guild-size

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  • The Daily Grind: What's the ideal guild size in an MMO?

    by 
    Bree Royce
    Bree Royce
    01.29.2015

    Last week, a Massively commenter mentioned that he was in a 700-person guild in The Elder Scrolls Online. Yep, you read that number right! He inspired an impromptu discussion about the problems inherent in a guild of that size, such as the difficulties of managing it, the potential for dozens of smaller cliques, and the frequently negative impact a big mob of people can have on a server community and a game's development. Personally, I found that a 50-person guild was a real challenge to lead well; I prefer a much smaller group, 20 members or so, just enough that I feel I know everyone well and there aren't competing cliques of people creating drama. Conveniently, that's the kind of guild I'm in, too. How about you? What's the ideal guild size in an MMO? 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!

  • The Daily Grind: Should MMOs require minimum guild sizes?

    by 
    Bree Royce
    Bree Royce
    05.09.2014

    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!

  • The Daily Grind: Should big guilds have a mechanical advantage over smaller ones?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.25.2013

    No matter how hard you try, you cannot defeat large-group endgame bosses with an awesome guitar solo. Big guilds offer you the people needed to tackle this sort of content. In some games, though, big guilds get even more. World of Warcraft guilds level faster with more people, and Star Wars: The Old Republic will be adding a bonus to guilds based on their overall sizes (although you'll easily get the bonus so long as no original members of the guild have left). In some places, size matters. Should it matter? Organizing and maintaining a guild with 50 members is a lot more work than one with 15 members, so mechanical bonuses certainly give some incentive. Those bonuses also lead to guilds wanting to be bigger without necessarily getting any better; more live bodies, no matter the quality. And bigger guilds can already have advantages over smaller guilds. So should big guilds have a mechanical advantage over smaller ones? Or should the size be its own reward? 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!

  • Call for submissions: The shape of guilds to come

    by 
    Lisa Poisso
    Lisa Poisso
    04.27.2010

    How will Cataclysm's evolving raid progression plans shape your guild? We're betting that many of you raid leaders, guild officers and GMs are already making plans for what's ahead -- growing to accommodate an additional 10-man team, stretching to resize or reschedule your existing groups, maybe even shrinking down to become that tight-knit squad you've always dreamed of. Now's the time to begin considering the possibilities. WoW.com is looking for submissions for a roundup article on how the changing face of raid progression will be affecting your guild. We're looking for thoughtful reflections, between 50 and 200 words, on the road that lies ahead for your particular guild or raiding group. Preferably, you're the GM or an officer of a guild or the leader of a regular raiding group (although we won't discount submissions from other types of players). No Chicken Little or QQ submissions, please; our comments runneth over with delicious tears already, thanks. As with all guest post call-outs, only the best submissions will be accepted. Here's what to do: read up about the Seed program, sign up and then submit your article (you can't see the article page unless you have a Seed account). Unfortunately, we are currently only able to take submissions from individuals living in the United States; we hope to be able to accept international submissions in the future. We'll accept submissions for this call-out until 11:59 p.m. EST on Thursday, April 29 -- that's right, just a couple of days away. Good luck!

  • Breakfast Topic: How big is your guild?

    by 
    Paul Sherrard
    Paul Sherrard
    05.06.2007

    I've seen guilds with 1 member, I've been in guilds with 500 members, and yet I've never found a guild that can be everything to everybody. I'm sure even those guys with their 1-man guilds get a bit lonely from time to time. So what is it that makes a guild too big, too small, or just right for your average player? Would you prefer to be a member of a small, tightly-knit guild or a sprawling mass of people so huge that everyone on your server knows your guild, if not you? What does the size of a guild's membership say to you as a member or prospective member? Does size matter, and if it does, which is better - erring on the smaller side of numbers, or a population enough to start a small city? How big is your guild, and is it the right size for you? Why? If not, then what are you looking for from a guild, and how does the size of the guild play into your perception and comfort-level with that guild? Lots of questions, let's hear your answers!

  • Guild size matters not, judge us by our size do you?

    by 
    Amanda Rivera
    Amanda Rivera
    05.03.2007

    Our guild isn't large by any means. In fact, we're a tiny guild, although that's not for want of effort. The Rogue Knights has been around on Elune since beta, and has had a constant stream of very good players throughout our time on the realm. However, a while back a group of players decided to leave the guild, and since then we haven't quite recovered. How can a few simple people make the difference? Well, these players have gone on to form the core players in some of the largest guilds on the server, so you can see how that might affect our guild. Another reason we are still small is simple: we have standards. Not to say other guilds don't have standards, it's just that we are the sort of people that expect people to spell out their words in guild chat, to be kind and courteous to other players while in Azeroth, and expect them to help others whenever possible. These may sound like basic rules, but I have personally had to boot people from our guild for acts in instances or general chat that simply aren't nice. What this means is that the players that don't do these things, the gankers and the ninjas who happen to get invited to the guild, eventually these people leave the guild, either by themselves or by force. I see many of these players around the realm in my travels, and it is interesting how often they guild hop in their time in WoW. I think it comes down to expectations of players. Some guilds will accept players based on their class, gear, etc. Our guild, being the ultimate of casual groups, tends to focus on how the player interacts with others, in the guild and outside the guild. What this all means, really, is that in the end, there is room for everyone in WoW, but not everyone in a guild. While some guilds focus on player attendance, others focus on player interaction, and still others focus on nothing at all. What a wonderful virtual world, in which everyone is accepted, and all find a home. No, we can't all be in raiding guilds, but not all of us want to be in one.