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Guilds

The Daily Grind: Do you stay loyal to your MMO guild?

Culture, Events, real-world, Guilds, MMO industry, Opinion, The Daily Grind, Miscellaneous

Ultima Online wedding, my guild as honor guard, circa 1998
When I joined a guild in Ultima Online in 1997, I had no idea I was going to still be in a version of that guild almost 15 years later. Heck, I doubt I even realized that MMOs would still be a thing 15 years later! But from chatting with my fellow Massively staffers and you lovely readers, I've realized that my experience isn't shared by most people. Guilds implode. New games emerge. People move on. Drama develops. Real life happens. That sense of loyalty just isn't always worth the trouble. Guilds often exist to help members meet their goals in a single game, and when those goals are met, that's it -- it's over.

But I'll move to (and stay in) games past their expiration dates just to hang out with guildies. What about you guys? Are you loyal to a single guild or group of gaming friends, or do you drop from a guild when you drop out of a game, knowing you'll find new mates in the next big thing?

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!

Storyboard: Why I rejected your guild application

Culture, Guilds, Opinion, Roleplaying, Storyboard, Miscellaneous

Not pictured: Phillip J. Fry as an N7 operative.  Yeah, that's life in this neck of the woods lately.
Explaining guilds to people who don't play MMOs is always odd. You have to explain the process of applying, getting interviewed, and generally being brought on some trial runs in a way that doesn't make the whole thing sound like an unpleasant second job. This is even worse when it comes to explaining roleplaying guilds, which often level all the same restrictions as endgame-focused guilds with the added benefit that you're being examined based on your character rather than your play ability.

So it feels like a real kick in the teeth to do all that and then get rejected.

At face value, this feels outright ridiculous. The only criteria for a roleplaying guild should be roleplaying, and if you're applying for one, you almost by definition pass. But there's actually a lot of valid reasons to say that someone just isn't right for your roleplaying guild. So you might not have been rejected because the guild is made up of judgmental pricks -- it might be for the best.

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The Guild Counsel: Five ways to burn bridges with your guild

Guilds, Opinion, The Guild Counsel, Miscellaneous

rift bridge
There are ways to leave a guild, and then there are cringe-worthy, horrifying ways to leave a guild, burn your bridges, and never, ever leave the door open for a possible return. We've all heard tales (and sometimes witnessed them firsthand!) of people leaving guilds in ways that defy humanity (leaving right in the middle of a raid is one of my favorites). Surprisingly, there are some guild departures that succeed in severing ties and are unfortunately all-too-common.

In this week's Guild Counsel, we'll look at a few ways to really do it wrong when it comes to guild departures.

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The Guild Counsel: Surviving the dreaded plateau

Guilds, Opinion, The Guild Counsel, Miscellaneous

Vanguard
One of the challenges of running a guild is avoiding the emotional peaks and valleys that tend to come up. In fact, one of the scariest times for a guild is when it's just accomplished something big because once the cheers stop, there's a void left and people begin to wonder what's next. It's not uncommon for a guild that's just hit an amazing goal to lose some members shortly after, and in some cases, it can actually lead to a guild withering and drying up because there's a letdown and apathy sets in.

How do you survive the dreaded plateau? Let's look at a few ways in this week's Guild Counsel!

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Archlord hosts first combined server guild tournament

Fantasy, Contests, Events, in-game, Guilds, PvP, Free-to-play

Archlord
Plenty of guilds talk the big talk and DPS the raid meters, but when the chips are down and the final call is uttered, which one guild will stand on top of the mountain of geek corpses and be proclaimed "Champion?" In most MMOs, that would be rhetorical nonsense, but not in Archlord, where guilds will compete in the first World Guild Championship to earn a $10,000 prize and the recognition of their peers.

The game's first combined server guild tournament kicks off on June 11th and features pitched PvP battles between guilds to climb the bracket and claim the big prize. All participants will be given a preset character with standard gear in order to minimize any in-game advantages.

In order to preregister for the tournament, guilds will have to complete a special in-game quest. Registration for the World Guild Championship runs from now through May 30th, with the official brackets announced a few days later on June 4th.

