Your insistence on scattering colour through your posts makes it unnecessarily time consuming to reply to them, however:
1) So when you said:
you mis-spoke?
2) Are small Guilds really that common?
3) Which part of the basic Wikipedia definition of MMO(G) does E: D not meet (taking into account that it says "MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world" and "MMOGs often feature in-game support for clans and guilds.")
4) Of course not all Guilds are in that category, however you admit yourself that some are when you say
Therefore introducing game features that allow such groups to flourish would simply be creating another problem as to how to deal with the fallout from the mischief that such groups thrive on.
Yes, I mis-spoke, my apologies for not being more clear, I assumed since the topic is about MMO and social aspects it would be assumed that was what I was referring to.
1. Yes in fact a lot of guilds are family based, and consist of only 3-10 people. Others are much larger containing hundreds and even thousands. Many families like to only play games where they and their members can be a group together, so not having them discourages these individuals from not only purchasing the game but playing it as well. (call it a personal want for a lot of casual gamers). I can't tell you how many parents I personally know and am friends with that play games, and wont buy one unless they can form a guild with their kids etc who may live in other areas so they have their family support system (or whatever you would like to call it).
Just look at some of the thread on ESO forums when this was being discussed there (ESO made guilds available to groups of 50+ only and the community rioted and demanded small guilds, after several months of forum debates (And after ZOE lost 30% of it's subscriber base), ZOE (Zennimax Online Entertainment) Relented and patched the game so there could be 5 man guilds). ZOE was under the impression that guilds only consisted of large numbers of people, and it wasn't until the community started showing their disagreement by leaving the game for other more small group friendly Guild allowing games that ZOE realized their mistake. Thankfully, they were able to recover after fixing it.
People take guilds very seriously in the MMO market.
2. ED meets the cover definition (With the exception of it not supporting large groups of players via social structures), I was referring to the more expanded one further down the page which least the features generally found in the vast majority of games which call themselves MMO's.
As pointed out by another poster, Guilds have been a part of the gaming MMO industry since before Elite, back int he 80's, and before that when an MMO was pen and paper D&D. Guilds are a tradition, and a staple of the industry, and I dare say everything except a literal requirement for a successful MMO in the modern age of gaming. (And I hesitate to say not a literal requirement as the definition of MMO clearly implies such).
3. Yes there are some that will be crappy guilds. But there are already some wings in game that are crappy wings. Doesn't mean you should punish the entire community because a few people decide to be s. We do not put people in prison or lock down entire communities because a single person or group of people decide to go on a killing spree. If a guild is disruptive FD has 2 choices, Manually disband the guild, or Let the player base deal with them... EvE lets the players govern themselves. And gives them the tools needed to do it, While CCP still make a stance against the very type of guilds and behaviors you say you don't want.
You can have both, you just have to have a system that encourages the type of guilds you desire in game, and gives them the tools and means to deal with those you don't approve of.