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What agile teams can learn from World of 
Warcraft 
Alexandra 
Schladebeck, 
BREDEX 
GmbH 
@alex_schl 
www.eurostarconferences.com 
@esconfs 
#esconfs
WHAT 
AGILE 
TEAMS 
CAN 
LEARN 
FROM 
WORLD 
OF 
WARCRAFT 
Alexandra 
Schladebeck, 
BREDEX 
GmbH 
Eurostar 
2012
Agenda 
• IntroducGons 
and 
mandatory 
geek 
check 
• World 
of 
WarcraJ 
– 
a 
beginner’s 
guide 
• Parallels 
with 
agile 
• Differences 
to 
agile 
• What 
can 
we 
learn?
IntroducGons 
• BREDEX 
GmbH 
– SoJware 
development 
and 
consulGng 
– Focus 
on 
quality 
– Focus 
on 
communicaGon 
– Increasing 
use 
of 
agile 
pracGces 
and 
you?
Brief 
introducGon 
to 
WoW 
• Create 
a 
character 
– Race 
– Class 
– Equipment 
– Talents 
– Profession 
– Skills 
Character 
Race 
Skills 
(innate 
abiliGes) 
Class 
Equipment 
Enchantments 
Improvements 
Talents 
Skills 
(talent 
based) 
Skills 
(class-­‐ 
based) 
Profession 
Skills 
Pictures: 
ba[le.net
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: 
ba[le.net
Alex 
Trained 
linguist 
A[enGon 
to 
detail 
“Translator” 
Training 
+5 
knowledge 
User 
interacGon 
ConsulGng 
OrganizaGonal 
skills 
Teaching 
experience 
Talking 
to 
groups 
Example 
character 
Picture: 
ba[le.net
Go 
on 
quests 
• Quests 
– Find 
things 
– Kill 
things 
– Save 
things 
– Collect 
things 
• Dungeons 
– Killing 
and 
quesGng 
in 
a 
group 
(5) 
– Big 
“bosses” 
to 
kill 
• Raids 
– Killing 
and 
quesGng 
in 
a 
very 
large 
group 
(25)
Agile 
vs. 
WoW 
SimilariAes 
• Roles 
– Assignment 
& 
Flexibility 
• Team 
– CreaGon 
– CommunicaGon 
– CollaboraGon 
– Improvement 
• Task 
management 
– Granularity 
– EsGmaGon 
– Pace 
– Tools 
Differences 
• Team 
– Reliance 
on 
members 
– Dragons 
and 
portals 
• “Easier” 
• Task 
management 
– Dungeon 
guides?
Roles: 
Assignment 
Roles 
in 
WoW 
-­‐ Healer 
-­‐ Tank 
-­‐ Damage 
Dealer 
Assigned 
based 
on 
various 
factors 
-­‐ Skills 
-­‐ Experience 
-­‐ Equipment 
Picture: 
ba[le.net
Roles: 
Flexibility 
May 
need 
to 
help 
others 
with 
their 
role 
(short 
term) 
-­‐ Healer 
disconnect? 
-­‐ Unexpected 
health 
hit? 
-­‐ Stunned 
tank? 
Dual 
specializaGons 
are 
possible 
(long 
term) 
-­‐ Require 
pracGce 
Picture: 
ba[le.net
Teams: 
CreaAon 
Role-­‐based 
-­‐ Need 
specific 
roles 
-­‐ Not 
all 
one 
role 
Diversity 
brings 
benefits 
-­‐ Herbalist 
Hunter 
can 
heal 
himself 
Groups 
à 
raids 
-­‐ Self-­‐organized 
-­‐ Smaller 
teams 
combine 
to 
large 
group 
-­‐ Each 
team 
structured 
same 
Picture: 
techjunkie.co.za
Picture: 
pcweenie.com
Teams 
: 
CommunicaAon 
Quick 
Unambiguous 
Teamspeak 
for 
speed 
Symbols 
everyone 
understands 
-­‐ PrioriGes 
for 
fighGng 
order 
-­‐ Who 
should 
fight 
whom 
-­‐ Skull 
= 
main 
focus 
-­‐ Star 
= 
Sheep 
(mage) 
-­‐ Triangle 
= 
trap 
(hunter) 
Picture: 
joysGq.com
Teams 
: 
CollaboraAon 
Can 
only 
succeed 
as 
a 
team 
Know 
team: 
-­‐ Skills 
-­‐ Members 
-­‐ Experience 
Pairing, 
e.g. 
