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VK deathslaer
Tritan-Industries Legacy Rising
149
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Posted - 2012.12.02 02:57:00 -
[1] - Quote
I don't necessarily want to tell this secret but it will be something that new and outstanding CEO's need. This post is about the technocrat who as below tells you secrets of a successful organization. 9 years in eve and 10 corps I've lead failed until i made the 11th and modeled my leadership after this. And that was made 3 years ago and functions without a hitch. This was written for eve players but it can be applied to ANY game or clan.
Technocrat: Leadership Algorhythms This is where you will find the most up to date version of The Technocrat
by Praxis Astra
EVE is a game that rewards teamwork. Those who organize themselves more effectively than the opposition will most often prevail. As a leader of an organization, you face extended campaigns on three fronts simultaneously. Within yourself, against members of your organization, and against leaders of other organizations.
This guide is written with thanks to Sun Tzu author of The Art of War, Niccolo Machiavelli author of The Prince and Dale Carnegie author of How To Win Friends And Influence People.
Qualities necessary for leaderhip in the EVE MMO
1. Charisma.
2. Ability to delegate.
3. There are lots of others but if you have those two, they care of the rest.
The most important quality you need to be a leader is charisma. This is not something that can be taught, or even identified. Its the thing that makes people want to have you in charge. The species needs it. It is possible to lead without charisma just unlikely.
Delegation is essential. There's nothing more common than the one man show and nothing more fragile. This is the first big battle many leaders face. You have to stop being a control freak long enough to trust people to do their jobs. If you delegate, people will feel more a part of what you are trying to build. If you want a family or group of friends, you don't have to delegate much if any. If you want anything larger delegation is non negotiable. Struggle against Yourself
You have to be clear on what being a leader of a real organization means. And your EVE organization has to be treated as exactly what it is if its going to have any chance of functioning well: a real organization even if it is organized for real people to engage in fantasy activities.
Being a leader on any large scale means that most of your EVE time will now be spent coordinating what other people are doing, talking with people in and out of your organization, and Keeping An Eye On Things In General. Obviously a tiny 3 man corp doesn't require so much of this. But the more leashes you hold the less else you get to do with your hands. If you just want to spend time playing your character. If analyzing the big picture, moving pieces around a board like players, and spending time in secret meetings does NOT make your heart beat faster then you probably won't be a very effective leader on a large scale.
Being the leader of an EVE corp or alliance is almost always thankless. You now have other players depending on you. That's real. The fantasy part is that we are warring or mining in space. Be clear on that and you have the potential to be an excellent leader who people remember long after they no longer play this MMO. Confuse yourself about that and you'll be a laughing stock.
The main single personal task a leader has is putting his ego to use for him. This is a task of extraordinary delicacy. Your raging ego is the thing that at least partly impels you to want to be a leader. Its also the thing that's most likely to cause you to lose your empire. This is in fact a homeostatic mechanism that works for the benefit of our social species, which is nice. What it means to you is that you are on a tightwire, fighting for your balance. You must be clear on this in order to enhance your chances of survival and success: as a leader the first and worst struggle against your rule that you must win is the struggle against your own weaknesses. (This is not the struggle what will necessarily help you gain your empire, but it is the one you must prevail in if you expect to keep your empire.)
This must be more than your philosophy, it must be your policy, your praxis. Struggle against your own followers
The second struggle you must prevail in is the struggle against your own "followers." You must guide, entertain, intimidate and provide for them or they will not stay in your club much less follow your orders.
Whining is particularly repellent in a leader. Now people feel that one of their children is at the helm. They despise you and themselves for being led by such a self pitying weakling. The energy they must expend concealing this from themselves makes them loathe you all the more. Get used to the fact that none of your followers care. About you or your imperial ambitions. They are not impressed that you have slaved for hours over speadsheets or tedious diplomatic negotiations. They know that you didn't do it for them even if you don't. Your desire to see yourself as a fine fellow who should be richly repaid for his many acts of altruism just might not be the kind of self serving story that the rest of us need to sign on for.
Machiavelli in The Prince gave the ruler his two famous options: to be loved or feared. One suspects difficulties with translation rather than such a fundamental misapprehension on the part of the Master. As a leader one is always loved and feared. The question is one of degree, not absolute choice between the two. Why would any savvy ruler abandon the field and not engage both kinds of emotion in his followers? For us, in an MMO, the question is answered because everyone is a member out of choice. We must opt for love, primarily. But that does not mean that your followers don't need to also fear you. In fact most if not all of your followers want to fear you part of the time at least. |
VK deathslaer
Tritan-Industries Legacy Rising
149
|
Posted - 2012.12.02 03:03:00 -
[2] - Quote
they want to know they are being led by a creature larger than them, simply someone who can do more. Who has earned their authority by virtue of this, no matter what other dastardly things they owe their position to. Despite claims of wanting fairness and the rule of law the fact is that if you can demonstrate, or simulate, your "superiority" your followers will forgive you an astonishing range of crimes both real and imagined. You must make your own decision as to how you want to use this. And never ever forget that if you can convince them that your crimes have been committed at least partly for their benefit, it will soon be as if they had never happened at all.
