Guild Wars 2, for example, performs random attendance checks and doles out points based on guild activity. The more people you load into your guild, the more points you farm and perks and consumables you can buy. This creates a "rich get richer" scenario for guilds that are already "winning," and eventually, no one will join guilds that aren't maxed out and providing a steady stream of perks to help them "win" even more (as seen in World of Warcraft).
Why not go with Lord of the Rings Online's system, which bestows guild perks according to a guild's age rather than its recruiting binges? Should games keep rewarding guilds strictly for their size, or is there a better way? How would you design and balance an MMO guild achievement system?
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!