Given how much extra work and hassle it can be, why DO people bother leading raids or leading guilds in MMOs?
I have been thinking recently about why I’m so drawn to raid leading in games, and in particular to leading casual raids rather than PUGs (although I have done that also).
Being a successful raid or guild leader definitely feels like a much more satisfying achievement to me than being random dps #12 in even the most hardcore guild. Not only that, but raiding itself becomes a more satisfying and immersive experience when you’re the one who is setting the goals for the raids, making the calls about what went wrong, and deciding what strategy to try next.
I also think of building a successful guild or raid as a meta-game that exists inside the MMO framework. As a challenge, it’s definitely up there with anything the devs are capable of throwing at us, and maybe that’s part of the appeal.
If you can do it, the rewards are great. As well as more control over your gaming (for example, you can make sure raids always happen on days/times that are convenient for you), it’s a relatively high prestige position to hold in game.
If such things matter to you, people do also respect successful guild or raid leaders. It’s for the same reason that my cat loves and respects me – I am the provider of food (epics), entertainment, and cuddles (ie. positive feedback when appropriate).
But those I think are side-lines to the actual appeal. And if prestige is the only reason you take on a leadership role, you’ll likely be miserable and frustrated.
Build it, and they will come
OK, so leading is a role with higher challenge and potentially higher rewards than following. However, it’s also a lot more work and commitment.
But the reason I describe it as a meta-game is that it doesn’t end with raids. If you plan to run regular events, then your goal is to build up a core of players who:
- will keep coming to the event
- will get on with each other
- will provide a good enough mix of character classes/ roles to allow the event to work
- are skilled enough to run the event
So your game revolves at least as much around other players as it does around the game. And your challenge? To build a lasting, stable social construct within which happy players will run regular raids.
Because of people being people, this goal has the capacity to be endlessly entertaining and endlessly frustrating.
All over the web, you can read about excrutiating guild dramas, ninja looters, fascist raid leaders, and all the various amusing ways in which it can all go so badly wrong. Guild leaders write sad messages to each other on how to avoid troublemakers, what to do when people just stop signing up for raids, how to deal with burnout among core members, and so on.
But if you have never had to worry about avoiding troublemakers, struggling to get enough signups and dealing with other people’s burnout then you’re missing some of the big challenges of the meta-game.
It’s not that fretting over recruitment is fun in itself. But beating the challenge of getting a guild or raid together and helping to forge them into a working team is a fantastic feeling of achievement.
My point is not that everyone should go lead stuff. That’s silly and it isn’t fun for a lot of people (including many who do it). But it does add an exciting layer of challenge to an increasingly moribund genre. PvE may not be able to surprise you, players definitely will.
Feeling more involved in the strategies
Think you know the raids and instances well? Try it when you’re keeping an eye on what everyone else is doing, to help pinpoint where things are going well or badly. Try it when you’re figuring out the healing meters despite not playing a healer. Try it when it’s your call on what strategy seems to work best for your group.
I’m not advocating that one sole person does all of these things. In my 10 mans, everyone chips in with ideas. But I love that I feel more involved in the encounters when I’m leading. I can’t just ignore anything the bosses do that doesn’t directly affect me. For example, as a tank, I wouldn’t normally care if the boss was throwing curses around because it’s never my job to decurse. As a raid leader, I better know which bosses do it so that I can make sure there’s a decurser handy and remind them about it beforehand.
In the same way that going through progression wipes on a boss will teach any player more about the encounter than just coming in when it’s on farm and looks easy, leading through raids just gives you a deeper understanding of what’s going on.
I find that tanking is more involving than dps for the same reasons, and because tanks usually control the mobs in a raid fight. You need to really understand the positioning as a tank, especially if the boss needs to be faced a certain way, picked up at a specific time, or kited in a special pattern.
Feeling more involved is the way in which I have more fun.
It’s like those RPGs where you get to build up your own team, level them up, gear them up, and work out their strategies. But with real people who will bitch at you on TS if they don’t think they’re getting enough raid time.
Why w0uld that not be fun?