You will be expected to commit certain kinds of crimes, keep certain things secret, and to be working for certain kinds of personal gain. But this too is a tightrope that is held taut by your followers themselves. You must recognize this as an element of the environment that you as a leader inhabit and must adapt to.
In an EVE MMO, for your empire to grow as large as it possibly can, you are best advised to adopt the usual honor among thieves approach among the members of your organization, no matter what outrages you routinely commit on "outsiders."
The fantasy is that you are a dictator of a mighty or not so mighty empire. The reality is that you are the unpaid COO of a volunteer organization that operates online. Arranging "payment" for your services is a risky thing beyond certain pretty minimum minimums. People hate to hear the money they donate going to staff salaries. That's just the way it is. You can arrange "occult compensation" of you feel the need to but be careful with that, especially with the desire to bring other "staff" in on that kind of deal. That kind of thing players don't forgive.
By the time the peasants get to the palace with their pitchforks and torches, you should have already absconded to some safe haven, the crown jewels and as much of the treasury in an offshore bank account as you could manage.
Struggle against other leaders
The third struggle you must win to be an effective leader is the struggle against the leaders of other organizations.
This is beyond the scope of the current essay to address in depth. In one magnificent manoever we are sidestepping the whole thing by sending you to Sun Tzu. His book the Art of War is one of a kind.
In order for any EVE organization to function with any reasonable degree of autonomy, it will have to address the three areas of pvp that the game is structured to let us play.
Military PvP Economic PvP Spy PvP
Of the three, the only one an organization can possibly choose to do without is economic pvp. You and your members can just run your corp or alliance by buying PLEX. Then you can spend your time doing whatever it is you want to do without chasing ISK.
Of the three, the most likely to be ignored is spy pvp. Its secret and scary and tedious and you have to do really mean things to other players like betray them. Worse, just thinking about it disturbs the fantasy that everyone blue to me is one big happy family and only the outsiders to my tribe are wicked.
Of the three, military pvp is the most obvious and the easiest to specialize in considering the availability of ISK though mission running, Havens, Sanctums, etc.
This guide is being written with the strategy of playing an EVE organization using all three areas of PvP in mind be it a corp or an alliance.
How To Make An Effective EVE Organization
Laying the Foundation
Know yourself:
Be real about what being in charge means. A lot of work. The bigger the corp, the more work it will be. If you are not ready to spend most or all of your EVE time coordinating, analyzing, moving other players on the board, emailing, and in meetings, you should not consider leadership of any kind in any organization over, say, 50 characters/25 players.
As leader of the pack you are the designated daddy figure. Goes with the turf. Surprising at how much that's the case even in a silly computer game.
You are also the entertainment director. This is a game. These people are here to be entertained. You lose sight of this at your own risk.
You will be the administer of discipline and justice, what need there is for these things in your group, unless you let someone else do this job.
You will be the diplomat in chief.
You will be the guy with the plan
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VK deathslaer
Tritan-Industries Legacy Rising
149
|
Posted - 2012.12.02 03:05:00 -
[3] - Quote
Goal
What is the goal of your corporation? Having one and working towards it are more important than it seems at the moment. Examples: "To form a nullsec alliance." Or "The highest rated merc corp in Caldari space." Or "Make huge amounts of ISK manufacturing ships and rigs." Oh, and when you are recruiting, this is the kind of thing that makes you at least look like something other than the usual crew of yahoos without a clue. Yeah, well having a plan just might distract them from not having a (ahem) clue.
Know Your Plan or Strategy
Basically a list of the major points of your strategy. Keep it simple. No more than, say, 5 things. Remember that anyone with half a brain who sees you with a grand list most of which you have no intention of doing will not think respectful thoughts about you as a result.
Example:
1. Training teams in gate camping strategies. 2. Raising money though hi jacking cargo, lowsec mission running, and ransoming. 3. Buying the blueprints for every Caldari ship up to battleship class. 5. Etc etc etc.
Know Your EVE Corporation
The EVE corporation is one of the most fun toys I've encountered as an adult that didn't require boiling after use. It has lots of things for CEOs and officers to play with. OK before you go any further, read the stuff at this link. All of it. No excuses. Even if you've already read it. This is the nuts and bolts stuff much of which we are not going to go into here because we assume you've the sense of an eleven year old and have already read what CCP has to say. |
Dust Goon
Doomheim
22
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Posted - 2012.12.03 14:48:00 -
[4] - Quote
Dictatorships always come first, look at all the current corps that are doing well.
Non of them **** about with democratic votes and **** like that, a decision is made and it is followed though by the corp, often to great results. |
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