healer 
and 
tank 
Self-­‐organizing 
-­‐ List 
of 
tasks 
-­‐ What 
order 
-­‐ Who 
-­‐ How
Teams 
: 
Improvement 
What 
is 
hard 
now 
may 
be 
easy 
later 
-­‐ Experience 
-­‐ Skills 
-­‐ Armour 
-­‐ New 
group 
members 
Play 
more, 
win 
more 
RetrospecGves 
-­‐ What 
went 
wrong? 
-­‐ Ba[le 
log 
-­‐ Don’t 
step 
in 
the 
green 
goo 
Picture: 
pcweenie.com 
Picture: 
joysGq.com
Tasks: 
Granularity 
Quests 
-­‐ Back-­‐story, 
reason 
-­‐ InformaGon 
-­‐ Requirements 
to 
complete 
Quest 
sequences 
-­‐ Overarching 
story 
-­‐ Each 
quest 
separate 
and 
individual 
-­‐ Reward 
aJer 
each 
quest 
Dungeon 
= 
set 
of 
separate 
tasks 
with 
one 
aim 
( 
=sprint) 
Picture: 
joysGq.com
Tasks 
: 
EsAmaAon 
Drop 
rate 
Ease 
Risk 
Amount 
of 
players 
needed 
Phases 
in 
fight 
are 
Gmeboxed 
How 
much 
mana 
is 
enough 
Picture: 
wowpedia.org
Tasks 
: 
Sustainability 
and 
Pace 
Refresh 
aJer 
fight 
-­‐ Eat 
/ 
drink 
-­‐ Repair 
equipment 
-­‐ Recast 
spells 
Too 
many 
fights 
without 
refresh 
can 
lead 
to 
death 
/ 
wipe 
-­‐ Ideal 
situaGon 
is 
not 
having 
to 
recover 
from 
fight 
Picture: 
pcweenie.com
Tasks 
: 
Tools 
Macros 
-­‐ AutomaGon 
for 
sequences 
and 
combinaGons 
-­‐ Can’t 
automate 
everything 
-­‐ Intelligence 
and 
skill 
sGll 
required 
Tools 
-­‐ Are 
oJen 
necessary 
(healbot) 
-­‐ Must 
be 
used 
correctly 
-­‐ Can’t 
lose 
focus 
on 
fight 
Picture: 
joysGq.com
Differences… 
No 
automaGc 
level-­‐up 
No 
automaGc 
new 
skills 
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 
à 
die 
Can’t 
give 
up 
completely 
on 
tasks 
No 
dungeon 
guides 
Picture: 
joysGq.com 
Picture: 
wow-­‐nimbert.de
Who 
are 
the 
WoW 
testers? 
• Healers? 
– “Heal 
over 
Gme” 
à 
stop 
problems 
before 
they 
start? 
– “Your 
fault” 
if 
we 
have 
a 
wipe? 
• Damage 
dealers? 
– Is 
tesGng 
a 
destrucGve 
acGvity? 
– Do 
we 
cause 
problems 
from 
afar? 
• Tanks? 
– Standing 
at 
the 
forefront, 
taking 
the 
hits? 
• Rogues? 
– Because 
we’re 
sneaky? 
• Mages? 
– Because 
we 
do 
magic?
Why 
does 
the 
game 
work 
so 
well? 
• Tangible, 
a[ainable 
goals 
• Easy 
to 
help 
and 
be 
helped 
• Instant 
graGficaGon 
– 
it’s 
fun 
• Because 
it’s 
not 
the 
real 
world 
– Experience 
points 
– Magic 
armour 
– AutomaGc 
levelling 
– It’s 
just 
a 
game
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 
Extra 
seats 
Not 
punished 
Build 
on 
bu[on 
press 
Provide 
test 
environment 
Rewards 
for 
helping 
and 
iniGaGve 
$ 
for 
random 
dungeon 
Booty 
Thank 
people 
(also 
publicly) 
Social 
/ 
team 
incenGves? 
