk about their experiences and to describe pain-points and lessons learned. About 280 respondents wrote about their guild leadership experiences. Because the unique difficulties of leading and managing high-end raids has been covered in these two earlier articles, the material presented here will focus on other facets of guild leadership. What the player narratives make clear is that being a guild leader is tough, oftentimes a thankless job where moments of satisfaction are very memorable but rare.

Leading a guild is very rewarding, watching it grow and thrive, being respected by your members as a good leader. Politics and folks leaving the game eventually ruins the experience. Overall it was very fun, time consuming and an emotionally exhausting experience. Not sure if I would do it again. [GW, M, 41]

I’m hoping that bringing their stories together here can serve two goals. First of all, the disparate experiences do reveal common pain-points that some respondents suggested potential solutions for. Players who are currently guild leaders or are thinking of becoming guild leaders might be able to glean some helpful information from them. And secondly, the experiences of these players highlight the complex, emergent properties of play in a networked environment. When you are the leader of a guild of 50 players, gaming can become more stressful than your daytime job.

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You Can’t Please Everyone

Many guild leaders described how they tried to be everyone’s friend and tried making sure that everyone in the guild was happy. The most common lesson that respondents learned was that it’s simply impossible to please everyone.

The toughest thing about being a guild leader is maintaining relationships with all of your members on a personal level, and realizing that no matter what, you're not going to please everybody. [WoW, M, 30]

The most valuable thing I have learned from playing the role of a guild leader is one akin to life: No matter what you do there will always be some folks that do not like you. [Legends of Cosrin, M, 30]

One reason why this is the case is because guild leaders do not have the resources to make everyone happy. And in fact, trying to do so creates a culture of asking the guild leader for more.

God damn, people don't listen. I hated it. They are so whiny and expect you to do exactly what they say and give them what they want. Balancing the needs of 50 people suck... I won't do it again. I don't even want to be an officer. Takes all the fun out of the game. [WoW, F, 26]

But the main reason you can’t please everyone is because of the sheer diversity of needs and motivations in any group of people. Different guild members are in the guild for different reasons and derive satisfaction from different things.

The toughest part of being a guild leader is that my guild is comprised of people who have great personalities and get along really well, but are a real mixed bag of playing styles. You've got the guy who has 10 lvl 30 characters, you've got the guy who levels at a glacier pace, you've got the guy who hits 60 in a month but only wants to solo, you've got your hardcore raiders, the guy who has 8 lvl 60 toons, your casual players, your night crew and your stone cold PVPers. Trying to come up with goals and content for people like that, people who are all my friends, but have a million different goals, has been a really stressful balancing act. On top of which, I am a casual player who has a busy job and a RL of her own, and can't be on every night of the week to make sure everyone is happy. Being a guild leader has taught me about personality types and how to manage people more then any job I've ever worked on. While its not always a fun lesson, its definitely the most valuable thing I've gotten from the game. [WoW, F, 27]

The toughest thing about being a guild leadership is dealing with very disparate personalities among the members. Our members are older, have jobs and families … Because they are a more mature group they have stronger personalities and opinions. Occasionally this leads to conflict, either in how things are being done or how people are being treated by other guild members. [WoW, M, 34]

Another feature of the MMORPG demographic exacerbates this problem. Groups in real-life workplaces are typically composed of people with similar backgrounds, experiences, and training. Being a leader at college means leading people between the ages of 18-22. And the new recruits at big consulting firms every year are eerily similar people. But being a leader in an MMORPG means leading people between the ages of 10 and 70 - some have never had a job, some are professors, some are retired grandparents, while others are veterans. Pleasing everybody has never been so hard.

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Mediating Conflict

In any situation where people have different needs and motivations, conflicts will arise. Inevitably, the guild leader will be asked to become the mediator.

The toughest thing is playing mediator. A guild can become like a small community or a family and with that comes bickering and squabbles that can break up the harmony of the guild. It's important to be able to maintain peace and harmony among members so that fighting and bickering doesn't destroy the guild. People tend to leave if guilds if they get too 'political'. [UO, F]

For many guild leaders, mediating conflict becomes stressful due to their petty nature and the time it takes to resolve these constant conflicts.

