The Nature of Change (or, Understanding Edition Wars)

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Truename

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My day job is all about helping people make major changes to their work habits. I see the same types of reactions there that I'm seeing on this forum in regards to 4e, so I thought you might like to hear some of the things that I've learned about change.

(There's some generalizations in the stuff coming up. Individual reactions vary, of course.)

First, it's human nature to resist change. It's not actually a dislike of new stuff that causes this resistance; it's that people get comfortable with the current way of doing things. The resistance comes from not wanting to lose stuff they already have and like. So the more mastery someone has over the existing way of doing things, the more likely they are to dislike a new way of doing things.

This is completely independent of how much better or worse the "new thing" is. People will come up with all kinds of rationalizations, and engage in long, bitter arguments, but at their core these arguments come down to "I like what I have now. Please don't take it away from me." Such an argument can never be won (or lost). The more you try, the more entrenched people get in their positions.

So, when people try to argue with me about a change, I don't argue about which way is better. Instead, I say: "It's worked for a bunch of people, and it might work for you, too. Give it a real try for two months and then decide. We'll set a concrete date for your group to make that decision, and it will be your decision to make, not mine."

This generally works, and people often find that they like the new way, even if they originally hated it. (Not always, though.)

It works because there's a predictable pattern to change. (Psychologist Virginia Satir explains it this way: Steven M Smith - The Satir Change Model) There's an initial period of resistance to making any change. When people try it, they experience chaos, low performance, and low morale as they discover that they no longer understand how they fit into to the system.

At some point, individuals discover a "transforming idea" that shows how the new way benefits them personally. They see how they can fit into the system and they start integrating it into their life. This happens at different times for different people. The nature of the "transforming idea" is highly personal, and some people never discover one.

(In my work, I've found that it takes about two months of full-time use to get through the chaos to the transforming idea. Hence the "try it for two months" argument. I doubt that timeframe applies to a 3e->4e change, though!)

After discovering the transforming idea, people can get very excited and evangelical. They can also overreact, expect too much, and become disappointed. Either way, they clash with people who are still resisting, and flame wars are born.

Over time, people perfect their understanding of the new system and reach a "new status quo." They see its strengths and weaknesses and the turbulence and arguments recede.

People get stuck at different stages in this process. Some never get out of the "resistance" stage, and never try the new system. Some experience the "chaos" stage that occurs when you first try the new system, and conclude that the new system is broken. And some get to the "transforming idea" stage, but then set their expectations impossibly high and are disappointed.

I'm not sure what this tells us, other than the obvious: "edition wars are inevitable," and "some people love 4e from the start (generally the ones who feel they have nothing to lose), others will grow to like it with time, some will try it and hate it, and some won't ever try it," and "edition wars have little to do with which system is actually better." The good news is that they'll pass with time.

Anyway, I hope this meander through the psychology of change was interesting.
 

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Interesting, especially the 2 months timeline. How would you expect that an echo chamber for criticism and praise such as this board affects the changeover process? I would assume that communicating with like minds will reinforce perceived disadvantages of the new make individuals even more resistant to change?
And in the same vein would this echo chamber reinforce perceived advantages and make evangelical posters more evangelical?
 

What surpises me this time around is the level and duration.
 

The problem with the modern world is that much of the change is for its own sake rather than for any real improvement. It is often about each generation repeating the mistakes of the previous one because there is no good way to transmit wisdom in the way that we transmit information between generations. Alot of it comes about because those at the top of any organisation need to feel they are having an effect, not because something is wrong.

Take my own work situation; I work in a University and am a young (40ish) member of staff. We are changing from a school based system to a college based system and it is causing chaos. The centre are hailing this as a stroke of genius and a vast improvement. The problem is, I remember that we had a college based system 15 years ago when I was a student and I remember the school based system being hailed as the great new thing back then. It reminds me of the way dungeons have crept back into D&D after being jettisoned by many groups in the early 90s.

Does the truth change or just our perception of it? Or do we just need any change sometimes to freshen things up? In gaming you can certainly have too much of the same thing. Some resistance to change is not just about psycological adjustment though; it is because the thing you are changing to is just less fit for purpose. In gaming this is more complicated because we are each using the same edition to acheive different purposes.
 

I know the encounter. I along with others at my job finished a well-overdue redesign to our company's website. Most were happy with it, our old site was designed in 1999 and was a chaotic mess. But we did encounter resistance from a few of the sales people, who didn't like it, because it changed their sales pattern.

I can also say I've seen resistance to change in my own life. I still have not chosen to purchase digital music, preferring CDs I can then convert to MP3 for my Zune.

So I can see this as a valid criticism of some changes. But sometimes in many cases the change is not needed but rather just dictated to people. I once had a boss who insisted on using "Use Cases" for every web site project we did. Even though the types of clients we dealt with would have worked better with a standard functional specification, and that our applications weren't object oriented or of major complexity,he insisted on using the Use Case format. Sometimes change can be detrimental and be a business calculation.

I guess you not only need to be aware of the resistance to change, but also if the resistance is caused by any valid problems. This is more a fault of bosses or executives who don't listen to constructive feedback.

In the case of edition wars--I think the big questions on people's minds are will the changes make a better game and were they necessary. Since gaming is entertainment, not a workplace environment, a lot of things are subjective and very dependent on user opinion. So I'm not sure I can chalk up the resistance to change theory as even the primary reason for Edition Wars.
 

Maybe we could all use some Edition War "Therapy".;)

I think there might be a good portion of ENWorld members with "Edition War" PTSD.:p;)
 


Change is painful. I mean, doesn't that really summarize things?
I'm being *really* serious. Change hurts. We age, for example. That's a change, and if that doesn't bring pain at times, I don't know what does!

However, may I point out, as I did in other threads, that it should be a matter of choice? It always should have been a matter of choice.

We should be thinking in terms of: How can we add 4E to what we already have, to make it all even better!
Not: We must discard all previous information, and embrace a whole new way.

The Edition Wars came from the shock of an attempt (by the CEOs of Hasbro, I believe (NOT the average Hasbro worker, much less anyone at WOTC!) to enforce the You Must Go To The New Way approach, instead of Let's Add 4E To Our Previous Collection approach.

And yes, obviously this would cause some friction.
There are countless examples in Real Life, of where technological/societal shifts occurred, and all out change was enforced. It is just in the nature of us, that we wish to preserve What Is. So yes, one would expect friction.

The older material is out there, and - frankly - I do not think it is going to go away. It will simply be preserved in the Digital World, accessible to anyone with an interest in it.
If Hasbro allows a re-issuing of material no longer supported, then perhaps some of these things will return in force. And this will be in addition to the newer material that is out there.
I can hope.
 


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