Maneuvering with Inexperience

Yesterday I hosted Naxxramas 25 for entry level raiders. The content is about four or five months old, in terms of the rerelease. In terms of first release, the content was released in 2008, 15 years ago. I give this game context because players have a large expectation of experience or knowledge when it comes to a rereleased game. I have yet to watch the following video, but it will be a great watch given its view count and production.

While I’ll have to watch the details of this film more closely, the title and the comments suggest that information is readily available to make the experience more playable or more fun, but players choose to ignore this information.

That’s something that’s tough to swallow, especially for the type of gamer who enjoys excelling at their craft. Not every player falls into this category and not all players will follow the same M.O.. The way to solve Rubik’s cubes is posted online, with tutorials and walkthroughs. Does everyone know how to solve one? No, because most people just don’t care for this puzzle.

How is a Rubik’s cube similar to World of Warcraft? With such a large, immersive world, WoW has the ability to engage players with multiple systems and games, not just one front. While a Rubik’s cube’s only enjoyment or fulfillment comes from solving a random or more challenging puzzle, World of Warcraft offers thousands of different puzzles and games, many of which are optional. For some players, the world alone is beautiful enough to engage with.

If anyone can be new or inexperienced at a game, no matter how much information is available, how should we go about our expectations? This is a difficult one especially without communication. I brought up my Naxxramas run from yesterday because it was an arduous and long run. One of the pain points I had was an assumption of knowledge or understanding of communication. There were many times when I relayed boss fights or instructions with open ended assignments or as passing notes. Until I was very specific, with player names and exact positions, did we achieve our best results. This comes at some costs. There are times where I rehearse fights before they happen and there are times when I explain things beforehand and players fail to manage what I had mentioned. As an instructor, the only true measurement of success is the passing of knowledge and a fulfillment of a test. Unfortunately with a real time game, there’s also the expectation of fun and the expectation of scheduling.

There is balance between over-explaining and taking too long and underexplaining and having poor execution. Two conclusions I reached after failing to reach my goals within the three hour raid window I had set aside were: with inexperienced tanks, the players in front of the raid taking damage, it is in my best interest to preview the run with them in some way so they can visually see everything before hearing an explanation and it is in my best interest to ask specific players if they understand their assignment or role in a fight regardless of my explanation. There is a statistic I heard from one of my teachers, sharing with us how difficult it is being a teacher and engaging with students. She said the average teacher waits 3 seconds after asking a question, before feeling defeated without a response. In the teacher’s mind, 3 seconds is a long time. For a student, it is a brief moment. Difference in knowledge and experience creates different shared experiences. Patience and understanding are key to any student-teacher relationship and the only true measurement of success is improvement and delivered results.

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