The toughest thing about being a leader is people want you to solve their problems. You become their surrogate parent. It's analogous to running a business or any other organization in that respect. Actually helping them solve a problem or three is rewarding, but for me that pleasure is rapidly overwhelmed by the silliness of most of their problems. [Eve Online, M, 49]

However, there is an awful lot of hand-holding and personal conflict resolution that you have to do. I know, in my first guild, I would find myself dealing with interpersonal player problems for 1 to 2 hours a night. I knew it was time to change when I found myself creating an alt - just to play without guild headaches. [EQ2, M, 42]

These conflicts tend to be particularly stressful because of the existing friendships and ties within the guild. Because guild leaders are friends with many players in the guild, these disputes oftentimes involve one or more of their friends.

The toughest decision has probably been so far, was when a couple of my friends had a fight, and the fight went that far that the both members would resign if I wouldn't do anything about it. In the end I decided to boot the other member, mostly because of his way of handling things amongst the other players as well. [UO, M, 18]

the toughest thing for me is the Constant demand and pressure from guild mates, and conflicts between IRL friends and Friends i made in WoW. being the constant 'Anvil' those conflicts Hammer on can be a real Pain. [WoW, M, 24]

As several respondents noted, being fair and impartial was the most important aspect of mediating these conflicts.

Hmm the most valuable lesson learned... Being able to talk with all kinds of people, great communication skills really is the most important aspect of the leadership. Keeping the head straight when listening to people and solving their disagreements without getting personally involved. Actually my skills as a mediator increased a lot from being a guild leader. [WoW, F, 31]

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A Firm Hand

Many respondents noted that laying down a firm hand was important. Because many guilds start off as small, casual and friendly guilds, guild leaders oftentimes feel conflicted when it comes to disciplining guild members.

On the personal side, it is toughest for me to punish an existing guild member, especially with the sanction of removing them from the guild. I play the game for fun, and want other to have fun as part of our guild. When we have to come down on someone, it makes the game less fun for everyone, especially that person. Still, sometimes it has to be done for the good for the guild. [WoW, M, 34]

The most difficult thing was removal of someone that I had come to call friend because they wouldn't comply with guild rules and code of conduct. [EQ2, F, 48]

A common theme that arose was the uneasiness in learning that sometimes you have to be tough and say no. The following two players describe this transition in their leadership experience.

The hardest thing for me was learning to say no, or to draw the line and be tough. When I began, I was very worried about pleasing people, and knocked myself out trying to make everyone happy. Over time I got much much tougher - learning to crack down not only on jerks, but on my friends. Having experienced a few very messy guild-removes, including two occasions where in my anxiousness to be 'fair' and give everyone a hearing, I delayed guild removes for so long that the problem person had a chance to really go to town in stirring up guild drama. I started to think of guild removals like surgery, do it clean and quick, and it might not cause hemorrhaging. Sometimes it is better to be firm as soon as you see a problem. It isn't fair to the guild to let a drama queen or manipulator build a power base before you deal with them. [EQ, F, 33]

It took me some time to realize that as by nature I detest conflict and try to defuse situations by talking them through, however when leading a raiding guild there simply isn't the time to sort things out as 'touchy feely' as you'd like, and many seasoned raiders simply don't want to be treated that way. I made more than a few mistakes. I put up with far too much 'drama' when I should have stomped it out much quicker. I was a little tentative to use my authority at times when I should have been much more confident in my position. I allowed personality conflicts within the guild to consume far more of my time than they were really worth. Overall it was a draining experience but a very valuable lesson in leadership - unless you lead you aren't a good leader. [EQ2, M, 32]

Other guild leaders agreed that delaying these hard decisions tends to make things worse, and that problems tend to fester if they are not dealt with.

The toughest thing about being a guild leader is keeping everyone in line and kicking out or penalizing people that you like on a personal level, but have transgressed one to many times. The most valuable lesson I learned from being a guild leader is that if you give someone an inch they will take a mile. The experience drove me much farther to the political right. [WoW, M, 18]

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Den Mother + Bitch Goddess

At the same time, several respondents articulated the duality of being a guild leader. It is not easy to be friend and leader at the same time.

