Queue'd Up:
The Functioning of
Randomized Groups
in World of Warcraft
Charles Ecenbarger II
Syracuse University
cwecenba@syr.edu
Introduction
World of Warcraft has risen to critical success since its
release in November of 2004 (Zenke, 2008). The Guinness Book
of World Records lists World of Warcraft (WoW) as the most
popular Massive Online Multiplayer game as well as holding the
record for most subscribers of any online game in the world.
Since its inception in 2004, WoW has gone through many stages
in game play development. Through additions such as new
dungeons for adventurers to explore or battle arenas for players
to compete against one another, Blizzard, the developer of World
of Warcraft, has done the best they can to keep the game fresh
and interesting for the people who pay monthly for their game.
World of Warcraft has left a substantial footprint when it
comes to online gaming. Nearly every new game in the genre
attempts to live up to the standards that WoW has set and none
have come even remotely close, judging solely based on
subscriptions. Recently, a new Massive Multiplayer Online Role
Playing Game (MMORPG) called Star Wars: The Old Republic
was released and, although having a great deal of success in its
own right, has still failed to reach the subscribership of WoW
(Schiesel, 2011). By having the largest player base in
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MMORPG’s, World of Warcraft becomes the ideal setting to
understand the development of communication within small
groups in online virtual worlds.
There are many different online multiplayer games,
ranging from shooters to roleplaying games. Each genre of game
has its own unique traits when it comes to the player base that is
participating in the different virtual worlds. The players of World of
Warcraft have roots in many different games, whether they
started playing WoW from the time it was released or if they
joined up years later - by using this specific game as a baseline
and applying Bruce Tuckman's popular model of group
communication, we can distinguish the different stages of group
communication within online virtual worlds.
Although WoW can be played without ever entering a
group, is it highly unlikely due to the nature of an MMORPG. One
of the main components of any online game is the ability to play
with other people; otherwise, there would be no reason to allow
online gameplay. From the very first moments of entering World
of Warcraft, players have the ability to group with one another;
this ability lasts until the very end of the game where the only
goals left are ones that involve grouping with one another to
accomplish the largest tasks.
The importance of group interaction in World of Warcraft
allows for the analysis of group dynamics that occur in online
gameplay. Identifying the different stages of development a group
experiences in an online game, can lead to a better
understanding of what makes a group work well together. It is not
uncommon for online groups to fall apart due to poor group
communication. By examining each stage individually and
searching for new avenues of research into these specified
areas, a better understanding of how to create a functional,
working group within these environments may be gained.
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Background
Online gaming is obviously a product of the internet
generation, however, the pivotal social game came in 1974 with
the release of Dungeons and Dragons (Radoff, 2010) – a pen
and paper roleplaying game where players group together in
reality to take the role of an adventurer, advance their character
by slaying monsters, and progress through an intricate storyline
told by the Dungeon Master (the player who runs the game and
crafts the story the adventurers will embark on). Although a crude
description, these are, at their core, the very same mechanics
seen in modern online role playing games.
Players band together to experience quests, adventures,
and dungeons within the virtual world, while at the same time
advancing their character and set of skills which they can bring to
a group. The story is no longer told by a Dungeon Master, but
crafted by the game developers who lead the players through an
epic journey, in the case of World of Warcraft, a journey that has
spanned nearly eight years. Rather than meeting once a week or
month like many Dungeon and Dragon groups did (and still do),
players can now log in to their game whenever they want and
always find people to play with. One of the key aspects of World
of Warcraft or any massive online multiplayer game is the access
to people. At any given point, you can log into one of these
games and interact with another person or group of people.
Because of this aspect, online groups are forming and falling
apart, literally 24 hours a day.
