World of Warcraft and agile teams have many parallels in terms of role distribution, team-building, task management and communication. This talk starts by looking at concepts from WoW with direct parallels for agile teams: Duality of Roles, Team Building, Sustainability, "Questing" and Tools. Following this, the differences are noted: Lack of Dungeon Guides, Reliance on Specific Members, No Flying Dragons
As a conclusion, we look at why achieving goals in the fantasy world works so well, why it doesn't always work so well in real life, and what we could do to change that. We consider whether roles on an agile team can be compared to roles in WoW (testers: healers or damage dealers?), and what conclusions can be drawn from such comparisons.
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’What Agile Teams can Learn from World of Warcraft’ by Alexandra Schladebeck
1. What Agile Teams Can Learn From
World of Warcraft
Alexandra Schladebeck, Bredex GmbH, Germany
Alexandra earned a degree and an MA in linguistics from York University before
starting work at BREDEX GmbH, where she is a trainer and consultant for
automated testing and test processes. As a product owner, she is also responsible
for developing user stories with customers as well as documentation and testing.
Alex frequently represents BREDEX at conferences, where she talks about agility
and testing from project experience. She is also involved in event organisation and
customer communication.
Alex started playing World of Warcraft almost seven years ago and has been
hooked ever since…
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3. Agenda
• Introductions and mandatory geek check
• World of Warcraft – a beginner’s guide
• Parallels with agile
• Differences to agile
• What can we learn?
4. Introductions
• BREDEX GmbH
– Software development and consulting
– Focus on quality
– Focus on communication
– Increasing use of agile practices
and you?
5. Brief introduction to WoW
• Create a character
– Race
– Class
– Equipment
– Talents
– Profession
– Skills
Character
Race
Skills (innate
abilities)
Class
Equipment
Enchantments
Improvements
Talents
Skills (talent
based)
Skills (class-
based)
Profession
Skills
Pictures: battle.net
6. Alex’s Character:
Blood Elf Priest
Blood Elf
Disrupt magic,
resist magic
Priest
Magic cloak
+5 intellect
Shadow form
Mind flay
Levitate,
Shadow Word:
Pain
Herbalism
Lifeblood (heal)
Example character
Picture: battle.net
7. Go on quests
• Quests
– Find things
– Kill things
– Save things
– Collect things
• Dungeons
– Killing and questing in a group, separate from others
– Big “bosses” to kill
• Raids
– Killing and questing in a very large group (25)
8. Agile vs. WoW
Similarities
• Roles
– Assignment & Flexibility
• Team
– Creation
– Communication
– Collaboration
– Improvement
• Task management
– Granularity
– Estimation
– Pace
– Tools
Differences
• Team
– Reliance on members
– Dragons and portals
• Task management
– Dungeon guides?
9. Roles: Assignment
Roles in WoW
- Healer
- Tank
- Damage Dealer
Assigned based on various factors
- Skills
- Experience
- Equipment
Picture: battle.net
10. Roles: Flexibility
May need to help others with
their role
- Healer disconnect?
- Unexpected health hit?
- Stunned tank?
Dual specializations are
possible
- Require practice
Picture: battle.net
11. Teams: Creation
Role-based
- Need specific roles
- Not all one role
Diversity brings benefits
- Herbalist Hunter can heal
himself
Groups raids
- Smaller teams combine to
large group
- Each team structured same
Picture: techjunkie.co.za
14. Teams : Collaboration
Can only succeed as a team
Know team:
- Skills
- Members
- Experience
Pairing heal and tank
Self-organizing
- List of tasks
- What order
- Who
- How
15. Teams : Improvement
What is hard now may be easy later
- Experience
- Skills
- Armour
- New group members
Play more, win more
Retrospectives
- Battle log
- Don’t step in the green goo
Picture: joystiq.com
Picture: pcweenie.com
16. Tasks: Granularity
Quests
- Information
- Requirements to complete
Quest sequences
- Each quest separate and
individual
- Reward after each quest
Picture: joystiq.com
17. Tasks : Estimation
Drop rate
Ease
Risk
Amount of players needed
Phases in fight are timeboxed
How much mana is enough
Picture: wowpedia.org
18. Tasks : Sustainability
and Pace
Refresh after fight
- Too many fights without
refresh can lead to death /
wipe
- Repair equipment
- Ideal situation is not
having to recover from
fight
Picture: pcweenie.com
19. Tasks : Tools
Macros
- Automation for sequences
- Can’t automate everything
- Intelligence and skill still
required
Tools
- Are often necessary
(healbot)
- Must be used correctly
- Can’t lose focus on fight
Picture: joystiq.com
20. Differences…
No automatic level up
No dragons, portals or dungeon finders
- Make life (and helping) easier
No reliance on specific role
- Damage dealers are less important
than tanks and healers
- Without the tank or healer die
Can’t give up completely on tasks
No dungeon guides
Picture: wow-nimbert.de
Picture: joystiq.com
21. Who are the WoW testers?
• Healers?
