There are people that want to command 2000 players and dominate the games world map. Then there are others that take pride in their banner and guild members achievements and fame.
How many leaders do realistically play with and know on a personal basis their recruits, and how many leaders treat their guild members as dps, tank, heal, bard slots?
Games with large guilds of 100*-500 members:
- 1 leader, 0 personal contact with members.
- 15 or so core members, 0 interest in playing with randoms of the guild
- 500 randoms that don't know more than 2-3 other people in the guild, BEST CASE SCENARIO.
- Mass battles become very zerg in nature, due to one leader commanding MANY groups.
- Server ends up being 5 different guilds, BEST CASE SCENARIO, if not only 2 mega guilds that war each other only. Lack of banner variety, leading to lack of stories and social interest.
- Recruitment is shallow. Somebody shouts "lf guild" somebody sends an invite, and chances are, these two people may never speak again.
- Somebody leaves the guild. Nobody bats an eye. Nobody cares if JonWhite just quit the SkiesWatch.
- *even tho 100 is small as compared to 500, it is very easy for a guild named Elite to become a mega guild of 1000 people. E1ite, El1te, 3lite, Elit3, Eli7e, Elite1, Elite2.
Greed and apathy
Games with small guilds of 100- members:
- 1 leader, probably invites the members. Knows them better
- 8 or less core members. WAY BETTER chances of them playing with the other members, simply because sometimes people are not online. Everybody gets to know each other better.
- 70-100 real guild members that know each other and talk to each other, rather than typing "lf 2dds 1 tank 1 healer", "lfg". Personal connections and true need to always assist their guild members, rather than turning off the guild chat when they themselves don't need anything. True friendships.
- True alliances, with distinct banners/flags/icons or whatever you may call it. True guild names under an interesting alliances, with it's own leaders, famous players from each guild and hate-love relationships. A guild may be at war with one member of the alliance but friendly with some other. True people relations as opposed to the megaguild mentality "1 leader I don't know, 1 flag that has never done anything for me, nobody cares for my personal rivalries in this mass of randoms, nobody will care if leave".
- Mass PvP is less zergy natured since many different leaders in an alliance command their own groups in real time, as opposed to one leader commanding all the members of a megazerg guild.
True guild pride and sense of achievement, while playing socially and having real interactions with other guild members/ally members.