Communication is one of the core mechanics of any
online game. By connecting to the internet and logging into a
game service, a player is opening the communicative door with
hundreds of thousands of different people. World of Warcraft has
a built in function, known as Dungeon Finder, which allows a
player to join a randomized group of 5 or 25 players who will
make their way through a dungeon in order to fight an end boss
and all his minions along the way. These are commonly referred
to as instances, raids or dungeons. Communication occurs in a
variety of ways within these random groups. The most common is
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the in-game chat method; however, given the shared knowledge
of most dungeons there is not a lot of text based discourse. In
some of the more complex instances, specifically the 25-man
raids, third party Voiceover IP (VoIP) programs are generally
used to facilitate communication. These programs allow for
players to speak with one another from anywhere in the world by
simply downloading a program and connecting to a server.
Ventrilo and Teamspeak are two of the most commonly used
VoIP programs in gaming. In many cases, players will connect to
one another’s servers in order to just listen and take direction. It is
not always the case that everyone must be able to speak, but
listening for direction can be imperative. When adding this
dynamic into communication within random groups, we can
normally identify a group leader more clearly. I have also begun
identifying a series of nonverbal cues that WoW players have
developed. By positioning their character a certain way, using
emotes, or using character movement (strafing, running back and
forth, spinning), a player can communicate specific things that
others could understand – this is a subject I have recently began
more research on.
Another option for players is the 10-player dungeons, but
these groups must be put together through manual means, such
as by asking people to join their group. The level of randomness
in these groups is far less and the stages of development are
slightly different due to predetermined leadership, which can
affect the development of a group as will be explained later in the
paper. The amount of players it takes to move through one of
these instances is represented by the level of difficulty as well.
For example, a 5-player instance is not as difficult as a 25-player
instance in terms of coordinating and group effort. There are
other factors that can play a role in the difficulty of an instance,
such as player skill and character advancement; however, the
effect of these two factors is minimal on the group development
process. The main objective of this article is to focus on the
communicative process and how it unfolds in these random
groups.
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Method
Having spent more than 10 years playing online
multiplayer games and six years of World of Warcraft has led me
to the observe the following stages in full effect. To confirm the
following stages, I have also consulted with others who have
spent an abundant amount of time within the confines of the
virtual world. By outlining the different stages a randomly
generated group will experience, we leave the door open for
further research and discovery into the dynamics of online game
play. I have also applied research in related fields, such as group
decision making and identity formation, to the context of online
group development. When dealing with randomly generated ad
hoc groups, the decision making process and the assumptions
the group members have of one another can affect how the group
develops.
Bruce Tuckman’s Stages of Group Development is a
highly regarded model for small group communication. In the
case of online games, the different stages of his model (forming,
storming, norming, performing, and adjourning) (Tuckman, 1965)
can be applied to group development; however, game design
features may bring forth limitations of the model due to its broad
view. When we take shared knowledge and the randomness of
group members, deeper analysis into the stages is necessary for
full understanding. By using the broad idea of the Tuckman
model and applying my own research and findings, I have
evaluated the stages of online group development between
players who are randomly placed in a group.
Analysis
Forming/Disclosure
When using the Random Dungeon Finder to be paired
with other players, the group is formed once all the group slots
have been filled. From there, the group members are transported
to the dungeon that they will be working together to conquer. I put
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the forming and disclosure stage together because disclosure
happens right away with online groups. As soon as group
members are able to see who they are grouped with, the first
impression given (Smith, 2006) is through the name a player has
chosen for their character. Players are able to name their
characters almost anything that they would like, and the
thoughtfulness or lack thereof put into a name usually calls for
assumptions from other players. For example, individuals may
assume a player named "CHEEZBIZKIT" would be less reliable
than "Lunastar." The first impression given off is not binding, but it
can play a role in how players view one another. Along the same
lines, the visual representation of a player's character can matter
as well (Altschuller & Benbunan-Fich, 2010). If a player goes
against norms and goes out of their way to make their character
look strange, funny, or just different – it may play a role in the
judgments others pass based on how this player will act. These
first impressions may or may not have a lasting impression on the
group and their success. In the larger instances (10 or 25 person
groups) there is more room for error in the strategies that are
used to complete tasks. This is because other group members
can assist each other in areas where one may be lacking.
Therefore, in larger dungeons, first impressions may not have as
much of an effect.
