Jan 13
This Band of Brothers
Something has always confused me about Massive game conventions. It’s generally agreed that the point of these things is playing with other people. (That’s the second ‘M’ in MMOG.) While the Guild structure is well established, and present in almost every modern game I can think of, smaller groups of individuals who consistently adventure together are ignored by game mechanics.
Given that most fantasy-like titles appear to be reaching for the pen-and-paper experience, that’s very confusing. I have lots of friends spread across many game worlds, but I also have several friends that I game with on a regular basis. Why can’t we form a smaller group to represent our commitment to each other, even though we’re not ‘guild-sized’?
The average pen-and-paper session runs from three to six people, plus a gamemaster. Through in-game lore, this group will usually commit themselves to each other in a formal or semi-formal manner. When I run a game, I usually ask my players to come up with a party name. Besides sparking an inevitably funny argument, it fills the function every formal group does: it promotes unity through separation. By being part of a group you cement your bonds to each other in a real way.
Guilds can evoke these feelings, and if you look at Guilds with longevity I think you’ll find they have an actual social structure. Whether codified along military terms or one of those ‘family’ guilds, if they’re doing well there is likely some sense of belonging. The WoW guild that I joined prior to the game’s launch has since dissolved, because of a lack of leadership and a dissatisfaction with the guild’s social structure.
This is all well and good, but it’s really hard to get close to a group of 30+ people. At the height before the crash, my WoW guild was close to 80 people strong. The smaller the social group, the tighter the bonds can be. A small group with a common banner to gather under would have an even tighter bond.
The question is, why is the party relegated to a fleeting existence? As a small and important social group, doesn’t it deserve recognition?
It seems tedious to add yet another title to a character’s likely already bulging name. Perhaps a prefix or suffix would be appropriate, if the game in question doesn’t use them extensively already. One option would be to require formal parties to be all of the same race, and reward party members with a common last name. Familial connections are often used in PnP games as a way to promote togetherness, and I have seen this convenient fiction can work in Massive games as well.
My preference would be to show formal group alliance via some visual cue or doodad. A tattoo, necklace, bracelet or other physical symbol would be a simple and effective way of declaring your fraternity. Allowing the group members to choose exactly what that symbol is would be the ideal, encouraging creativity and roleplaying among those who might not otherwise think in that direction.
In games with housing, the formal group should be allowed a unique form of lodging. Perhaps instead of a personal home or apartment, the party members could combine resources to rent or purchase a group lodge. As a party lodge, the goal should be to show off the personality of the team and celebrate the group’s notable accomplishments. Common loot vendors, unique decorations … make them feel special.
My secret desire behind this idea is a thumb of the nose at the raiding guilds. Those of us that sigh with regret because of busy social lives should have opportunities to experience unique and dramatic content. Allowing a formal group access to special dungeons or instances would be the ultimate reward for a well-developed group relationship. Reward quality of gameplay on the same level as quantity of playtime.
At the end of the day, my hope is that future games will recognize the importance of groups big and small. The sign on the door to teh funz reads ‘do not apply if you do not have 40 spare hours a week’. I’d love to see a smaller sign on a smaller door nearby that reads ‘only cohesive groups may apply’.
1 Comment so far
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The problem is that games (WoW especially) reward larger group sizes with just better rewards… not more of them.
Think about it. A normal 5 man group going into DM will net each member probably 1 blue item. Not necesarily an item they can use, but a reward none the less.
Now a 40 man raid into a part of an epic dungeon will net what… thats right approx 5 epics. Not necasarily an item that anyone in the 40 man raid can use. The difference is that these epics are much more powerful items.
The 5 man group has spent 3 hours approx to get their rewards. The 40 man raid has probably spent approx the same amount of time.
I will never understand this… in actuality its just a plain dumb way to reward your players.
Whats the disconnect here?
Developers rewarding larger group sizes with the same small number of rewards, but making those rewards much more powerful. Somehow it is being relayed that making something take more people is inherently harder. Which is true because as you’ve stated there is very few 40 man groups that can operate on the same page for an extended period of time. Organizing 40 people is a nightmare to most.
People stick when the sticking is good and get when the getting is good. Guilds like Conquest and Fires of Heaven have a long track record together so it will never be much of an issue for them. They have enough core that will be around that they can pick up enough players in any game they play to survive. People are greedy. They know if they get into a guild like CQ or FoH that they will have a raid group present.
Guilds like CQ and FoH feed on this and rarely will you find them inside a game that doesn’t offer high end rewards to those groups that can consistenly raid. That is what they play for… because they are better at it than 95% of the other players. They gloat about it and hold above these casual gamers head. The only amount of skill comes in organizing the group. This is an important skill to have and will ensure their success in any game a raid is required.
Back to what I was originally talking about. There is a way to fix this.
If you make your game to require 40 people to raid for hours on end… reward them. Simple. Don’t play the game that more people = harder = loot must be better.
The loot can be better, but all 40 of those people participated… f’n reward them.