This first in
a series of articles will focus on what a guild is, some of the core
challenges to managing one in an MMORPG, and some features that would
go a long way towards helping guilds succeed in today's gaming
environment.
What is a Guild?
An online gaming guild is simply defined as:
An association of gamers in
a particular game or gaming medium who come together to establish an
organization whose members share common goals, objectives, and
philosophy.
That is pretty much it when you cut right
down to it. You want to game with people like you, who enjoy what you
do, and who want to achieve the same goals. Sometimes you can do that
with a collection of close buddies, and have fun without anything
getting too serious. I tend to refer to that as a gaming CLAN rather
than a guild. To me a guild is a step up in the evolutionary gaming
ladder, and is a much more professional type of organization.
People
establish guilds when they want to establish a formal presence in a
gaming world. Whether its a PVE focus where you are known for
"slaying the dragon", or a PVP focus where you are known for "PWN'ing
your enemies", a guild is the pinnacle of a player gaming group. Good
guilds are very organized with progression strategies for PVE, combat
strategies for PVP, have good planning and coordinating capability, use
voice chat, and have some type of recruitment screening process to weed
out bad applicants. Bad guilds are full of drama, full of member
turnover, have few standards, and are good for forum entertainment.
Good
guilds have good members, and they rise to the top of the gaming
community with their achievements. All guilds have strived for that,
and any guild that doesn't shouldn't be a guild at all. A game that has
a healthy guild community is able to retain players and build a good
player community that people will want to stay involved with, but a
game that doesn't will eventually get a bad reputation. So if guilds
are so important, why are they being so poorly supported these days?
Core Issues With Guilds In Today's Games
Purples 4tw!
Back
in 1993-1996 in the era of Old Neverwinter Nights and Darksun Online
there were actual live events in the games. Events required
coordination, and guilds being formed were the eventual result. When
guilds would do well in an event, it was publicized in the game and
within the media outlets of the day. Being associated with a certain
guild could carry prestige and respect within the player community as
well as assist members with attaining rewards they couldn't normally
obtain. While nice to have, these items were not so overpowering that
they were "must have" type equipment.
Today we call that Epic or
Raid level content, there's no live team, no real notoriety, and the
gear that is obtained is light years ahead of what can be gotten
through non epic/raid encounters. You get your spot in a raid depending
on your class, your dps or healing, your gear. Not only that but lots
of time is invested, and rewards are few or only benefit a certain
class. So a guild has to repeat this time investment over and over and
over again for each piece of gear, for weapons, and for each character
class in the guild.
It creates a sort of "quest fatigue" and
burns people out, and creates a situation where guilds are so busy with
progression that they can't focus on anything else. Many people join
one guild simply because of where that guild is in the game's
progression, get their purple, and then leave to go find the next guild
further along so they can get their next piece of gear.
Casual vs Hardcore
Several
game related articles have brought this up recently, and the fact is
that most online gamers are casual players. But today's games are
mostly geared towards the hardcore who have more hours to play in two
days than most casuals have all week. In most of today's games, if a
casual gamer falls behind in gear or progression they will spend weeks
or months trying to catch up with their friends. In many instances they
will even quit the game rather than be forced to grind it out with
nasty pickup groups (PUGS).
It is very hard for guilds to
balance the needs of casual and hardcore gamers, and often creates
divisions within a guild. The casual isn't the right class, doesn't
have the gear, dps, isn't the right level, etc. So while the rest of
the guild is off slaying the dragon, the few casual players are off
slaying the rats. A sad fact is that group of casuals may never see the
dragon because the hardcores of the guild may have moved on to the next
set of content, and that dragon is old news. So the casual is forced to
PUG it out, find a new guild, or just quit the game. Usually they opt
to quit if they can't game with their friends.
Games provide few
or no incentives or ability for the hardcores to win things that could
then be used to help the casuals close the gap. This has been the
status quo since Everquest, and a big reason why I hate games that
seperate content so drastically based on levels.
Guild Community/Benefits/Management
Many
games simply feel that giving you the ability to create a tag, a cloak,
have a officer chat channel, and a general guild chat is the extent of
what you need. That line of thinking is why you have 1 man guilds in
games, and why people don't feel too much loyalty to guilds anymore. It
used to take some effort just to establish a guild, but now anyone can
do it. In City of Villains there were so many 1 man guilds running
around that it wasn't funny. These guys would form 1 man guilds so they
could design their guild emblems, etc and then sit around and beg for
groups all day. Insert "your game here" and you would probably find the
same thing.
