Friday, March 20, 2009

Guilds in RPG's

Not going to spend long on this today, too many things on the "honey-do" list not to mention sites that I need to get completed to keep food in our bellies. For starters in most mmo's their seem's to be a severe lack of real guild support for the players. Not to mention the fact that most of these mmo's are mearly about the grind and getting levels and seem to forget about other things.

Umm, idk why we can't get more female players ... i mean there's like 7 billion different monsters to kill! Ugh!...

That seems to be the general attitude that i've heard from admins and developers of games. Ok, well I guess i have the luxury of having a wife that likes to playe rpgs, well at least now she does. She very much doesn't like the grind and prefers to up her other crafting type skills and most monster-killing that she does do is related to that. Now i know that not all women prefer this type of thing ... which is really my point, no one strickly likes any one thing. But I digress I do seem to be getting slightly off topic.

The whole point being in order to even make these expansions of what guild can do, you also have to expand the content available to them. The only real problem with any of this is the fact that it expands the possibility of cheaters and scammers, but the only real way to deal with that is with the help and support of your player base.

In addition to guild and town buildings/housing their should be ways to organize this ... for both the players and the guild owners. Here is a breakdown of my ideas ...


MMORPG Guild Structures ...

  • Nation -> County -> Town

    To form a Nation you have to have at least 2 Counties.

    To form a County you have to have at least 2 Towns

  • Society -> Faction -> Circle

    Societies are secret clans, they may not form cities (that would defeat the "secret" part).
    Members of a circle cannot see members of other circles, only the officers and leaders can see this amount of structure.

    A society themselves may be public and have an office so that they may give off a certain appearence. The factions and circles however, and their intentions,  always remain secret. For example your Women's Society has a faction named the Black Widow's that is dedicated to only killing male players.

  • Clan -> Guild -> Squad

    "Guild" is the starting point, they may break their members into squads if they wish. Multipul guilds can form a clan. You can be a Member of multipul guilds (i.e.: Your a member of Knights of Ni and the Gardening guild.)

    Guilds are usually based in towns that they help to support, but they are not required (obviously unless the town you build your 'base' in requires your help).

    Guilds can build bases in multipul towns ... for example Your Guild, The Brotherhood of Bronze has their main office built in Noviscus but a minor recruitment type office in nearly every other major town.

All of the above should be able to share resources, though societies this is obviously limited due to their nature. All of these resources though take up space so you have to have a place to put these donations.

This is definatly the early stages of this idea and up for change. But i think you see the basic idea that I am getting too ... more possibilities for players and stop trying to limit them. They do all of this anyways!!! If you impose a limit of 15 players per guild, all they do is make multipul guilds. Impliment it into the game, keep their possibilities open and just let them have fun with it.

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