What Warcraft teaches us about group vs. individual performance

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I finally got to and through the first wing of Throne of Thunder on my Worgen hunter recently, the newest raid in World of Warcraft. One of the most challenging parts of this particular set of raids is that the responsibility for the health of your character and her continued survival isn’t left solely to the healers. On many of the fights (Horridon comes to mind), there’s simply too much going on for a team of healers to keep pace and keep everyone topped off, so you have to make tactical decisions on the fly about dealing damage at peak performance and risking being killed, or spending some of your time, attention, and resources to keep yourself alive at the cost of individual performance.

Though the answer might seem obvious (you do zero damage on the boss when you’re dead), a significant number of players inevitably end up very dead because they are unwilling to make the tradeoff between individual and group performance. For some, it’s a matter of ego: they need to try to be at the top of the damage scoreboard to satisfy their need for recognition. For others, it’s a shirking of responsibility or an opportunity to assign blame: healing is the job of the healers only, and if their character dies, it’s the fault of the healers. Blizzard’s design of the raid intentionally forces you to either accept some responsibility for yourself or perish. If you don’t, and if enough people don’t, you wipe and the giant dinosaur gets to dance on your corpses.

This is the trade that Blizzard forces you to realize: at the end of the fight, either the boss is down or you are. It doesn’t matter what the damage meter says if you wipe: everyone gets a repair bill, and no one gets loot. If you take responsibility for yourself, if you help out your healers, if you put the collective goal of a dead boss first, then your individual numbers will be lower but the healers will be able to keep the entire raid operational long enough to outlast the boss, and you get to dance on its corpse and take its shiny loot. The group wins.

There is, of course, a balance as well. If you spend too much time mitigating damage and focusing on overall utility rather than dealing damage, at some point the boss enrages and eats everyone. Everyone has to hit minimum damage dealing numbers in order to kill the boss before time runs out.

The corporate world is surprisingly similar: you have to, at times, switch up what you’re doing for the benefit of the entire team, even if it temporarily reduces your individual performance. For example, in my work at SHIFT Communications, a significant minority of my time is spent teaching, training, and sharing knowledge internally. Doing so reduces my individual productivity, but increases the overall capability of the organization. At the end of the day, my individual performance matters less if the organization as a whole suffers; I’ve worked at companies in the past where star performers led the company right off a cliff.

Once you hit the numbers you need to hit in order to meet the goals and performance expected of you, what do you do next? Do you strive for ever greater personal performance? Do you look to overall team performance? How do you find your own balance between individual and team performance?


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What real-time marketers should learn from Frost Mages

Frost Mage

Over the weekend, I finally got around to leveling my frost mage again in World of Warcraft. She’s by far my oldest character, the one I’ve played (and in frost spec) since I first started playing World of Warcraft in 2007. One of the challenges over the years of playing frost is that playing the class well is highly dependent on what’s happening. There are best practices, but there’s no cookie-cutter rotation like there is with some other classes like my rogue.

For example, frost mages have an ability called Ice Lance. Under normal circumstances, Ice Lance is a fairly lackluster ability. Most of the time, it’s not even worth using. However, when a bonus named Fingers of Frost temporarily appears, Ice Lance suddenly goes from being a weak ability to a knockout punch that you have to use within 12 seconds.

Ice Lance - Spell - World of Warcraft

Thus, much of frost mage strategy revolves around trying to get Fingers of Frost to happen and then using Ice Lance, and reprioritizing whatever you’re doing on the fly so that you can hit as hard as possible.

That means there’s no falling asleep at the wheel, and no cookie-cutter recipe you can rely on to mindlessly win. If you want to top the charts as a frost mage, you have to be ready to drop everything else you’re doing and hit Ice Lance when that narrow window of opportunity appears, then switch to other abilities when the window closes. Likewise, you can’t just sit around pressing the Ice Lance button all the time and hoping that the bonus window opens up, or you’ll be at the bottom of the charts (because it hits so weakly most of the time).

This describes the essence of good real-time marketing, of good social strategy. You’ve got to know what abilities you have, what they do, and be able to take advantage brief windows of opportunity when they appear. As Jay Baer aptly pointed out about some of the very awkward brand tweets from the Oscars, companies who saw Oreo’s success during the Super Bowl were trying too hard during the Oscars. They were doing the social equivalent of hitting Ice Lance without a window of opportunity to hit hard, hoping to get a lucky shot in rather than seeing a legitimate opportunity to make the most of a moment. As a result, they hit weakly for the most part.

Look at all of the tools in your arsenal of marketing methods. Look at what they do, look at the context in which they function best for your audience. When does an image work best? When does a video work best? When does a podcast work best? What tools rely on windows of opportunity? What tools require a specific condition to be present to be most effective? Use the right tools for the right opportunities and you’ll top the charts, both in Warcraft and in marketing.


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Even canned kindness helps

If you’ve ever wondered whether automation of some content, of some customer experiences (not all, obviously) is a bad thing or impacts your brand negatively, one answer can be found in pick up groups, or pugs, in World of Warcraft. These are randomly assembled groups of 5 or 25 people who are given the task of clearing a dungeon or raid. Pugs are notorious for bad manners, inconsiderate people, and foolish behavior, but they’re also a necessary part of the Warcraft experience if you don’t belong to an aggressive raiding guild, since they’re the only way you’ll ever see most of the dungeons or raids.

Here’s the difference that even a bit of automated kindness can make: if you have pre-scripted, helpful language ready to go for in-game chat, you can transform what are otherwise at best silent affairs (and at worst, the worst language of humanity) into relatively pleasant dungeon crawls.

Moriturus @ Earthen Ring - Community - World of Warcraft

For example, I have a series of basic quotes that I use on my Death Knight that help to explain what a boss does (and what to avoid) plus simple pleasantries like hello, goodbye, and generic group thanks. These are bound to macros so that I don’t even have to type out the sentences, just a few letters and the canned text appears. It’s not necessarily sincere, authentic communication because it’s all canned, but it never fails that more people become talkative in-group, more people do their jobs better (like not standing in fire), and more people say thank you at the end of a dungeon crawl when you use canned, scripted kindness than not.

Why? Because the general experience is otherwise awful. The general experience is oppressively silent or consists only of people berating each other for screwing up. The general experience is a lot like the general public. Some nice folks, some bad folks, and a lot of folks in the middle. Whoever speaks up first sets the tone for the rest of the run, so if the first comment is something along the lines of “WTF NOOB” or like comments, the rest of the pack tends to follow along. If the first comment is a mildly entertaining introduction like this:

“Hi there! I’m your duly designated meat shield. A few basics: don’t stand in bad, we go only as fast as the healer can go because dying slows us down more, need if you really do need (even off spec), everyone needs on lockboxes. Ready to have some fun?”

Then the tone is set for the otherwise silent majority to go along with.

Your marketing, your management of groups, your handling of the general public is no different. The tone you set, the comments you make, the language you use set up the experience you are likely to have, assuming you can do what you say you can do. If you choose language in your marketing that is condescending, brusque, or unhelpful, don’t be surprised when your customers treat you that way. If you choose language that is helpful and kind, even if it’s canned, automated, or scripted, you’ll set the initial tone much more tuned to the success you want to generate.

Here’s an exercise for you to try. Grab any piece of marketing collateral, from an email auto responder to a product page on your website, and examine it. Is the language helpful and kind, neutral and boring, or condescending and potentially insulting? If this is the first interaction someone has with you, does the marketing collateral set the tone you want to have set in their minds?


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