As mentioned in the Purples 4tw section, the only
real benefit to being in an in game guild anymore seems to be that they
are the means to an end (which is to get the purple). If content is
going to be designed that requires organized groups, then most
organized groups are going to be guilds. Why not develop some in game
benefits to being in a guild? More on this later.
Guild
management features are sorely lacking, and as a result the player
community has taken it upon themselves to create game mods to help them
be more effective. The problem with mods is that you get a nasty
reality check when the players quit making updates, and you are forced
to deal with just the options you have in the core game. Managing and
coordinating your guild should be easy, simple, and painless. Too often
you're dealing with stupid slash commands, or joe blow member has to be
"present" to get something done to him, you have a guild membership
cap, etc.
There has also got to be a better way to handle
guild recruitment than what's being offered now. Too many games rely on
cluttered public recruitment forums where b1lli3'z newbie guild is too
busy spamming everyone else out. Other games have people macro spamming
recruitment announcements in a zone that's so bad you have to filter
out public chat (who uses those announcement channels anyway eh?).
There really needs to be a way to have an interface where people can go
see what guilds are recruiting, and then sort the guild lists by some
criteria.
Guild Friendly Game Design
Ok
my list above was very very broad, but the intent was to hit some
highlights and then focus on some design concepts that would help to
promote guilds.
Rewarding Guild Loyalty
Reward
someone for being in a guild, and sticking with that guild over time.
One way to do that is to provide an experience bonus, % chance to
succeed on a crafting check, % chance increase to find some rare drop,
and maybe a small bonus to resistance damage/hps/etc based on each
month they've been with a guild. In order to prevent 1 man guilds from
benefiting, each game should decide the minimum guild size they'd
consider to be a real guild in their game. So something like Fred gets
a bonus to something based on (check guild size, if its acceptable then
apply a modifier by each month someone's been in that guild). This
isn't perfect, but it provides a benefit for staying in.
Other
benefits could include monthly certificates that provide temporary
increases to exp from killing mobs, quest completion, etc that could be
passed to other members. The more hardcore guys could pass these down
to the casual players in the guild to help those guys close the gap
with character development. Guild Halls could be upgraded to provide
power-ups, or mabye NPC Henchmen (like guildwars) for members to use to
help them progress when the main guild is tied up with other
activities.
The key thing here is that there should be a
benefit to belonging to a guild, and there should be things that guild
members can obtain that can be used to benefit the rest of the
membership. Lets get away from the "Purple 4tW" mentality where you
just have a bunch of people sharing a guild tag, and not a real guild.
Character and Content Progression Tools
The
City of Villains buddy system was a good first step in this direction.
A higher level guy could allow a lower level guy to buddy up with him,
and it would temporarily raise the lower level guy up to a high enough
level to where he could kill things. The downfall of this was that the
lower level guy didn't get any accelerated exp gain, and if he was
level 10 then he only had access to level 10 powers. That's not very
useful in a zone that's level 40-50, and the higher level guy can't go
into lower level zones because the mobs don't give exp.
I don't
see anything wrong with letting people assist their friends, and even
powerlevel them. Again casual players have a hard enough time keeping
up with their friends as it is, and MMORPG's have a history of forcing
people to reroll to a new class due to a patch that gimps someone's
previous character. Give guilds the ability to assist their casual and
lower level characters, and then maybe some will start recruiting more
newbie level players. The opposite effect is that once a game is 6
months old or older, newbies are thrown to the wolves and no one wants
to take the time to help them level up.
Guild Management
Lets
make it easier to setup and run a guild. Let guild leaders make custom
ranks/title and bestow permissions on those ranks/titles. Give us some
automated tools to deal with inactivity, guild wide info alerts,
conducting opinion polls.
Games should come out of the box
supporting guild halls, guild vaults, and the ability of leadership to
establish a guild tax to raise needed funds. Why have to still deal
with mule accounts and manual gold/dues collections to maintain guild
houses, vendors, etc? Its 2007, not 1997 and running the day to day
stuff to keep a guild going shouldn't eat up all of the leaders time.
Conclusion
We've
covered a lot of things, but this list is far from comprehensive. I
plan to write more articles on guilds and gaming in the future. However
guilds are the backbone of a game's player community, and few people
get very far in a game without belonging to an organized guild.
Therefore we need to put some things in that provide a benefit for
being a member, a benefit for staying a member, make them easier to
manage, and give them some rewards that can be used to benefit other
guild members.
We are better than "Purple 4tw" in 2007, so
lets ask developers to design smartly so that guilds can get back to
the business of helping each other to succeed.