In the
EGX 2014 video, DBOBE talks about "at least to start with we have not got guilds or clans".
Well I'd like to comment on the sentence that a guild/corporation system would allow players to grief other players, like not allowing someone to enter a specific system.
I believe it is a matter of how you create it, and where to set the limits in the matter what you can do, what you can't do, as well as what is profitable and what isn't.
I didn't play EVE much ,actually I hated the whole gameplay so much, I quit before they could even ask me to sign up for a subscription.
However I've heard alot about it and believe the bad thoughts about guilds/corporations come from there.
The problem isn't the guild by itself, it is what you allow them to do and what you suggest them to do.
If you allow a guild to entirely own a solar system, they can of course become all douchy about it and lock it away from everyone else.
Even if it's not a huge loss since the galaxy is ludicrously huge, it would be annoying and unenjoyable for everyone else.
But let's try this for a second:
Players form a Corporation.
That corporation works like the other corporations in the game: they become political parties.
So while that player corporation keeps expanding and gaining influence it also gains the need of setting up political ideals.
Firstly it will be about arranging yourself with local political parties, but soon you'll notice that your corporation has become more than just a money maker, they gained solid political ideals and directions and ultimatively turn into a political party, to increase their wealth and influence even further.
The corporation starts to participate in elections and may even be elected as the ruler of a station or an entire solar system.
I'd like to take Borderlands2 as an example here.
The Universe is too huge for governments to control everything.
Single people are too powerless to take over entire solar systems, corporations gain influence and power the more sectors they colonize in their effort to mine rare materials throught the universe.
In that story it's not unthinkable at all, it is even a matter of fact, that corporations turn into governments.
Therefore I think this wouldn't be unreasonable, it would even be very reasonable to allow corporations to take over solar systems since the powers won't be able to control the entire galaxy.
Of course they can also choose to join one of the powers and profit from their trading contracts, yet suffer from their wars.
But where things get interesting is what players gain from that and what keeps them from griefing others just for fun.
In this version of a corporation implementation you'd firstly have to limit their ability to change the laws of a space station, planet or solar system.
For example they lose the approval of their people with everything negative they do.
Preventing traders and bounty hunters to enter the solar system wouldn't allow the corporation to stay at the top, they'd rapidly lose influence because the people would get upset, if no goods arrive their homes and their ships get destroyed by pirates.
Corporations will have to work to be re-elected and even create their own missions on the blackboard.
Also for political models like dictatorship or god-states there'd be comparable elements that constantly offer a challenge, such as a dictatorship would have to fight against the risk of a revolution, instead of not being elected.
So if griefing gets problematic for a corporation, they will more-likely not do it, or won't do it for a long time.