Archlord will be hosting special in-game events and handing out fun prizes for everyone during this time.

The Guild Counsel: Saluting Scott Andrews on five years of valuable guild advice

Guilds, MMO industry, News items, Miscellaneous, Anniversary

guild leader's handbook
This past Monday marked the fifth anniversary of Scott Andrews' Officers' Quarters, a weekly column on WoW Insider that deals with guild issues in World of Warcraft. He's also the author of The Guild Leader's Handbook, which is a must-read for any guild leader. It's a terrific accomplishment to keep a column going for so long, and week after week, he's provided valuable advice to reader questions on guild management.

Whether you've just heard of Officers' Quarters or you're a longtime fan, let's look at a few reasons Scott Andrews deserves a tip of the hat and a hearty salute.

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Guild Wars 2 wants you to play with your friends no matter what

Betas, Fantasy, Game mechanics, Guilds, PvP, Guild Wars 2

Guild Wars 2
"Whenever we design a new feature we always ask ourselves how it impacts our players' ability to play with their friends," ArenaNet's Eric Flannum stated about Guild Wars 2. In an interview focused on connecting players together, Flannum made it clear that the team was looking for every possible opportunity to pave the way for social hookups.

Flannum addressed the specifics of how Guild Wars 2's servers work in relation to transfers. While there is a traditional paid transfer service (which can be used only every seven days), all players will have the ability to hop over to friends' servers as a guest. Player team-ups are further made possible by the dynamic level-adjusting system that scales players down to the zone they're occupying.

This process is made easier by ArenaNet's decision to make friend lists and guilds account-wide instead of specific to a server. So while each guild has a home server, other chapters can exist elsewhere. Flannum also said that the team is carefully structuring its PvP system so that it will be free from potential abuse by server guesting.

TERA gives players a guide to guilds

Fantasy, Culture, Game mechanics, Guilds, News items, TERA

If these players were in a guild, they'd be having at least 30% more fun right now.
Maybe TERA is your first MMO, maybe you want to learn about what TERA offers its guilds, or maybe you just want to see guilds defined as something other than small-scale drama generators for once. There are a lot of reasons you might want to look at TERA's new guide to guilds in the game, but whatever your motivation, the guide will provide you with all the answers you need to start guilding away with ease.

The main benefit to being in a guild in TERA are the guild quests; available all across the game, each guild quest provides players with Catharnac Awards that can be used to improve the guild's level and buy special items from vendors. You also need to be part of a level 3 guild to run for public office, which is all the more reason for politically minded players to make friends. But don't take our word for it -- after all, there's a guide to tell you all of this in detail.

The Guild Counsel: What's your guild really worth?

Guilds, MMO industry, Opinion, The Guild Counsel, Miscellaneous

RIFT chest
One age-old debate in MMOs revolves around the buying and selling of characters, and the argument becomes especially contentious when it involves the exchange of real-life money. The members of one camp will staunchly defend the practice, saying they put the time and effort into the toons and that those characters are theirs to do with as they please. Others argue the opposite, saying that there are plenty of characters who were given help from others in leveling and acquiring gear, and it's not right to take that collective effort and market it to the highest bidder.

It's a complicated issue for sure, but it's mainly centered around one single character. But what if it involved an entire guild? That's a question that players have had to tackle recently in World of Warcraft, as the practice of buying and selling guilds has become more and more popular. Would you buy a guild if you were just starting out? And would you sell your guild if you were done with the game? As usual, there are three sides to this coin, and it's something that we might see more of in other MMOs, so let's take a look at some of the arguments both for and against in today's Guild Counsel.

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The Guild Counsel: When do you trust the new guy?

Guilds, Opinion, The Guild Counsel, Miscellaneous

swtor
When you're running a guild, there are lots of clear, right and wrong, cut and dried issues to take on. It might not be easy to carry them out, but it's pretty easy to know what the right decision is. There are some, however, that aren't so clear, and it's hard to even gauge which variables might help reveal the best solution. One of those naggingly difficult areas is knowing when to put your trust in a new member. A good recruitment policy will help filter out bad matches, but at what point do you know that a new member really is a good fit with the guild and can be trusted? As much as I'd like to just say "you'll know it when you see it" and leave it at that, I'd like to touch on a few areas that might come into play as you evaluate new members. Read on for a few ideas in this week's Guild Counsel, and add yours to the discussion below!