A guild leader has to be den mother and bitch goddess in one. You have to be prepared to lay down the rules and abide by them, while at the same time, taking care of everyone in your guild. It's a lot of work and it's a really fine line to walk along at times. [WoW, F, 27]

The most valuable lesson I've learned from being a guild leader is: You'll never be everybody's friend, and wholly expect half the guild to have it out for you. There's two sides to being a guild leader. There's your social side, and your leading side. The social side is everybody's friend, the leader side gets things done. You have to break eggs to make cake, so to speak. [WoW, M, 23]

The notion that guild leadership was a form of motherhood echoed among other respondents.

Well it sometimes was like being a mother of 15 children ;) [GW, F, 28]

And this aspect of being a guild leader also produced its unique set of challenges.

The hardest part about being a guild leader is listening to people's real life problems. I am sort of a 'mom' to people in the guild and a lot of them confide in me. I listen to some really sad stories and it's very difficult to hear them, they effect me greatly. Probably the most difficult was when a 27 year old woman in the guild told me she had terminal breast cancer and that she just needed to talk to me because she was 'so scared'. I think the toughest part about hearing things like that is the realization that these folks had to confide in someone that they don't even know - I feel so bad that they don't have a real life friend or family member that they can reach out to. [EQ, F, 50]

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In and Out

One final pain-point that emerged was the difficulty in picking the right people for the guild as well as the difficulty in kicking people out of the guild. Several guild leaders lamented that they oftentimes do not have the resources to screen potential guild members.

Probably the most memorable experience has been inviting ppl to the guild and then very quickly realizing it was a mistake ie the person is annoying, greedy or something like that and then having to deal with the stress of kicking them out or keeping them in.. also had a few similar experiences that were reversed - ie ppl i was very very skeptical about adding because say they had a bad rep as loot hungry turned out to be great and generous best lesson from this is being careful in judging ppl. not to be to quick to judge and also diplomacy in getting rid of ppl is quite a challenge, while maintaining morale. [WoW, M, 34]

The worst of these cases would deliberately use the guild for their own persona gains and had no intention of staying with the guild.

Toughest thing about being a guild leader is when new people come to the guild with a hidden agenda of leaving the guild after they used the guild for their personal gain. This leaves a bad situation in the guild since other people spent their time helping those people out. Best lesson learned is help those in guild that help others. My guild does everything together! [DAoC, M, 40]

I started off with high expectations and slowly got worn down by lack of support and the draining of your time by some members who rarely appreciated your efforts. These members usually added nothing to the guild but demanded both support (assistance in leveling, questing, items, gear, crafting etc) and also constant advice and information. These people either left to join a new guild at some point or would stop playing without any warning and hence made you feel less inclined to help them unless you knew and trusted them. [WoW, M, 33]

And as we’ve seen already, kicking people out is difficult for many guild leaders because they are uncomfortable with taking on a disciplinary role. But for some players, having someone leave their guild is sometimes an emotional loss.

The toughest thing and at the same time, the most valuable thing was to learn to let go. When it was time for someone to move on to another game or monarchy (by their choice), it was time for me to be gracious and supportive.....difficult things in Asheron's call where my personal status and experience points were directly tied to the number of people playing under me. I knew that when I became monarch but it wasn't often easy. It was the most valuable thing because those actions maintained relationships, which are more important (although less tangible) than experience points. It really is 'just a game' so it was valuable to keep that perspective and not focus on the loss. [WoW, F, 47]

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Make Rules. Follow Them.

As respondents discussed their difficulties in leading guilds, two important guidelines emerged. First of all, guild leaders highlighted the importance of having ground rules, making people aware of them, and being consistent with those rules.

I learned to NEVER back down from the established rule-set of the guild and to kick out those who will not work within the system we all agreed upon.(even if the system needs changing, people need to follow the established procedure to bring about that change) [EQ2, M, 35]

Be consistent. NEVER deviate from your charter. Never assume that a conflict is a single dimensional issue. Get all the facts and then make your decision. Never jump to conclusions. Always be honest. NEVER show any favoritism. Everyone in the guild is on equal standing with you. [EQ, F, 48]

You can only be consistent if you have pre-established rules. And these narrative suggest that it is this consistency that makes conflict resolution and discipline far easier to deal with.

Delegation

Secondly, there is only so much one person can do. As a guild grows, it becomes impossible for one person to deal with everything that happens.

I found the toughest thing about being a guild leader was the fact that you are supposed to be 'everywhere' at the same time to help all you members. One way to avoid that is to have 'officers' in the guild who can help you. [Lineage 2, M, 27]

As the following players have learned, guild leaders need to learn to promote trusted guild members to officer roles and delegate duties to them.