Short 
feedback 
loops 
e.g. 
CI 
Biscuits 
Nurture 
a 
common 
goal 
PresGge, 
XP, 
Items 
Pride 
in 
soJware: 
demos 
Foster 
mutual 
trust 
Playing 
regularly 
as 
a 
team 
RetrospecGves 
Team 
problem 
solving 
ConGnual 
tester 
presence 
Create 
shared 
mental 
models 
World 
rules 
Common 
symbols 
Transparent 
decisions 
Shared 
language 
PrioriGes, 
order 
and 
risk 
easy 
to 
see 
Reduce 
frustraGon 
AutomaGc 
improvement 
OpGon 
to 
abandon 
quest 
A[ainable 
goals 
RealisGc 
esGmates 
Repair 
& 
rejuvenate 
Gme 
if 
necessary
Conclusions: 
What 
can 
my 
“character” 
learn? 
• Keep 
learning 
– PracGse 
“dual 
specializaGon” 
– Aim 
for 
improvement 
– Keep 
up 
with 
“extra-­‐curricular” 
interests 
• Gain 
pleasure 
from 
social 
incenGves 
and 
rewards 
• Rely 
on 
your 
team 
– You 
can’t 
kill 
the 
boss 
on 
your 
own 
;) 
Picture: 
ba[le.net
Thank 
you! 
Alexandra.Schladebeck@Bredex.de 
@alex_schl 
www.bredexsw.com 
blog.bredex.de 
Picture: 
ba[le.net

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Alexandra Schladebeck - What Agile Teams Can Learn From World of Warcraft - EuroSTAR 2012

  • 1. What agile teams can learn from World of Warcraft Alexandra Schladebeck, BREDEX GmbH @alex_schl www.eurostarconferences.com @esconfs #esconfs
  • 2. WHAT AGILE TEAMS CAN LEARN FROM WORLD OF WARCRAFT Alexandra Schladebeck, BREDEX GmbH Eurostar 2012
  • 3. Agenda • IntroducGons and mandatory geek check • World of WarcraJ – a beginner’s guide • Parallels with agile • Differences to agile • What can we learn?
  • 4. IntroducGons • BREDEX GmbH – SoJware development and consulGng – Focus on quality – Focus on communicaGon – Increasing use of agile pracGces and you?
  • 5. Brief introducGon to WoW • Create a character – Race – Class – Equipment – Talents – Profession – Skills Character Race Skills (innate abiliGes) Class Equipment Enchantments Improvements Talents Skills (talent based) Skills (class-­‐ based) Profession Skills Pictures: ba[le.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: ba[le.net
  • 7. Alex Trained linguist A[enGon to detail “Translator” Training +5 knowledge User interacGon ConsulGng OrganizaGonal skills Teaching experience Talking to groups Example character Picture: ba[le.net
  • 8. Go on quests • Quests – Find things – Kill things – Save things – Collect things • Dungeons – Killing and quesGng in a group (5) – Big “bosses” to kill • Raids – Killing and quesGng in a very large group (25)
  • 9. Agile vs. WoW SimilariAes • Roles – Assignment & Flexibility • Team – CreaGon – CommunicaGon – CollaboraGon – Improvement • Task management – Granularity – EsGmaGon – Pace – Tools Differences • Team – Reliance on members – Dragons and portals • “Easier” • Task management – Dungeon guides?