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The Guild Counsel: What makes a guild leader miserable?

Guilds, Opinion, The Guild Counsel, Miscellaneous

swtor facepalm
Guild-leading can be a very enjoyable and rewarding activity, but it's not always a walk in the park. In many of the columns here and the discussions that follow, the most common theme is how leading guilds is both the best and the toughest role in the game. When things are all falling into place and everyone's clicking, it's extremely satisfying to see it all come together. But when it's not, it can be extremely frustrating and stressful.

We've often looked at the benefits of running a guild, but in today's Guild Counsel, let's look at a few areas that can sometimes make guild leadership almost seem not worth it. Hopefully by discussing and recognizing these moments of misery, guild leaders can find some solace in knowing that they aren't alone, and members can help make life easier for their leaders.

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The Guild Counsel: The six most embarrassing things you can do in a guild

Guilds, Opinion, Humor, The Guild Counsel, Miscellaneous

Vanguard riding a camel
There are some things in life that just go hand in hand, like peanut butter and jelly, Bert and Ernie, sun and sand, and guilds and embarrassing moments. In fact, one thing that makes guild life so memorable is our collection of those little screw-ups that leave us laughing and wondering what on earth someone was thinking. There are tons of things people do in game that leave them flustered (believe me, I know!), but some go down in history as classic moments of mortification. Let's take a look at a few epic embarrassments in this week's Guild Counsel.

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MMO Family: Do kids belong in guilds?

Guilds, Opinion, Kids, MMO Family, Family, Miscellaneous

Guild Hall in EQII
In my regular columns at Massively, I enjoy taking a look at various topics surrounding family-friendly MMOs and common issues in guild management. So it seemed natural to take the two subjects and combine them for this week's MMO Family. Gamers are growing older, and we're seeing an increasing presence of younger players, even in the more serious "adult" games like Lord of the Rings Online and EverQuest II. For those who play MMOs with their children, it might seem reasonable to seek a guild tag for them, but that might not sit well with your guild peers.

Should kids be allowed in guilds? Are there any benefits to sharing a tag with your children, or are they better off staying unguilded?

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Some Assembly Required: Revisiting Origins of Malu

Fantasy, Economy, Game mechanics, Guilds, Interviews, New titles, PvP, PvE, Massively Interviews, Some Assembly Required, Sandbox, Crafting

Some Assembly Required
Many moons ago when the air just started to cool from summer's heat (aka, last September), Some Assembly Required had the opportunity to talk shop with a new outfit that is developing a promising new sandbox MMORPG, Origins of Malu. And you know me: Sandbox is the magic word! As skeptical as I knew I should be, I still came away from that interview with renewed hope that a game with some of the features for player-generated content could exist again.

Back then, Burning Dog Media made the bold statement that it would absolutely release its flagship game in 2012, with a target of early 2012 to boot. But as the first quarter of the year quickly drew to a close with scant information available, it became pretty clear the game is still a ways off. In the realm of games, no news is not necessarily good news... and we definitely hit a drought in news.

Now that drought has ended. In our second exclusive interview, we spoke with Michael Dunham, Producer, Jason Mitchell, Senior Developer, and Dave Cruikshank, Art Director, to learn what's been going on behind the scenes and get the scoop on more details about those very features that have sandbox lovers salivating.

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The Guild Counsel: Time for a mutiny!

Guilds, Opinion, The Guild Counsel, Miscellaneous

Guild Counsel
In last week's Guild Counsel, we looked at some of the qualities required of guildleaders for those who might be thinking of trying it out. But what if you're someone who's already a member of a guild? If I had a nickel for every time a guild member thought to himself, "I could do a better job," I'd be able to retire and buy a ticket to fly in space. In some cases, it's just an issue of backseat driving, but in others, there's some merit to that point of view. When is it time to step in and replace the guild leader? And if so, how do you do it without the usual Hindenburgesque drama that ensues?

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