Without a doubt, the most difficult and the most crucial thing for any guild leader to do is to find highly qualified and committed officers. Very, very few people have the playtime and the motivation to be able to do everything themselves over an extended period of time. Excellent officers are a must to ensure the longevity of a guild. Every time I've been in a guild that had taken a turn for the worse, it has been because of a lack of quality officers. I think that lesson can transfer to all areas of life as well. If you can find good people who are trustworthy and committed, keeping them around you can enrich your life in ways you've never thought possible. [M, 28]

One of the toughest experiences as a guild leader is to find players in the guild that are dedicated to the game and the guild. Because as a guild leader you need officers to help you run the guild as smooth as possible. Because the guild is the members in the guild. So as a guild leader i need to promote people to officers that help me create an active and fun guild to be a member of. [WoW, M, 35]

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Obligated To Play

Now that the difficulties and complexities of guild leadership and management have been laid out, it should not come as a surprise that many respondents described their game-play as an obligation. For many of these players, there simply was no longer time for “play” in the game.

Toughest thing I think, is that you never get time to really play yourself. Between in game tells and answering question on guild forums, or messing with the in game loot rules and sets, ya just never find time to go play the game. [EQ2, M, 31]

It's tough that after a while you just feel that you have to log on so that you don't let down the other people in the guild, sometimes even if you are not really in the mood to play the game. Sometimes I neglect 'doing my own thing' in the game because I think it's part of my duties as a guild leader to help other members if they got questions or can't solve quests on their own. [WoW, M, 29]

The toughest thing for me, about leading a guild was just showing up. I never wanted the job, but I felt obligated to maintain the guild I loved. I spent an average of 4 hours a day replying to ICQs and e-mails while attending alliance meetings in IRC and writing up announcements for the website. This before I even logged in ... which when I did, being a RP guild I was forced to attend every event and function I was invited to, to keep up community relations. Not to mention weekly guild and alliance meetings or any impromptu meetings that came up. Whatever time I had left was used up dealing with the inevitable daily guild issues ... So I got maybe one to two hours a week for myself. [UO, M, 35]

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More Work Than Their Real Jobs

Some players described their game-play more explicitly as a second full-time job.

After becoming a guild leader I found that I had taken on a second full time job. Creating a nice website was a pain and was time consuming. Then came trying to plan raids that the people in our guild could all attend (too much variation in levels), trying to keep people interested, recruiting new people. It was way too much work. [EQ2, M, 31]

The single toughest thing about running a guild is managing people. It can quickly turn into a serious job. You have to referee disputes, come up with events, loot rules, and organizational structure, recruiting. In short, running a guild is a lot of work, just like managing people in a real life position. [WoW, M, 37]

Others lamented that they escaped into a fantasy world only to be doing their day-time jobs again, the difference being that they didn’t receive pay checks in this fantasy world.

Being a guild leader is a bit more responsibility than I enjoy in a game. If I wanted responsibility I wouldn’t be hiding from the real world ;). It may also that I work as a PR professional and being a guild leader feels a little bit too much like I’m at work. [WoW, M, 25]

The toughest thing about being a guild leader is finding the middle ground between all the members, and being able to keep the group entertained at the same time. Being a guild leader is like being a manager at work, only without the paycheck. It's frustrating but rewarding to lead a group and see it function and grow, but it's a pain in the rear more often than not to get it to that point. [EQ2, M, 33]

The following narrative draws out an unsettling question. What happens when our leisure activities become more work than our day-time jobs? After all, how many of us get to lead 500 people in real life?

I do not regret it at all although I doubt I will do it again anytime soon: during that time, I was leading 10-12 guilds (via an alliance) which meant I was indirectly touching over 500 people, maybe up to 7-800 if you count the not-so-active people. I was definitely having an impact on the server as I always brought up conflicts and difficult situations that players might encounter while playing at the meetings, to make sure our alliance roughly shared similar policies, and obviously, so many people roughly sharing the same rules would have an impact on the other 1500-2000 people on that server. The toughest thing about being a guild leader is that it is really a job, managing all the conflicts and it takes huge amount of time and you receive no thanks for it. [DAoC, F, 38]

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Acquiring Leadership Skills

One theme that has flowed through many of the narratives we’ve seen is that people have learned important leadership and management skills from their game-play experiences. After all, leading people involves many of the same skills regardless of where it happens. Several players noted how these new skills have helped them outside of the game.

