A listener recently wrote in to Massively's podcast to express his frustration with recruiting in MMOs since so many players avoid chat and guild advertisements. The community situation in many games can make it difficult for smaller guilds that refuse to spam to build up enough players to access basic guild functions, like guild banks. I myself have been testing out a game with player-run villages that requires guilds to have 25 active guild members settled there lest it lose its instanced town, which is a lot of people for a tiny, indie game, and a number that almost requires players to artificially inflate their rosters.
But the problem is that games impose arbitrary player minimums for guild charters and banks and ranks and so forth to begin with. For every Guild Wars 2
that lets you have a lonely solo guild if you want it, there's a World of Warcraft
that requires you to summon 10 warm bodies first -- even if you then immediately boot the other nine, making the requirement a pointless and tedious exercise.
What do you think: Should MMOs require minimum guild sizes?
Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!