In online gaming, arguably the most difficult role to fill is the group leader, yet it is a critical role that often needs be filled to some extent in order for a group to succeed (or even form up to begin with!). Group leaders set the agenda, goals, and expectations for a group; it is their job to get folks to the fun. Good group leaders are highly sought by player organizations (such as guilds) and such organizations often rise or fall based on the presence of such leaders, while poor leaders are reviled by rank and file and often fail to accomplish what a group set out to do.
There are certain qualities folks expect in a successful leader:
-Communication skills: Members of a group should know what's going on, what they should be doing, where they're going; it is essential that a leader communicate this to group members, lest the group become disorganized, delayed, and ineffective. If the leader needs to assign someone to a particular role, clearly communicate to everyone that such and such is fulfilling that role. If the leader has a strong foreign accent, he or she speak slowly and clearly so folks understand what's being said to avoid confusion.
-Social competence: It is important understand the attitude amongst members and take that into account when making decisions. The leader must always strive to facilitate enjoyment of the game and avoid drama at all costs. Keep the adventure sweet, otherwise groups may break hard. It's also important to know when to reign in folks and when to allow cavorting and when to kick out toxic elements.
-Swift and decisive decision making: Often times any decision is better than no decision, give your members a course of action and they'll see you through to victory (or at least it'll seem a valiant effort).
Confidence: Group members want to be a part of successful groups and tend to become apprehensive when a leader dithers. Should a leader seem uncertain over a course of action, his or her competence comes into question. Deliberation is often seen as an indication the leader is uncertain of something and the group may be a waste of one's time (if a leader needs to discuss something, keep it on a need-to-know basis amongst a small trusted cadre). If nothing else, the leader should provide the illusion that he or she knows what's going on, to placate the members and prevent drama caused by uncertainty.
-Organize: Get the group together quickly and efficiently with minimal form up time. If you need to delegate certain roles, make sure the folks you're delegating to can and will fulfill those roles. While calling for volunteers to fulfill certain roles is fine, should no one step up to the plate it is often best to appoint someone, lest that role become a jumbled mess bounced around between players.
-Have an agenda: Know what your goal is when your group is forming and have an itinerary, no one wants to aimlessly putter about. Be sure to set reasonable goals for your group, lest the group be met with naught but frustration.
-Pace setter: Folks don't have all day, they want to get to the fun quickly. While the occasional short delay is excusable, people don't want their time wasted (remember, they can always be doing other things). Lastly, whatever you do, don't make a bunch of people wait on one guy, it's incredibly rude.
While folks willing to step up and become a group leader are often commendable and in relatively short supply, please take care not to waste your team's time and effort.
So, are there any other qualities folks like to see in in-game leaders? I hope a discussion on such can assist would-be team leaders to achieve fun for their groups.
This post was prompted by a poorly run PvP fleet I was in earlier today in EVE Online, which resulted in two hours of tedium with only one player kill accomplished before the fleet got scattered.
In online gaming, arguably the most difficult role to fill is the group leader, yet it is a critical role that often needs be filled to some extent in order for a group to succeed (or even form up to begin with!). Group leaders set the agenda, goals, and expectations for a group; it is their job to get folks to the fun. Good group leaders are highly sought by player organizations (such as guilds) and such organizations often rise or fall based on the presence of such leaders, while poor leaders are reviled by rank and file and often fail to accomplish what a group set out to do.
There are certain qualities folks expect in a successful leader:
-Communication skills: Members of a group should know what's going on, what they should be doing, where they're going; it is essential that a leader communicate this to group members, lest the group become disorganized, delayed, and ineffective. If the leader needs to assign someone to a particular role, clearly communicate to everyone that such and such is fulfilling that role. If the leader has a strong foreign accent, he or she speak slowly and clearly so folks understand what's being said to avoid confusion.
-Social competence: It is important understand the attitude amongst members and take that into account when making decisions. The leader must always strive to facilitate enjoyment of the game and avoid drama at all costs. Keep the adventure sweet, otherwise groups may break hard. It's also important to know when to reign in folks and when to allow cavorting and when to kick out toxic elements.
-Swift and decisive decision making: Often times any decision is better than no decision, give your members a course of action and they'll see you through to victory (or at least it'll seem a valiant effort).
Confidence: Group members want to be a part of successful groups and tend to become apprehensive when a leader dithers. Should a leader seem uncertain over a course of action, his or her competence comes into question. Deliberation is often seen as an indication the leader is uncertain of something and the group may be a waste of one's time (if a leader needs to discuss something, keep it on a need-to-know basis amongst a small trusted cadre). If nothing else, the leader should provide the illusion that he or she knows what's going on, to placate the members and prevent drama caused by uncertainty.
-Organize: Get the group together quickly and efficiently with minimal form up time. If you need to delegate certain roles, make sure the folks you're delegating to can and will fulfill those roles. While calling for volunteers to fulfill certain roles is fine, should no one step up to the plate it is often best to appoint someone, lest that role become a jumbled mess bounced around between players.
-Have an agenda: Know what your goal is when your group is forming and have an itinerary, no one wants to aimlessly putter about. Be sure to set reasonable goals for your group, lest the group be met with naught but frustration.
-Pace setter: Folks don't have all day, they want to get to the fun quickly. While the occasional short delay is excusable, people don't want their time wasted (remember, they can always be doing other things). Lastly, whatever you do, don't make a bunch of people wait on one guy, it's incredibly rude.
While folks willing to step up and become a group leader are often commendable and in relatively short supply, please take care not to waste your team's time and effort.
So, are there any other qualities folks like to see in in-game leaders? I hope a discussion on such can assist would-be team leaders to achieve fun for their groups.
This post was prompted by a poorly run PvP fleet I was in earlier today in EVE Online, which resulted in two hours of tedium with only one player kill accomplished before the fleet got scattered.