Being a guild leader has effected my RL ability to lead people and stand up and do what is good and needs to be done. I have received numerous promotions at work into leadership positions and I make almost 8 times more now than when I started WoW last year. [WoW, M, 24]

I learned several things; I could manage events for a few hundred people, I could mediate agreements, I began to notice traits in individuals which where helpful in predicting what they were most likely to do next or likely to be interested in. I learned to delegate authority without releasing responsibility. I am very proud to say that my experience strengthened my diplomatic skills which had never been a strong point prior to my experience. I also learned more about the internet, building sites, moderating forums that I didn't know before. [WoW, F, 56]

These examples highlight games as places where the opportunity to learn important skills emerges, without prior planning by explicit teachers, and without a set curriculum. Video games do change people, and fortunately, those changes aren’t always towards mindless violence or aggression. It is unfortunate that so much of the current media attention on video games, with the incessant finger-pointing at addiction and violence, distracts us from the far more interesting ways in which games can affect and change people.

Most valuable lesson is that realistically, its not whether you win or lose, or even how well you play the game, but who you meet, the relationships you form, and the personal growth that happens as a result of meeting and playing with people from cultures that can and do significantly differ from your own, and even if they don't, just learning of different attitudes and approaches to everything from the game to life in general. [WoW, M, 19]

In being a guild leader for most of my 6 years of online gaming, I have learned a great deal about what power means in an online gaming environment; compassion, understanding, organization and cooperation are required, and I have become a better person for my experiences. My personal journey has been largely through my interactions with people who are intelligent, understanding, creative, supportive, skilled negotiators and good friends. We have people from all walks of life in our guild, and everyone has much to contribute to our ephemeral social fabric; we are all in the same guild by choice, and I am honoured to be among them. I may 'Lead' but really ... I learn and I follow by example. [EQ2, F, 42]

Posted by nyee at 8:35 PM | Comments (42) | TrackBack

October 17, 2005

Being a Leader

Players were asked two questions:
1) How much do you enjoy being in a leadership position?
2) Are you a guild leader?

Overall, male players find leadership positions more enjoyable than female players and younger players are more likely to enjoy leadership positions than older players (r = -.18), but this does not translate into any differences in actual leadership likelihood. Proportionately, female players are just as likely as male players to be guild leaders (between 14-16%). Also, there is no age difference between players who are and are not guild leaders. And among players who are guild leaders, there is no difference between male and female players as to how much they enjoy being a leader (p = .21).


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A multiple regression showed that the Achievement and Socializing motivations are the best predictors for whether a player enjoyed being in a leadership role (r-squared = .17). On the other hand, the Relationship and Mechanics motivations are the best predictors for who was an actual guild leader (but this regression model was much weaker, r-squared = .05).

The disparities between desired and actual leadership are interesting. Even though younger, male players find leadership positions more enjoyable, this does not bear out among actual guild leaders. The shift in motivations is also intriguing. Perhaps we’re seeing the difference between group leaders and guild leaders - the former more likely to be chat/social-oriented and the latter more relationship management oriented. The next step seems to be to explore whether guilds with male leaders are different from guilds with female players in terms of guild size and casual vs. hardcore.

Posted by nyee at 9:42 PM | Comments (5) | TrackBack

May 10, 2005

The High-End Game

The high-end game is its own culture that most of us never have the chance to participate in. I think most casual players (and me included) conceive of high-end guilds as consisting of dedicated players who simply have more time to play. They are successful because they are willing to spend double or triple the amount of time that we spend. What follows is a perspective of the high-end culture from an insider who has led a high-end guild for about 3-4 years. The material presented is not meant as a description of all high-end guilds or the only way to succeed as a high-end guild, but rather as an example of how one high-end guild is structured and the experiences of their leader. What emerges from the interviews is a sense that the high-end game has its own culture that isn’t merely quantitatively different from casual play. It’s not simply that high-end guild members play more than casual guild members, but rather that they conceive of the game in an entirely different way.