Once the group becomes oriented, discussion occurs
between the members to gauge the level of experience each
individual has. Generally, a group has a level of shared
knowledge of the particular dungeon they are faced with; most of
the disclosure is distinguishing who has completed the dungeon
and who has not. This information can be derived from a person's
silence or the admission of not having the same level of
experience as the others. For example, one of the videos
analyzed for this research was a 25-man raid attempting The
Dragon Soul instance for the first time on test servers prior to a
patch. In this particular case, the raid was completely new to
everyone and the only shared knowledge was based off the little
information that was available on the internet at the time. As the
group is loaded into the dungeon, one player (Celiar) quickly
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began giving direction while the rest of the raid remained silent.
Since there were no other options given, no other players
contested Celiar, it was assumed he had the most knowledge of
the encounter; thus allowing for him to emerge as the leader of
this group of players.
Emergent Leadership
A leader is assumed after the disclosure stage.
Leadership is indicated through a function in game that randomly
appoints a leader, but this is more titular than anything else.
Through the disclosure of past conquests in the game, a leader
emerges and becomes the organizer of how the group will
proceed with a task. It is not always verbalized or codified who
the group leader is, but as the group functions as a team, it is
clear through the interactions as to who is in charge. More often
than not, the leader is the most vocal about what the group
should be doing, how they should be doing it, and usually is not
challenged. In most cases, players are fine with one person
directing their group because of the shared understanding of the
tasks. When things are going well, this leadership is rarely
challenged. It is not until the group begins to falter or fail at their
task that their role as leader is challenged.
Because of the need for shared knowledge of dungeons
and the strategies to complete the tasks, the leadership is very
much a directing role. Leadership being reduced to direction at
times is largely due to theorycrafting, which is the quantifying of
game mechanics in order to maximize player potential
(WoWWiki, 2011). Players are expected to have a deep
understanding of their character - this is due to the extensive
amount of information available on each playable class/race in
the game. With this sort of information available, the leadership
role is changed to a directing role because players are assumed
to understand their class and how to play it without any
instruction. This type of quantification allows players performance
to be based on in game stat counters (Ask, 2011) often called
DPS meters. Therefore, the leader of a group must only ensure
that everyone understands the basic mechanics of a encounter
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and watch the stat counters to ensure group members are
performing adequately. These benchmarks include but are not
limited to: Damage Per Second, Healing Per Second, Overall
Damage, and Overall Healing. These statistical measures have
risen out of theorycrafting and a reliance on quantifiable evidence
for what will work best in any given encounter. More often than
not, the player who emerges as the leader in a group will have an
advanced understanding of these benchmarks. Theorycrafting
has allowed for players to fine tune their characters to their
maximum potential, assuming they are willing to take the time to
play the way someone else has dictated to them. However there
are multiple ways to complete a goal in a dungeon, and the
person who has risen to the rank of group leader is the one who
decides what would be best for the group. This player will also
relay any information needed to those who do not have the same
level of experience to make sure everyone is on the same page;
all of this ties together into the quality of leadership. The leader of
the group has the ability to influence the attitude of the group
(Heise, 1977). If the group leader is exuding a negative attitude it
will be reflected by the members of the group. Strong
communication skills and the ability to facilitate group cohesion
are imperative for leadership in virtual worlds.
Execution
The execution stage is where shared knowledge and
understanding is most prevalent. By the time players begin using
the group finding tool extensively, they have played the game for
a significant amount of time. In most cases, players are aware of
the core game mechanics and how to manipulate them in order to
achieve their goals. Understanding the goal that the group is
trying to accomplish and simply knowing how to play their chosen
character correctly are two parts of the shared understanding
players must have in order to execute their strategy without any
setbacks.
There is also an abundance of outside sources players
may use to help further the shared knowledge. Wikipedia pages,
tutorial videos, and various game guides are all available to
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players and help to create a shared understanding of WoW.
