Raiding, in the context of massively multiplayer online (MMO) gaming, is grouping together with a large number of other players (usually all members of the same guild) to accomplish difficult game goals. Raiding successfully takes a large and consistent time commitment from everybody who participates, ranging from 4 hours a day on weekends to 6 hours a day seven days a week, equivalent to a full-time job. I've been raiding in World of Warcraft for almost a year: I joined a raid guild in June of 2005, and have remained in it ever since, raiding as often as possible — usually every day — aside from a two-month break earlier this Spring. My guild is currently on C'thun in AQ40; we got him (her? it?) to Phase 2 on Friday. Which translated means we are currently working on defeating the "end boss", the most difficult currently in the game — though that will change with the resease of the next patch in a couple of weeks.
Non-MMO players find the practice of raiding baffling, and MMO players who don't raid find it downright distasteful. They frequently assert that raiders are interested in loot rather than fun, and that raid guilds are anonymous or unfriendly places. They resent the perceived tendency of MMO developers to put greater resources into content that is available only raiders than content available to everybody. (One can argue about whether that is actually a fact in WoW — Blizzard routinely adds content for both raiders and non-raiders — but it is certainly true that raiders are continuously fed new large instances.) And they resent the perceived fact that the best "loot" — armor and weapons — is available only through raiding. (Again this can be debated, since Blizzard has put in two other tracks to top end gear — through Player-vs-Player combat, and through crafting — but the very best "legendary" items come only from raids.)
On any day a glance through Blizzard's raid and dungeon forum will reveal a few threads where this issue is passionately debated; this thread, which is a parody by a raider of the anti-raiding position, is an entertaining example, partly because a few posters in the thread don't realize the original post is a parody
Here I want to talk about raiding in World of Warcraft, demystifying it and pointing out some of its positive aspects. I have only belonged to one raid guild in one game, so my perspective is admittedly somewhat limited; any readers who want to expand on this in comments should feel free.
What is raiding?
First a few words about what a raid is in WoW from the point of view of game mechanics. A few MMO basics, which anyone familiar with the genre can skip:
In most MMOs the "gameworld" exists in a large number of different copies, called "realms", "servers", or (in terminology dating back to Ultima Online, the first graphical MMORPG) "shards". This is to reduce the performance issues that would arise from having millions of players in the same location. WoW has hundreds of realms, in the US, Europe and Asia. You can only play with others on the same realm as you.
Within a realm, the gameworld is divided into two kinds of areas. The "surface" world, both towns and countryside, is shared by every player on the realm. Scattered throughout the surface world are portals to "instances". Every time a group of players enters an instance, a copy of that area is created just for that party. That means that other players can't interfere with the state of the instance; thus instances work well for complex scripted encounters. Instances also preserve their state longer than surface areas; for example, bosses killed in instances tend to stay dead, unlike on the surface where they respawn within minutes, so in clearing an instance there is a sense of progress. Instances are restricted in various ways, including the number and level of players needed to enter the instance. Raiding takes place primarily in instances, although there are a few "surface bosses" which require a raid to kill; these encounters are designed so that competition between groups for the boss is part of the challenge.
Groups of players come in two types. A "party" is a group of up to five players. A "raid" is a collection of up to 8 parties, that is, up to 40 players. Technically speaking you can have a raid of any size, and there are instances designed for 5, 10, 15, 20 and 40 players. But when people speak of "raiding" in WoW they are usually referring to content that is designed for a full 40-person raid.
All of the 40-man content in WoW is also designed for players at level 60, the highest level currently in the game. So raiding as an activity is largely restricted to players who a) have played through a large part of the general content of the game, in order to reach level 60, and b) belong to a guild that is large enough to assemble a coordinated group of 40 on a regular basis.
The 40-man instances in WoW up to now have certain characteristics in common. They contain a series of bosses arranged in a more or less linear progression: one must kill each boss to reach the next (there are a few cases where there are "optional" bosses or different possible orders, but it's always clear what the end goal is). The instances reset once a week, so to reach the end boss one must be able to clear the whole instance in that amount of time; and no boss can be killed more than once a week by the same raid. The encounters are difficult and and diverse enough so that it takes both a clear strategy and some practice for a guild to be able to kill each boss. For instance, a boss may have several guards which have to be killed in a particular order, or all at once, or not killed but kept alive until the boss dies. Positioning is usually crucial: for instance it is often vital to keep most of the raid safe from particular attacks, by moving away or hiding behind walls. Particular class skills may be essential, such as priest mana drain, hunter tranquilizing shot, or specific elemental attacks. Aggro management — the direction of the monster's attacks to a particular target — is critical in many boss fights, and warriors may need to be able to keep all aggro on one person or alternatively to pass it back and forth among several warriors. The most challenging boss fights require perfect choreography, with everybody in the raid in the right place and doing the right thing at the right time for the boss to die. Mastering each boss takes from days to weeks. The material rewards are commensurately great; raid bosses drop the best equipment in the game.