All names given in this article have been altered to protect the identities of those involved. Talon has been the leader of a high-end guild for the past 3-4 years. The guild began in EverQuest and although it was not one of the earliest guilds to have formed on the server, it gained power quickly and was consistently the first guild on the server to kill many of the major named mobs after Shadows of Luclin was released (e.g., Tunare, Arch Lich, Avatar of War, High Priest of Ssra). Recently, they were the first to kill Ragnaros on their server in World of Warcraft. On that same day, Talon graduated with a master’s degree in telecommunication management.

keywords: uberguild, top guilds, high-end game culture

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It’s Not About Hours Played

My first conversation with Talon happened over AIM as he was sitting in front of 3 computers - one of them was logged on to WoW in Azshara waiting for Azuregos to spawn. I later found out that he was defending his master’s thesis the next morning. That naturally led me to ask him how many hours he and his guild members put in each week. Talon’s response was surprising.

People playing LOTS are no good. Super hardcore people are useless. What happens is they play loads and loads, then they gain lots of items. Then within 8-16 months, they take a look in the mirror and don’t like what they see (someone who hasn’t left the house for those months) and then they quit. They just plain vanish with all the gear they got.

In fact, Talon specifically tries to avoid recruiting hard-core players for that specific reason. These “burn-out” personalities in fact are looked upon as wasted investments and to be avoided at all costs.

So we’re actually very suspicious of people that play too much. Stable people who play enough are the best. It’s the best from a purely selfish point of view too - no wasted loot. We had such crash and burn people go through us, fleeing from state to state when debtors were catching up (we lost one hardcore because he had to flee the cops … I mean come on).

For Talon, the key was finding people with stable lives and careers but who could “play enough”.

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Discipline

Talon isolated discipline as the most important factor in the success of a high-end guild. As he put it,

If I said something, people needed to do it instantly and they did. You never argued, especially on raids. Like I said, the organization was military style. To be successful you have to be organized.

I pushed Talon on whether he perceived the guild structure as largely dictatorial. He reframed the issue in an interesting way.

Yes and no. We did vote on everything. Loot distribution was communistic really. Points were [given] for time spent but the guild leader got same amount of points per time as the newest recruit. So dictatorial like, say, a US military unit in a war, cut off from communications. If shit hits the fan, yes, they WILL follow the commands of the captain, but mostly because they know that if they don’t act in a cohesive fashion, they will lose. In other words, the power is given democratically, but wielded in a dictatorial way.

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Common Goal

Talon noted that having a common goal was also crucial to the success of the guild. When I asked him what that common goal was, his answer was simple - “To be the best”. And here, what Talon meant was distinctively different from the achievement-oriented motivations I was used to.

I mean to be realistic I’m a nobody in the greater scheme of things. No matter how good gear I have, people still won’t know. If I paint out some magelo or whatever, it’s meaningless really, but what people DO know are the guilds - “oh shit, the guild that first killed Ragnaros / Onyxia / Quarm / whatever”.

And this was the common goal - not “to be the best” per se, but “to be part of the best”. And in fact, individuality is subservient to this overriding goal. When Talon first mentioned that “sharing accounts is the norm”, I was intrigued. He then explained that it “allows for flexibility in time”. I was still confused and it was only when this practice of sharing accounts was framed under the notion of a common goal that it made sense to me.

They do not mind at all playing other characters. Their own character is nearly meaningless.

Talon and his guild members all shared in the common goal of advancing the interests of the guild. All individual interests were subservient to this goal. This was what made account sharing the norm. A character was merely the means to advance the interests of the guild. The primary attachment was not to the character you played, but to the guild you are a part of.

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The Tension of Gender

Early on in our email exchange, I sensed that Talon did not favor female members. At first, I felt that this was perhaps due to the clash between the militaristic demands of the guild and the more relationship-oriented play-style of female gamers. When I asked Talon about this, he had an interesting explanation.

Coming from a VERY equal society and a family with a really strong mother in it, I found the whole situation with women strange. Well, women seem to like attachment more in the online environment and for all intents and purposes, an uber guild resembles military more than anything else.

Now there’s a reason why military doesn’t like relationships in it. The same reason applies to militaristic uberguilds - the suspicions of favouritism etc., not to mention women practically always aim for the top. This is not a critique as such. I mean it’s quite understandable. In a healthy guild, the most charismatic, outgoing and smart people are leaders. I sure as hell would prefer them.

So the reason why Talon is hesitant on recruiting female members is because it inevitably leads to romantic tension in the guild.