– “Heal over time” constant presence
– “Your fault” if we have a wipe?
• Damage dealers?
– Is testing a destructive activity?
– Do we cause problems from afar?
• Tanks?
– Standing at the forefront, taking the hits?
• Rogues?
– Because we’re sneaky?
• Mages?
– Because we do magic?
22. Why does the game work so well?
• Tangible, attainable goals
• Easy to help and be helped
• Instant gratification – it’s fun
• Because it’s not the real world
– Experience points
– Magic armour
– Automatic levelling
– It’s just a game
23. Conclusions:
What can we learn for our teams?
Aim WoW Agile
Make helping easier Dungeon finders
Easy port in and out
Open door policy
Same office
Rewards for helping and
initiative
$ for random dungeon Thank people
(also publicly)
Social / team incentives?
Nurture a common goal Prestige, XP, Items Pride in software
Foster mutual trust Playing regularly as a team Retrospectives
Create shared mental
models
World rules Transparent decisions
Reduce frustration Automatic improvement
Option to abandon quest
Attainable goals
24. Conclusions:
What can my “character” learn?
• Keep learning
– Practise “dual specialization”
– Aim for improvement
• Gain pleasure from social incentives and
rewards
• Rely on your team
– You can’t kill the boss on your own ;)
Picture: battle.net
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Editor's Notes
Who works on agile teamWho wanting toWho play WoWOther MMORPG?
Race:Dwarf, Human, Troll -> each race has specific innate abilitiesClassPriest, Warrior, Hunter, Mage access to specific equipment, talents, and skillsEquipmentStandard, (cloth – heavy plate), from quests, for achievements, plus enchantmentsTalentsSet available defined by class. Different possibilities and combinations Every person has different background and different abilitiesProfessionHobbies in game that can bring boni or moneyArchaeology, fishing, enchanting, alchemy, blacksmithing, Extra-curricular activities may bring benefitsSkills- Defined by class and talents
Assigned role in group based on various factors Assigned role in project based on experience, ability, character…ClassSkillsEquipmentExperience(Choice)
Just because you have that role doesn’t mean it is set in stoneMost classes could play at least 2 roles most people can help with other thingsE.g. Priest : Healer / DDDruid: Tank / Healer / DDE.g. Developer can help with testing, testers can help with development, documentation etc.Without any specific equipment or training at lower levels for simple tasks, easyGenerally only possible with dual specialization at higher levels for harder tasks, may need specific experienceDifferent specs have different abilitiesNevertheless, if you go into a dungeon as a DD priest, and the group will die if you don’t help with healing…If you’re going to need to help like that more often, then having equipment and armour / items for the purpose is useful.
Usual mix is one tank, one healer and three DDs can’t have all product owners…Can make own groups as wellOther things a character can do may help the group other experience, other study courseInnate skills from classSkills from professionGroups contain five people, raids contain 25 – each team self-organising Scrum of scrums
Picture of raid group8 groups of 5Coordinated by raid leaderEach healer looks primarily to their own team
Communication has to be quick and unambiguousThere is a chat, but teamspeak for speed is better email ok, speaking betterUse symbols that everyone understands to mark priorities clear priorities
In most cases, can only succeed as team effortOne hit if attempt aloneCan involve pairingHeal and tank tester and developerNeed to know teamWho can do whatWhat experience and risks there are (noobs)Teams are self organizingList of tasksWhat orderWho is doing whatWhat skills to useLeeroy videohttp://www.youtube.com/watch?v=uVZ50qAQrpchttp://www.youtube.com/watch?v=LkCNJRfSZBU
Over time, teams get better constant improvement as aimPlaying more oftenExperience in similar situationsSkills improveLearn new skillsNew abilities through new membersCan learn from past mistakes retrospectivesDon’t step in the gooBattle log
Quests consist of information text, what to deliver and how to go about itE.g. have no food, find me tiger steaks from the red tigers story description, acceptance criteria, definition of doneQuest sequences epicsEach quest individual and value-bringingDo not need to complete whole sequence
Estimation may be flawed
Fighting exhausts health and manaCan only fight so many exhausing fights before no more mana – no more abilitiesEquipment gets damaged and leads to performance penaltiesNeed time and resources to repair technical debtNot having to recover is aim sustainable paceWhat is sustainable for one – not for another Tank ploughs on, healer drinking
Automation can help with repetitive tasksCan’t automate everything (disallowed) Intelligence, skill, thinking are requiredAutomate wrong thing and dieTools available to helpOften necessary (healbot)Must be used correctlyCan’t lose focus on fight
Automatic new skills would be brilliantNo dragonsNo magic ways of helping peopleNo reliance on just one personCan just give up of don’t want to carry onNo step-by-step guides to what is coming and what will go wrong / what challenges will come