The raiding experience
I belong to what you could call a "hardcore" raid guild: that is, a guild whose primary purpose is not only to raid, but to progress in the raid instances as fast as possible. We take pride in killing each boss before other guilds on our server, or scoring a "server first"; there is one other guild that presents us with serious competition, so we do not always win the race, but we usually do. Beating a difficult encounter is satisfying in and of itself, but there is also a certain thrill in being the first in our world to move forward into new areas and new content.
Everything my guild does is organized around this goal; the progress of the guild is placed above individual gratification. The guild hierarchy is at least in theory a pure meritocracy: leadership and skill rather than longevity and connections get you to the top. We use a system of distributing loot which is designed so that the most active raiders are most likely to get the best gear. Since good gear makes a player more effective, this system produces a stronger raid. But we also make an effort to ensure that EVERY member gets good equipment, so all can contribute. Game resources obtained in a raid that are not allocated to an individual go to the guild bank to cover common expenses. Guild membership entails handing over control of your playtime to the guild: while we don't have mandatory raid attendance, there is an informal expectation that if a guild member is online they will be available for raiding if needed. A guild member who does not make themselves available to raid during raid times, or a guild member who is offline for an extended period without an explanation, will be booted.
The most interesting challenge of raiding, though, is not simply mastering a fight and killing a boss. It is in maintaining the social cohesion required to keep everybody together and focused on a common goal, in spite of considerable individual sacrifice, for weeks and months at a time. My guild is composed of a very disparate group of people. Members come from all over the US and Canada and several other countries. Most are male but there is a significant number of women. Members are (apparently) mostly straight, but not all. Members are diverse in their socioeconomic background; MMOs cost money and are not accessible to the currently very poor, but we have Asians and Latinos and people who have faced significant poverty as well as the usual gamer crowd of students and tech workers. Most members are in their 20s, but we have had a range from about 14 to 60-something. We have individuals but also families, husbands and wives and parents and grandparents. Politically, we cover the spectrum from far left to far right.
My guild is by far the most diverse community I have ever participated in. My RL friends are all pretty much similar in our politics, our economic situation, and our world view. In my guild, I can't assume that others will share any of the views I ordinarily take for granted; I am constantly forced to entertain perspectives that are completely alien to me, because they are held by people I have come to trust and respect through months of shared endeavors. There is much in guild discourse I don't like: while for a period the leadership attempted to enforce "politically correct" standards of inclusiveness, lately these have been abandoned, at least in "humorous" contexts. Pretty much anything is considered fair game if it is couched as a joke, and humor which in my world would be tagged as sexist, racist, and (especially) homophobic is commonplace. But joking smears are met with joking countersmears, and if one can manage that cleverly enough one will be rewarded with cries of "pwned" (roughly translated, "you win").
All of this however overlays a basic ideal of mutual respect. A direct, non-ironic attack on a guild member based on race, sexual orientation or gender would not be tolerated, and I believe that most guild members share the view that all guild members should be treated as equally valuable individuals. If any guild member is experiencing significant personal problems — illness, accident, the death of a family member — they are supported with a flood of expressions of concern and sometimes concrete help.
I don't mean to make my guild sound like a utopia of mutual love. Rivalry, politics, and antipathies come into play in the guild context just as they do in any association of humans. Raiding guilds especially are famous for what is conventionally called "guild drama", a name applied to any kind of open conflict among guild members. Members have virtual or real love affairs with each other, fight and break up. Someone gets angry and leaves the guild. Someone commits an offense and is kicked out. A successful or unsuccessful attempt is made to force a leadership change. Anyone who belongs to a workplace or a volunteer organization or a political organization or a sports team or a choir is familiar with all of these patterns of behavior; they are not unique to guilds, although sometimes it seems that they are more intense and more frequent in guilds than in other environments. Nonetheless, to me guild drama is not really a negative aspect of being in a raiding guild. It is simply a side effect of being human.
When I raid, I have to simultaneously carry out my part in the elaborate ballet of movement and skill use that is each boss strategy… and in the elaborate ballet of guild relationships, carried out in private message, in guild chat and raid chat and party chat. I watch with delight our progress towards the End Boss of each instance, and with equal delight the evolution of our social structures as guild members come and go. I've seen the lofty brought low and the humble rise to the top. I've been up and down a bit myself in the guild hierarchy. I use whatever eloquence and influence I have to make sure that the nice guys, the people with empathy and humor and maturity, wind up in leadership spots, and that the greedy and ambitious and vituperative and insensitive ones are edged out. Taken as a whole, over the long term my guild reliably rewards the helpful and punishes the selfish, because the guild never loses its focus on its goal of mastering the most difficult content, and this goal is best served when the leadership is wise and the members are altruistic.
So, the answer to the question "why would anybody want to raid?" is two-fold for me. First, for the satisfaction of overcoming difficult challenges, seeing everything the game has to offer and seeing it first; and second, for the satisfaction of finding a place in a complex social network, and helping it develop in a positive direction. I have made great friends, and a few antagonists. I have learned a huge amount about how people from different social worlds think and interact. I am perpetually striving to master the rapidly-changing language of the gamer, which is both highly conventional in its love of repetition, and rich in neologisms and new constructions that go far beyond the boundaries of standard English syntax. Raiding has broadened me at least as much as any journey overseas; and though it demands a huge amount in terms of time and dedication, it returns at least as much in friendship and pride.