They start wanting “protection” from whoever they’re with. So typical of me to get tells like “she thinks you’re being mean, and I agree with her (yeah sure you do)”. Just made me sigh every time. Frankly, I prefer people who don’t do that. Male students are the best.

It’s important to make clear that Talon isn’t presenting a sexist position. It’s not the case that women are inferior players or can’t function in a militaristic guild, but that when you have men and women in the same guild certain interactions become highly likely. And that dynamic has as much to do with the men as it does with the women. [see comments below on sexism]

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A Function of Age?

Throughout our interviews, Talon consistently preferred younger players over older players, and he made several comments that younger players led the most effective guilds. When I queried him, he gave the following reason.

The interesting difference between me and the original 35 year old guild leader was that he always spent hours upon hours talking with people. He always made a point of "understanding" people's issues. I, on the other hand, was usually extremely direct with people. If you were talking nonsense I just told it to you, and ended up saying that if they didn't like it, there was nothing forcing them to be in the guild... but that I had to focus on the guild, and couldn't afford to play shrink to their teenage/middle-aged angst.

Frankly the whole thing drove me a great deal to the right. Coddling people gets you nowhere, except having to coddle them even more. If you just tell them to figure things out for themselves and be honest with them, you are likely to get quite a bit further than you'd get with coddling.

Pretty much every older leader started playing shrink when they should have confined themselves to the role of the leader. People started demanding more and more of their time, while I always made it clear that if you wanted answers from me, you should probably ask yes/no questions.

So for Talon, successfully managing a guild meant successfully avoiding becoming everyone’s personal shrink and encouraging members to take care of their own personal problems.

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Criteria For Membership

And finally, I asked Talon about the criteria used for evaluating applicants. These criteria help frame and summarize the aspects of the high-end culture that Talon has described above.

1. Thick skin. There'll be a lot of harsh language thrown around, and critique will be honest and sometimes even excessive. If you can't take it, just go away already. Crying about criticism will be the fastest way to get voted out.

2. Attendance. If you aren't there, what use are you supposed to be?

3. Attitude. If you can't adapt to the "guild comes first" thinking, you have a potential of ebaying, simply being less useful or theoretically even causing drama. This is basically a sliding scale from "extremely good" to "drama". This is often tested by having them take a lot mild abuse/neglect originally. We're not courting them, they are courting us, and they should be aware of this. If they stick to it for a month of being nearly ignored, they are the type of material we will like. Never giving up is the quality we find most appealing.

4.Skill. Usually people who fit the above criteria do pretty well here. Yet sometimes there are phenomenally skilled people who don't do that well in #2 and #3. For example right now we have one player who does really well in #1, #2 and #4, but has an attitude problem. This is sufficient for us to try to work on the attitude some, but our patience is not unlimited.

Talon’s description of the culture of his guild shows how the high-end game is not just about spending more hours in the game. It’s about having a different conceptualization of what the game is altogether. The game is no longer about your character, or how good your character’s gear is. It’s not about how many hours you can jam in. In Talon’s view, to succeed in the high-end game, the game has to cease to be about you.

Posted by nyee at 8:20 PM | Comments (72) | TrackBack

September 3, 2003

The Demographics of Groups and Group Leadership

Reasons for grouping and the demographics of grouping were explored. Female players are more likely to group for social reasons while male players are more likely to group for better XP.

Age differences were quite pronounced. Older players were far less likely to group for better XP and were more likely to prefer to solo either because of schedule constraints or because they preferred to play alone. Older players were not more likely to group for social reasons. It can be inferred from this that groups are typically composed of disproportionately younger players.

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It was also found that older players were less likely to want to be the leader of groups.

It was also found that older players are less likely to be leaders of groups, and that they are the leaders in groups less often over time. The difference is clearer among male players than female players.

In other words, group leaders are usually young players because older players are less likely to be in groups and they also don’t want to be a group leader.

Posted by nyee at 10:13 PM | Comments (4) | TrackBack

The Demographics of Guild Membership

While most players are in guild, one unexpected finding was that female players are significantly more likely to be guild leaders (p = .03).

It was also found that older players are more likely to be guild leaders.

See “The Demographics of Groups” to see how the demographics flip in normal group leadership.

Posted by nyee at 10:09 PM | Comments (10) | TrackBack