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Reader Comments (40)

Posted: Sep 15th 2011 6:08PM Apakal said

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On the one hand, I like the idea of being able to belong to separate groups to facilitate players multiple playstyles (PvE guilds vs. PvP guilds, etc.).

On the other hand, I like the idea that a guild is supposed to be a close-knit group of people, developing friendships and relationships over the course of time. Guilds have basically been a community within a community and I worry that allowing multiple memberships will dilute that feeling.

Posted: Sep 15th 2011 6:23PM Ehra said

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I mean.... multiple guilds is great an all, but I don't see how it's really such a huge deal. Dark Age of Camelot had Alliances which was like a guild for guilds; you would join your guild and then multiple guild leaders could join their guilds under a single alliance which would share its own chat channel. Then guilds would remain independent with their own communities, but you also had a large group of people "at your disposal" if you wanted to do something and you didn't have enough people in your guild to join you. They weren't the friends you knew from your guild, but if they were in your alliance then they were probably friends of friends which was usually just as good.

Obviously there are differences between an alliance between multiple guilds and one player being a member of multiple guilds, but if one worked well (having a very small, close knit guild in DAoC that was part of a very active alliance was fantastic. I never had to leave my friends, but if they weren't around to go beat on some Albs or Hibs then I could just turn to the alliance and find people) then I can't see why the other wouldn't work as well.

Posted: Sep 15th 2011 6:42PM Randomessa said

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@Ehra

Alliances are not a new concept, no, and in fact Guild Wars 1 has them as well. But it is also the case that a person may wear many hats and not want, or need, all their guilds to be allied with each other (or I may be a part of a great alliance that is not taking any more allies). The guild that is associated with a forum vs the guild that is associated with bloggers vs a guild made up of my RL friends don't share much overlap in terms of alliances, and multiple guilds would allow me to be attached to all of them without having to maintain an unwieldy friends list just to keep track of them all.

I realize you are agreeing that this would be a good thing, I am just putting it in a context that hits home for me.
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Posted: Sep 15th 2011 6:24PM nimzy said

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Finally, a way to mesh various interests with various guilds. Guilds are very much not "one-size-fits-all" and I'm glad to see someone in charge realizing this.

Posted: Sep 15th 2011 6:56PM Ceridith said

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@nimzy

"Sorry, I can't help with your dungeon group, I'm going on a guild dungeon group."

"But I'm in your guild!"

"My other guild."

"..."
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Posted: Sep 15th 2011 7:14PM Irem said

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@Ceridith
"I can't help you with your dungeon group. I'm doing stuff with a friend."

"But you and I are guildmates!"

"Sorry."

The nice thing about GW2's system is that it's entirely possible for Guildmate A to belong to Guild B and come along for activities as well.
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Posted: Sep 15th 2011 6:24PM hereafter said

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I feel like this won't affect hardcore players too much. People serious about participating in guild activities have always had to manage their time properly. People with multiple high-level alts have always had the option of being in multiple guilds. What's appealing about this new system is that it makes things a lot easier and more fluid.

For instance, if I'm searching for a guild, I can join several before I make a final decision. I can be part of a casual guild and not lose ties with those people when I move up to a hardcore guild. I can join a guild, find out it's not for me, then just drop ot without losing my old one. I was invited to a guild in RIFT after a really fun play session, but it has since become barren. With a multi-guild system, I could have given it a test-run without having to say goodbye to the other guild.

I don't think giving people the potential to overdo it will guarantee they will. I don't expect we'd see an epidemic of worse time management just because folks have a few more options. I think it could definitely work for more games than just GW2.

Posted: Sep 15th 2011 6:26PM nightsong89 said

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I personally say wait and see whether the new guild system of Guild Wars 2 will work out. It just might, we really won't know until we all get our hands on the game and try it out ourselves.

Posted: Sep 15th 2011 7:28PM (Unverified) said

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@nightsong89

It worked fine in FFXI, I was in different Linkshells (Guilds). I had my endgame LS that I could get on shortly before raid times and meet up and do content with them. Second I had a large social Linkshell basically just a giant chat room where people can get together and do some of the smaller group content like quests missions etc. Then I had my LS with my close friends who, WHen they were on we would all hop on the LS and chat.

Never had a problem with it, and alot of people in FFXI did the same.
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Posted: Sep 15th 2011 6:26PM Vargos said

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Keep in mind, though, that GW2 isn't slated to have dungeon parties with more than 5 people. The real fun is open-world boss events that require dozens of people to show up or WvWvW that require tons of people as well. I would assume that if I had a PvE guild, a PvP guild and maybe even a casual mixed guild, I'm not going to cause any traditional "guild drama" because I'm playing with other guilds.