There are several ways of achieving different goals throughout
the game; however, they are rarely explored due to the shared
understanding of the different tasks. Once a group of players,
usually not randomly generated, has accomplished a goal
efficiently and share their experience – the manner in which they
accomplished the goal becomes the norm. By sharing their
experience on YouTube, different websites, or databases – they
create an understanding of how a task is to be completed.
Due to the wealth of information that is available to
players, they have learned how to adapt to almost any situation.
As discussed earlier, the idea of theorycrafting is simply one way
players have learned to manipulate the game. By breaking the
skills and attributes down into numbers and formulating
equations, players have found ways to maximize their character's
potential. It is not uncommon for players to obtain pieces of gear
that may seem trivial to a novice player, but when in the reality of
the game, this is the best possible piece of equipment a player
could have. This type of manipulation of the attribute system
along with an understanding of a skill rotation (the order in which
players use their skills to maximize their output), allows for
players to be an asset to their group by executing to their fullest
potential. The other ways player have adapted in order to achieve
goals is through strategizing dungeon encounters. Countless
hours are spent inside instances by dedicated players in order to
determine the most efficient way to "down" a boss. The trial and
error process of a new encounter can take days, weeks, or even
months for a well-organized group to overcome. Vodka, a top US
raiding guild, spent well over a month attempting to defeat
Deathwing. It was a long process of learning to understanding the
mechanics of the encounter, learning how to use all the available
resources in their favor, and then relying on one another in order
to execute systematically in order to defeat the boss (Grafarion,
2012).
To use an example from my own experience - back when
Ulduar was first released one of the bosses, Igniss the Furnace
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Master, was incredibly difficult to get past. At that time many
groups were merely skipping him and moving on to more
obtainable bosses. However, my guild spent was determined to
be the first on the server to kill this particular boss. We had spent
hours upon hours testing different methods. We would randomly
place Igniss in different locations, we would try different group
combinations, we would try different spells. At this point it was still
very early in Ulduar's release and there was not a whole lot of
information on how to beat Igniss, so a lot of what we were doing
was trial and error. It took nearly a full week of attempting to kill
him before we finally were able to overcome. In the end, we
tested and tried different approaches until we figured out what
was working for our group. We tested, probably, hundreds of
different methods and combinations in order to find the best way
that worked for us. What made the difference is that we learned a
specific skilled used by Hunters could alleviate the duration of
one of Igniss' abilities, which ultimately ended up being the
turning point for our group.
The perseverance of groups such as the aforementioned
is the way players expand their knowledge of the game. They
gain better understanding of the mechanics and how to use them
in their favor. When organized groups take the time to share their
experience to the WoW community, they allow for players to
advance themselves and each other because there is a baseline
of understanding. In order to be an asset to the group, a player
must be able to execute the basic strategies that are put forth by
organized groups and mimicked by random groups.
Most players are attuned to the procedures that a group
must partake in because they have a reason to do so. By not
knowing how to complete a task, they are hindering their own
personal character progression – whether it's earning new armor
pieces or a new weapon that can help make their character
stronger. The sense of achievement when completing the
dungeons and the rewards that you can receive for doing so is
what keeps players together and forming groups. In essence, the
apex of the game is to progress your character as much as
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possible – without cohesive communication within small groups,
this milestone is very difficult.
It is the leader’s role to direct the way in which the group
will accomplish their goal, but the manner in which he does this is
based on shared knowledge that the whole group is assumed to
have. This is why I find the leaders to have more of a director’s
role than an actual leader’s role since they are simply making
sure everyone follows an understood plan. Due to shared
knowledge and a wealth of information that is available on
different goals within WoW, a group's leader simply has to assign
tasks and make sure the group members know what to do, as
opposed to continuously giving orders and direction on how each
person should be playing. It is very much a laissez-faire type of
leadership (Judge & Piccolo, 2004) within the confines of World
of Warcraft.
Breakpoints
Due to the amount of options a group has upon task
completion, I find Marshall Poole’s idea of breakpoints (1983) to
apply quite nicely. As defined by Poole, a breakpoint is when the
focus of the group is shifted, whether it is because they are
moving to a different task, or a failure in a prior task and they
must try again - Poole's idea of a breakpoint is just a moment
within the group where they take a new direction. In regards to
World of Warcraft, I find that upon the completion of a task, a
group’s focus can shift in various directions. Usually the final
stage of a group model would be considered adjournment; in the
case of virtual groups however, adjournment is not always the
case.
