Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Non-hierarchical social organising
cromcruach
Member
Hello there.
Everything I learned so far about this game, since I am following the development process from early on, sounds really appealing. I appreciate many design choices. I wanted to join the discussion by voicing a major concern I have though.
Most MMORPG's guild systems favour strictly hierarchically organised guilds. This leads to a lot of infighting, abuse of power and a generally unpleasant playing environment. I wondered whether it'd be possible to have choices for how one wants to have a guild they found structured, without specific roles (master, officers, ...) being made necessary by the game prior. So they could choose a blueprint for a more hierarchical organisation or a blueprint for a more democratic or even a genuine egalitarian and anti-authoritarian guild environment. What I always found unappealing by MMORPG guilds are just the hierarchical ways of organising - that are too often implied or at least too strongly benefited by the game mechanics.
Have a nice day.
Everything I learned so far about this game, since I am following the development process from early on, sounds really appealing. I appreciate many design choices. I wanted to join the discussion by voicing a major concern I have though.
Most MMORPG's guild systems favour strictly hierarchically organised guilds. This leads to a lot of infighting, abuse of power and a generally unpleasant playing environment. I wondered whether it'd be possible to have choices for how one wants to have a guild they found structured, without specific roles (master, officers, ...) being made necessary by the game prior. So they could choose a blueprint for a more hierarchical organisation or a blueprint for a more democratic or even a genuine egalitarian and anti-authoritarian guild environment. What I always found unappealing by MMORPG guilds are just the hierarchical ways of organising - that are too often implied or at least too strongly benefited by the game mechanics.
Have a nice day.
2
Comments
true but spingot doobie wanna doo?
So, given that Ashes of Creation is going to be a game built around guilds, I imagine that they will allow some sort of ticket request if your guild leader suddenly disappears for 3+ months.
Some games do, some games don't. This is something I'm sure Intrepid will look into.
Alright, hard pass on the game then. Enjoy your social hierarchy simulator.
Crazy thought. Make a guild that does not do things you dont like.
Hell I know plenty of guilds who have a group as leaders instead if just one its not that uncommon
Thanks for that. Gave me a good chuckle.
If you're in a guild with a leader that would do the things you are concerned about, you have no one to blame but yourself.
You can still just manage your guild democratically, including making decisions on how to use the mechanics linked to someone in the 'leader' position.
If the mechanics around leaders for sieges and mayoral duties really bothers you, there's still like the remaining 95% of the game content your guild could enjoy using any social structure you want - just treat people with access to guild features as having administrative positions.
This system of guilds is how I created Council. The way my guild works is pretty great IMO. I am the guild leader but I have 6 players in the "council" rank. They are effectively guild leaders who share responsibility helping members, recruiting, making admin decisions. AOC is great because it gives the WHOLE guild the opportunity to really make decisions together. Where we live and area to build up or siege is decided as a guild.
Below this is class officer in charge of training their players in that class. I am planning another rank of officer as well (probably 3....one for each artisan path). Then we have raiders, members and anything else that may come along with how AOC plays.
With this system, loot is never an issue because those raiding already know that being greedy just isn't a thing. If we work together, loot will come. Class officers and raiders decide where loot goes. If something happens to me or a council player, there are still leaders to run the guild.
I have been in guilds where the title "guild leader" was just a name and everyone ran the guild together. Yeah those guilds died quick. No organization, nothing to look up to, nobody cared to help recruit, and everyone just wanted to log in and have something in front of them to do. It's silly.
BUt HiERaRcHieS aRE bAd.