  • 10. Roles: Assignment Roles in WoW -­‐ Healer -­‐ Tank -­‐ Damage Dealer Assigned based on various factors -­‐ Skills -­‐ Experience -­‐ Equipment Picture: ba[le.net
  • 11. Roles: Flexibility May need to help others with their role (short term) -­‐ Healer disconnect? -­‐ Unexpected health hit? -­‐ Stunned tank? Dual specializaGons are possible (long term) -­‐ Require pracGce Picture: ba[le.net
  • 12. Teams: CreaAon Role-­‐based -­‐ Need specific roles -­‐ Not all one role Diversity brings benefits -­‐ Herbalist Hunter can heal himself Groups à raids -­‐ Self-­‐organized -­‐ Smaller teams combine to large group -­‐ Each team structured same Picture: techjunkie.co.za
  • 14. Teams : CommunicaAon Quick Unambiguous Teamspeak for speed Symbols everyone understands -­‐ PrioriGes for fighGng order -­‐ Who should fight whom -­‐ Skull = main focus -­‐ Star = Sheep (mage) -­‐ Triangle = trap (hunter) Picture: joysGq.com
  • 15. Teams : CollaboraAon Can only succeed as a team Know team: -­‐ Skills -­‐ Members -­‐ Experience Pairing, e.g. healer and tank Self-­‐organizing -­‐ List of tasks -­‐ What order -­‐ Who -­‐ How
  • 16. Teams : Improvement What is hard now may be easy later -­‐ Experience -­‐ Skills -­‐ Armour -­‐ New group members Play more, win more RetrospecGves -­‐ What went wrong? -­‐ Ba[le log -­‐ Don’t step in the green goo Picture: pcweenie.com Picture: joysGq.com
  • 17. Tasks: Granularity Quests -­‐ Back-­‐story, reason -­‐ InformaGon -­‐ Requirements to complete Quest sequences -­‐ Overarching story -­‐ Each quest separate and individual -­‐ Reward aJer each quest Dungeon = set of separate tasks with one aim ( =sprint) Picture: joysGq.com
  • 18. Tasks : EsAmaAon Drop rate Ease Risk Amount of players needed Phases in fight are Gmeboxed How much mana is enough Picture: wowpedia.org
  • 19. Tasks : Sustainability and Pace Refresh aJer fight -­‐ Eat / drink -­‐ Repair equipment -­‐ Recast spells Too many fights without refresh can lead to death / wipe -­‐ Ideal situaGon is not having to recover from fight Picture: pcweenie.com
  • 20. Tasks : Tools Macros -­‐ AutomaGon for sequences and combinaGons -­‐ Can’t automate everything -­‐ Intelligence and skill sGll required Tools -­‐ Are oJen necessary (healbot) -­‐ Must be used correctly -­‐ Can’t lose focus on fight Picture: joysGq.com
  • 21. Differences… No automaGc level-­‐up No automaGc new skills 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 à die Can’t give up completely on tasks No dungeon guides Picture: joysGq.com Picture: wow-­‐nimbert.de
  • 22. Who are the WoW testers? • Healers? – “Heal over Gme” à stop problems before they start? – “Your fault” if we have a wipe? • Damage dealers? – Is tesGng a destrucGve acGvity? – Do we cause problems from afar? • Tanks? – Standing at the forefront, taking the hits? • Rogues? – Because we’re sneaky? • Mages? – Because we do magic?
  • 23. Why does the game work so well? • Tangible, a[ainable goals • Easy to help and be helped • Instant graGficaGon – it’s fun • Because it’s not the real world – Experience points – Magic armour – AutomaGc levelling – It’s just a game
  • 24. 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 Extra seats Not punished Build on bu[on press Provide test environment Rewards for helping and iniGaGve $ for random dungeon Booty Thank people (also publicly) Social / team incenGves? Short feedback loops e.g. CI Biscuits Nurture a common goal PresGge, XP, Items Pride in soJware: demos Foster mutual trust Playing regularly as a team RetrospecGves Team problem solving ConGnual tester presence Create shared mental models World rules Common symbols Transparent decisions Shared language PrioriGes, order and risk easy to see Reduce frustraGon AutomaGc improvement OpGon to abandon quest A[ainable goals RealisGc esGmates Repair & rejuvenate Gme if necessary
  • 25. Conclusions: What can my “character” learn? • Keep learning – PracGse “dual specializaGon” – Aim for improvement – Keep up with “extra-­‐curricular” interests • Gain pleasure from social incenGves and rewards • Rely on your team – You can’t kill the boss on your own ;) Picture: ba[le.net
  • 26. Thank you! Alexandra.Schladebeck@Bredex.de @alex_schl www.bredexsw.com blog.bredex.de Picture: ba[le.net