It's not entirely different from GW1 alliances with alliance chat... I'm hooked up with 10 different guilds, but just wear one guild tag. But if any other guilds need people for different events, I can play with anyone I want. It's just easier to get groups going that way. Only difference in GW2 is that when I'm playing with another guild, I get to wear their guild tag instead (or whatever equivalent identifiers there will be in GW2).

Posted: Sep 15th 2011 7:58PM DarkWalker said

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@Vargos
Another point that will make multiple guilds much more likely to work out is that Events should not have any kind of lock, and I also don't think 5-man instances will have locks. So, no need to level and gear multiple characters just so you can participate in events with multiple guilds, drastically cutting on the required time investment.
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Posted: Sep 15th 2011 6:37PM Raikulxox said

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FFXI and FFXIV both do this (one more successful than the other) and it works fine. Better than an exclusive guild, even.

Posted: Sep 17th 2011 2:00AM smacky623 said

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@Raikulxox
Yea, I played FFXI for 7 years and I go to other MMO's and wonder why I am limited to just 1 lol
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Posted: Sep 15th 2011 6:39PM (Unverified) said

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A Tale in the Desert did this years ago.

Posted: Sep 15th 2011 6:43PM (Unverified) said

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Before this was announced, I had already planned to design a new guild that would be led by a council instead of a single guild leader, and be divided into houses, each one being managed by a council member and their officers... It turns out that this system will probably be very good at accommodating this design, we just need to figure out how to streamline the entry process so that each player doesn't need to join 5 guilds or something.

Posted: Sep 15th 2011 6:50PM Agnaro said

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A Tale in the Desert has had a very similar guild system for quite a long time now. You can join as many guilds as you want. Unlike GW2, you can see the guild chat for all of these guilds at the same time.

This system lead to guilds that were very specialized. Many people had one 'main' guild that they would share resources with and then joined a variety of guilds with purposes such as newbie mentoring, theorycrafting and just pure social guilds.

I'm very glad that GW2 is going with this guild system and I believe it would work well in a lot of MMOs. My only worry is that only being able to see one chat channel at a time will limit the system.

For instance, you might just be hanging out in your main PvE guild and miss that your PvP guild is running BGs because you can't see their chat.

Posted: Sep 15th 2011 7:02PM Delvie said

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There are always guilds that care about alts and those that don't. I'm not sure I actually get the purpose of a bunch of guild memberships since they will only allow you to view one guild chat at a time. There again I am looking forward to being in my normal guild plus one for crafting and several for other special purposes.

It's also important to remember that Arena Net is coming from GW1 where an account belonged to one and only one guild. Not sure they've explored all the options out there for sub-division and roll-up.

Other games that have 'smaller group' type stuff are those with user created chat channels (Istaria and STO come to mind, they both also have guilds) and actual multiple guilds (ATITD). It is my understanding that Final Fantasy uses something called linkshells which is similar to multiple guilds.

I know in Istaria's beginnings (as Horizons) when the major construction was going on there were lots of 'Teams' working all over the place for the good of the whole server. This was outside of the Guild system as often a Team needed a top crafter's undivided attention for a couple of days, who then needed a whole bunch of harvesters working their butts off to meet the crafter's needs. I expect in GW2 this type of activity will play out in WvWvW and all of the supply line/seige work as it's not only about defending your guild's keep but defending all of the server's territory.

It actually doesn't matter in the end what type of Guild structure there is - players will do what they can within the limits imposed and figure out how to use outside systems to fill any gaps. Now Guild drama is another matter entirely - once it first appears it's like the plague and can't be allowed to get out of control.

Posted: Sep 15th 2011 8:13PM Seldra said

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It fits with GW, having played it for years I can tell you first hand that most people have friends in other guilds/alliances all the time. And each of those friends have varied interests and goals in the game. Some only like to pvp while others love to do the elite missions, then there are others that just like to hang out.

Personal experience I play with friends on 3 different major alliances. This new system will only add to keeping track of things much more easier.

Posted: Sep 15th 2011 8:33PM Jeromai said

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Of course it will work for other MMOs.

I'm going to harken back to a time even before A Tale in the Desert, when MUDs were the main multiplayer game. The MUD I was playing had multiple pre-set organisations, and while only one character could join one organisation (guild), it was very commonplace for players to have multiple characters/alts and equally common to have those alts in various guilds.

It boiled down to most people having one favored guild (or two - the hardcore players normally had two - one 'family' oriented guild which also welcomed newbies, and a more 'hardcore' raid-oriented guild from which we would filter the 'promising' newbies from the first guild into) and a few other connections/feelers in various places.

Certainly contributed to a more linked-together aspect of the playerbase.

Posted: Sep 15th 2011 9:38PM (Unverified) said

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Obvious answer to the problem of divided loyalty in GW2:
There are no instanced areas (dungeons) that require/allow more than 5 players (small enough for a portion of a guild to do just fine) and anything that does need more than 5 isn't instanced allowing more than one group to tackle it at once, together.

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