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Massive Multiplayer Online Roleplaying Game (MMORPG): Building a good team

by D Ane

Created on: January 10, 2007   Last Updated: September 30, 2011

The skills that make a team effective in most contexts can be applied to video gameplay as well as other situations; In playing a Massive Multiplayer Online Roleplaying Game (MMORPG) the difference is 'hiding behind' the avatar. Imagine if you will if you worked on a team and the other members of your team did not know what you really looked like, nor how to get in contact with you EXCEPT when you agreed to the team.

Social skills can fall by the wayside, normally passive personalities explode with vitriol and rage over imagined mistakes and perceived slights. Given human nature, there is a tendency to, upon perfecting a play style or strategy, wish to enforce that upon others. Constructive feedback is one thing, screaming or typing furiously about someone elses moronic playstyle is another.

The positive aspect of online teams are they provide a sense of accomplishment, camaraderie and even stretching your own abilities. Do I, as an observer, believe every person on a sports team are fantastic friends? Not at all, but I can appreciate that they are able to put their strengths together and aspire to their collective goal.

• Good team experiences share the following traits in common.

• Clear communication regarding the intent of the team.

• Assignment of roles in the team. If it is a FPS, does everyone understand who is taking what position and the plan to move. If it is a fantasy game, are the assignments to the classes clear. (IE The crowd control is aware that they are key in certain aspect of the instances and hybrid classes are clear which hybrid' they are expected to be).

Team leader and secondary leader should be in agreement.
Agreement regarding items of interest. If you are wanting to do something that requires a team because it will give you loot x or complete quest y or provide 10000 killpoints, let others know so that there is less drama at the end.

For those that complain about the 'young uncontrolled players' view your guidance as a mentoring role AND realize that the kid might be acting out because he/she can. Set limits and if they (or anyone on the team) fails to meet them, stop what you are doing and ask for a vote if it is worth continuing rather than waiting for accidental 'disconnects' and 'oh ,I have to go, sorry'.

Teams are teams whether they are virtual avatars, million dollar sports franchises or corporate development. Those that work know what they want and what they can each do to get, those that don't...Well, that is another story.

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