Wednesday, October 1, 2008

Management of company == Management of guild in MMO???

I was playing Warhammer Online (WAR) and I stumble upon the lack of economic aspect in the game. There is AH, there is pricing and it seems to be assumed that it satisfy players' appetite for economic fun. (Well some people do like to play AH. and they login everyday just to play AH and earn gold in other MMO).

Gold in WAR seems useless for individual. Many people are been offended when my guild suddenly decide to make the tax 25%. This cause a lot of problems to the management level in the guild. There is no real requirement for gold in WAR. There isn't any super armor / weapon to be crafted. There isn't any real need to get super potions. In WAR, the real aim is to have RvR. Hence the guild decide to strive for an end game keep (claiming a keep cost 240 gold per day). If gold is useless in game, it is this concept that conflicts with real life. We need money in real life. Is this a design problem to make something that is so important in real life to be so insignificant in game? Or is it not? The real problem is that if such decision is made in design level, how should this difference be educated to the player so that it will not give them much mental impact?

Now for the real topic. I see so many problems in guild management in all games. I see management level giving reasons, giving brief answers to the people and just take it that the decision is final. This cause people to join other guilds or form their own guilds. I do understand that as no one is actually responsible in game. Everyone pay money to play. We all are equal hence there is no need to demand for people to spend effort to manage. This is a portion that can be looked into for design changes. Most MMO now concentrate on having the system that we have in companies. The problem is, do the players desire such structure?

Is it also correct in real company? Recently, I had a discussion with some of the colleagues left behind to fix certain stuff like policy in the company, evaluation and work flow. Till now, people in the discussion reflected (indirectly) that the discussion is actually useless. The person in charged is actually not concern and does not show effort/progress at all. The future looks bleak and it seems that the next project will be the same as the current one.

I notice that in game, the management level could be a base level. Everyone contributes in some sense and decision is made by majority. And in real life, it's different. The top has to be active to motivate the people below and the below has to reflect to know that the top's decision is effective or not.

The only similarity I have found so far (as the major experience for me in real life and in game has always proven to me that the major failure of any management level (both in game and real life) ) is that the people at the top expects the below just to accept and work. So far, most of the management that I have encountered (in both real life and game) behaves quite similarly in this aspect. Even when anyone says that the interaction is to be both ways is just another way of saying, "I am not going to do anything. The below is just supposed to listen and work quietly". They just want the bottom to feel that he is listening but he is wrong. When time passes, people lose faith in his/her words and the impact will be even bigger.

I will say till now, action speaks louder than words. And so far, I only hear excuses and no actions at all.

(Pending rephrase when I am free. Too much of "last minute" typing)