That said, the most common avenue for a group is
adjourning. In most cases, after a dungeon has been completed,
the group will split apart and go their own way or reenter the
Dungeon Finder queue and create a new group. Each individual
has their own reasoning for leaving the group and moving on perhaps some of their friends logged into the game and they went
to group with them or sometimes players just enjoy grouping
31
when they need to and playing on their own the rest of the time.
In most cases, members simply consider the task to be complete
and move on from their group and take up other activities within
the game.
Upon task completion, the group may not always
adjourn. Some or all members may decide to stay together and
complete another task. Given the option, if the group worked well
together, players may decide to move forth into another dungeon
and continue working together. In some cases, only certain
members may want to stay together and continue working as a
group. When this happens, the remaining group members reenter
the Dungeon Finder or invite players they may already be
acquainted with to complete their group. I have identified this
breakpoint as continuing.
Another observed breakpoint can happen at any stage of
the group process. Players may be incapable of working with one
another and the group may disband prior to task completion.
Occasionally there will be specific members who are unable to
work with other members and they will voluntarily leave the
group, allowing the remaining members to replace them with the
Dungeon Finder tool or with people they may already be
acquainted with. I have identified this breakpoint as restructuring.
Groups who are struggling with certain goals may decide
to change the approach to the situation they are using. If a
leader’s direction is not working, the group may decide upon a
new way of handling a task and a new leader may arise. This
power shift usually happens very subtly and is almost
unnoticeable. It is obvious to most groups when the direction of
the leader is not working and it is time to try something new. The
most common reason for a change in leadership is due to task
failure. When a group is struggling with a task, it is up to the
leader to initiate conversation as to why or simply make the
changes. If the leader fails to do so, another group member
usually steps in and fills the leadership role. In some cases the
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ousted leader may be resentful, but will generally at least attempt
the newly decided upon plan.
One of the least common breakpoints happens when
players end up working so well together, that they decide to work
with one another on larger scales. Within World of Warcraft there
are large groups known as Guilds that are collections of people
who are in pursuit of a common goal. Guilds themselves are an
interesting dynamic of MMORPGs, many are formed from players
grouping with random individuals and forming friendships.
However, due to a more structured nature and the interpersonal
relationships between guild mates, the group dynamics are much
different and beyond the scope of this article. Although it is
uncommon for guilds to form or players to join guilds through this
form of grouping, it can happen. In most cases, players simply
become friends without ever joining one another’s guild or
forming a new guild. Certain functions within WoW allow for
players to add each other to a “Friends List” so they can keep in
contact. I’ve identified this breakpoint as forming – whether it is
friendship or a guild, the term applies nicely.
There is always the possibility of task failure within a
group. Some goals or tasks may be too complex or challenging
for a group and they simply cannot finish. Task failure can lead to
two types of breakpoints. As identified already, restructuring can
occur if certain members of the group decide they want to
continue on with a different dungeon or disbanding may occur.
Disbanding is when each group member goes their own way after
task failure. The members that choose to disband may reenter
the Dungeon Finder queue in hopes of being paired with different
players or they may try to form their own group out of people that
they know – which reduces the chances of task failure in most
cases.
Conclusion
Online gaming has a vast audience that millions upon
millions of people immerse themselves in on a daily basis. World
of Warcraft allows us to observe how randomly generated groups
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can function positively or negatively. Laying out the stages of
development that these ad hoc groups participate in allows for
further study into the dynamics of small group communication in
virtual worlds. The stages that players go through are not
something commonly thought about, although they do
understand that they are going through a process. The
importance of turning this tacit knowledge into explicit knowledge
can make the difference in whether a group is able to function
positively or negatively. When we illustrate how a group should
be functioning during the stages of development, it allows for
reflection and possibly more productive problem solving. If we
look at each dungeon as a series of tests (Rothman, 2011), the
problem solving aspect will be illuminated. Each instance has its
own unique set of problems that players must learn to overcome;
the way in which this is done various depending on the classes
involved, skill level and sometimes how good a players gear is.
