Different Kinds Of GuildsMay 16, 2011 at 1:58 am | Posted in Guild Wars 2, mmorpg | 19 Comments
Tags: Guild Wars 2, MMO, mmorpg
It would be great if Guild Wars 2 did something different with its guild system. The guild systems in other MMOs are great, but have little evolved past the guilds of old. Little progress has been made with modern guilds beyond guild quests and guild experience.
It’s nice to think about what guilds could be.
The thing about Guild Wars is that there is so much lore surrounding guilds, there are a lot of options. The humans had the actual historical guild wars, the charr have roman legions and warbands, the asura have krewes, and the norn have hunting parties.
My idea would be to implement them all. Why can’t a game have more than one system of guild?
Each type would have hierarchy structured around the lore of the race it is based upon. Suppose a charr warband with a centurion leader, quaestor, brevet, or primus as officers for those hankering for a more roman feel in their guild. Or for a more corporate feel, how about an asuran krewe, manned by chief executive officers, chairmen of the board and other executive titles. A more traditional guild could be modeled after the humans with a strict guild leader, officer, member, hierarchy.
After all it makes sense that different races would organize themselves differently.
Unfortunately a system like this would get quite complicated, and I think the most important thing in modern guilds should be your ability to customize them. The ability to set your own ranks, your own guild hall, official colours, and whatever else. With those kind of customizations, you don’t need several distinct types of guilds, you just make them yourself.
Which brings me to my other suggestion for organized social activity in future MMOs. The ability to belong to more than one group.
Why should we need to switch characters entirely to hang out with more than one group of friends socially? It is human nature to have multiple groups of friends, yet in game we are confined to the restriction of our guild.
If our social circles aren’t reason enough to allow more than one way to organize ourselves, than what about play style?
I’d like the ability to belong to a guild that focuses on PvE, however I also enjoy jumping off of cliffs. I’d like the ability to start a club, not a guild per se, but a group of friends who like engaging in activities that don’t conform to the PvE focus of my guild. A cliff jumping society if you will. Wouldn’t it be great to have infrastructure in place to help with that sort of endeavour?
Those sorts of extra-curricular activities aren’t limited to strange pass-times. What about a corporate structure for those interested in auction house and crafting activities? What about PvP teams that you can join outside of your PvE focused guild?
The structure for these groups doesn’t have to be simplistic either. A PvP team would have a user interface that focused on PvP statistics while a corporation could work more like an actual business.
For instance, each person’s profits from the auction house could be skimmed by about 10% (or any amount the CEO sets) to contribute to a sort of Guild XP. Corporate profits would contribute to unlocking various benefits. The ability to be listed by corporation at the AH, the ability to add notes to your items in the AH, the ability to set up small kiosks from which to physically stand around and sell things. Crafting equipment that has small boosts to critical chance.
These sorts of changes to the standard ‘one character per standard guild’ in MMOs would mimic real life social opportunities. We can belong to more than one club or one social circle in real life.
Unfortunately, a robust and complicated guild system is probably not in the cards for Guild Wars 2. The amount of manpower to deliver content of this size is probably unjustifiable. The amount of use people would get out of these alternate social apparatus is hard to judge. Particularly when you can simply make a new character and have it join a niche guild focused on pvp, crafting, or otherwise.
In Guild Wars 2 I’m sure we’ll see all the typical things Guild Wars and MMO fans might expect. A typical guild system these days will have guild quests and guild experience put towards various upgrades. Plus all the normal benefits of belonging to a guild of course.
It seems a shame to me though. Every game out there has this set up. Guild Wars has guild in the name, maybe there should be more emphasis on it.
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