For the unwashed, Clan Lord by Delta Tao Software is an archaic, sorely out-of-date Multi-player Online Role-playing Game (MORPG) that has been running since the late 90s. The single world (server) and small population make it feel like a small town, thus all of the current players have the same goal (job). Thus, like any small group with common goals, it is a bit like a company: You have your people in it who are on the ball because they work well in teams and independently, those that only work in teams because they need direction, those that lead group of people in a direction, those that specialize in a subset of knowledge about the terrain (market or technology) all of whom trade their time and risk profit (experience) to advance, and finally those that just show up to have fun. These flyby ‘fun’ people are equivalent to the people who just show up for a paycheck. In the game, one seemingly minor mistake can lead to the death of the entire group. This necessitates departing (experience and time loss) which is a bit like working on a project and having it fail miserable because Joe Paycheck didn’t know or care that you shouldn’t have done X.
Considering the parallels I noticed about the in game group and the group of people you work with day-to-day, I have found several commonalities that I have taken from work to game and from game to work that have helped me navigate real life teamwork, leadership and relationships.
(Original Circa 2012; Minor Update: 20170502)