When players have to communicate with one another and adapt
to certain situations based on the limitations of their group,
effective group problem solving and critical thinking is taking
place. This can be exemplified even further if we take into
consideration that the group is not performing very well
(struggling through boss fights, group members dying
consistently, and so forth). An assessment of the situation will
have to be made and proper strategizing will have to take place in
order to correct the problems.
When it was first released Azjol-Nerub was arguably one
of the harder, if not hardest, instances for a random group to
complete. The mechanics of the last boss, Anub'arak, made it
difficult for random groups to coordinate effectively in their first
attempt at defeating the boss. One skill in particular that the
Anub'arak uses is called Pound. This ability would essentially kill
any player who was not the tank in one hit. In order to dodge the
ability, players had to use timing and positioning in order to not
get hit by the skill. Usually, the first encounter with this skill would
kill everyone in the group due to inexperience and understanding.
Upon failure, the group would discuss possible solutions, think
about the situation, and then come up with another plan. This
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process would usually repeat itself until the group defeated the
boss or decided they were incapable of handling this encounter.
Regardless of the outcome, our fictional group had to employ
collaboration, critical thinking, and problem solving skills in order
to progress or disband. Even if the group did not defeat
Anub'arak and reap the benefits of the items he could possibly
drop, the group members all leave the instance with a richer
understanding of the instance and how to problem solve with a
group.
When a group fails a task players tend to put the blame
on anything but themselves, and usually do not realize any
possible benefit they may have gained from failure. Individual skill
certainly plays a role in a group’s success when it comes to
online games, but in group situations it is not everything. A
well-coordinated group with solid communication can usually
tackle a task much easier than a group who is relying on one
person to do all of the work. By understanding the stages of
group development, it can help players become better group
members when moving forth in their online adventures.
While continuing research in group dynamics of online
games, the idea of shared knowledge appears repeatedly.
Further research into the concept of shared knowledge (how it
comes about, why it is accepted, and where it can be found) is an
avenue for further research. Random ad hoc groups seem to rely
heavily on shared knowledge; therefore, a better understanding
of the concept will lead to better group experiences. Deeper
evaluation of leadership styles in online games brings forth
research possibilities in how players establish credibility and earn
respect in virtual worlds. There is an air of always wanting to be
on top in online games – being in the best guild, having the most
progressed character, and having hard to obtain items. These
three factors can play a role in the amount of power a person has
in online groups. The assumption of leadership qualities in those
with lots of virtual “stuff” can have detrimental effects on a group's
productivity. This is due to the ability of players to pay for (with
ingame currency or real life currency) items, thus eliminating the
35
need for grouping and learning how to complete dungeons. The
fundamental aspect of these types of games is to complete tasks
in order to earn items, it would be interesting to shed light on why
some members of the gaming community choose to pay for these
items rather than earn them.
Group dynamics are a field that has been long studied,
whether to increase productivity or just to better understand the
type of communication occurs. In research conducted by IBM, it
was found those workers who played MMORPGs had better
team work and leadership skills than those who did not (Edery,
2008). Venture capitalists have also discussed using WoW as a
platform for innovation and team building skills (Stewart, 2006).
With businesses considering online games in this manner, further
research in to their effectiveness is necessary. World of Warcraft
is a fantastic platform to study how ad hoc groups work and the
players communicate. People who normally would never work
together in any other situation join groups to complete common
goals. Regardless of the outcome, it is hard to find another
platform with the staying power, popularity, and the ability for this
type of communication to occur.
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Acknowledgments
I would like to thank Ryan McClure, Instructor of Professional Writing at
Syracuse University, for the time and effort he put into helping me with
the editing process. If anything, I learned that I overuse dashes,
underuse commas, and am a royal pain when it comes to editing.
Thanks for sticking through it – man.
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