:: Starcraft II & Team Work ::
I’ve been spending some of my evenings on Starcraft II.
SC2 is nostalgic for me; I picked it up about a decade ago
While I was still studying in Japan. It was a good way to avoid leaving
The campus during the weekends – and hence saving on unnecessary
Expenses in the expensive Tokyo metropolitan. I liked the unique abilities
Of each race – the Terrans, the Zergs and the Protoss each had their unique
Qualities, yet gameplay was balanced and provided exciting hours for
Gamers like me, and probably many more in the rest of the world.
Ten years later, I made an online purchase for SC2, without batting an
Eyelid over the hundred-over-dollar price tag for a virtual possession.
I was positive I wasn’t the only person feeling that way, especially
After I did a global search for Facebook friends who also bought
The game – there are quite a few of them.
And hence, like most, I embarked on the single player campaign
And then progressed to the multiplayer games after I’ve gotten the
Hang of the various basic unit controls and gameplay physics.
(It was a ten year hiatus, after all!)
Multiplayer was exciting, especially when a team of friends
Could pit their collaboration skills, either via ‘Cooperative’ vs the
Computer AI, or start a ‘Quick Match’ where they (as a team) would
Pit against players from other realms, and then be ranked.
Hence my interesting observation. Playing games with friends
Is an interesting affair, especially when in collaboration. There is a need for
Strategy – would it be an offensive rush, which then requires all parties to
Focus on unit generation and an combined simultaneous attack on one single
Enemy in order to achieve overwhelming forces (as espoused by Operational Research).
Or would it be defensive play, when then required a balance between defense and
Skill upgrades and leveling. There is also then the need to know what units the
Opponents would be focusing on, and then churn out counter-units in a
This is obviously easier said than done.
In the real world of gameplay, especially when the various members of the team
Are not physically located, one needs to micromanage the economy of resource collection,
Building of structures, unit generation, as well as to check on the enemy and then
Discuss with allies via online chat-typing. A lack of cohesion will result in scattered troops
Which are easily decimated by the enemy (especially the perfectly orchestrated computer AI).
A difference in strategic focus will also result in each ally contributing good troops
As an individual race, but lousy as a total composition. Nevertheless, and usually
After several (or rather, many) rounds of gameplay, the cohesion and rapport
Improves, and especially with a strategy in mind, every ally can contribute his or her
Part towards a resounding success.
Upon introspection, isn’t this part of work collaboration as well?
We need to pause, and and think from a strategic, macro level on
What we need to achieve – in the short, medium and long run, before
We engage our team in this shared vision, so that they are aligned
And the empowered to reach the desired goals?
A win is only a win, if everyone plays his or her part.
When the team wins, everyone wins.