OK - this is a long reply from the OP to some of the comments made so far. First, thank you everyone - I appreciate your views. As a relative newcomer to ED I have missed out on a lot of the history of its current design (who can be bothered reading every old thread?) and this has brought me up to speed, if nothing else!
@ Jaboai,
Caribou and
Cathy:
From your comments I think we have had similar gaming experiences, and see the situation in the same way. Guilds can be very useful, but the lack of in game support for them is a problem that is yet to be widely appreciated in ED. It won't break the deal (I hope) but I think it's an unappreciated opportinity that has been missed by the developers in their determination to NOT make a traditional MMORPG.
@ Liqua
Guilds are useful in grouping together like minded people, and with the appropriate support structure (like private chat channels / Email / Guild storages / etc) they can enhance the experience of the game.
They can also be VERY tiring when all you do when you logon is sort out the in-game bickering from disgruntled members .. sometimes that's all it felt like I was doing
Yes - couldn't agree more. A good guild can make a game so much more enjoyable and create new real-world friendships. True, they can sometimes have problems, but you can always walk away, plus I don't see that type of intense guild developing in ED.
@ Memnoch
I'm one of those players who likes to log on when I want to, not when the guild leader says. I am a team player but I don't like having to play those games to a time table, so now when I get invites I just politely decline. The benefits don't outweigh the negatives for me.
I can understand that point of view, but I seriously doubt it will happen in this game. Rostered forming-up for raids etc is a part of high level stuff in the "traditional" WoW-type MMORPG, and I don't think ED will provide the opportunities for that sort of activity.
@ Certain Death
There are some interesting arguments here; I came to this post expecting to dislike guilds, but actually the idea is growing on me; I would welcome the opportunity to meet and play with like minded individuals, get info and advice and also share the same.
On the flip side however I do dislike the idea of very large player factions making decisions that affect everyone’s gaming.
Player factions affecting general gameplay is not the rule. It sure does happen in EVE (the game is structured to encourage it) and in many others to an extent, but once again I just can't see it happening in ED.
Looking around at the quality of posts and threads; the arguement and debate; the stories and the banter. I feel that players in general want much more than just a FPS - certainly I do!
And I can assure you that a guild can be a tool for creating that experience.
@ Cathy
... The proposal for alliances covers everything that players can't structure themselves, such as defining their rules-set (so they can fight each other without criminal penalty, for example), and sharing responsibility for each other's actions. Beyond that, players can pretty much create their own structure and rules outside the game code and ally within the game when they want to. I don't think ED needs to define a guild architecture for players to play that way, and I'd rather the game did not do it for them because there's then a danger it can become weighted against players who don't join guilds.
Once again, I don't think that will happen in ED, and I explain why lower down. But would you agree that a guild channel in chat (or whatever comms system we have) would be a useful thing?
@ Hamerstein
Adding a guild concept to a game requires the game design to include guild level content.
No, I have to disagree. What you are saying is that in every game you have played that was the structure and that's how guilds fitted in, but I am NOT proposing anything like that. Again - see below:
Once you introduce a permanent guild concept, you make having guild level content mandatory - because guilds take work (as you know yourself). If there's no reward for guilds (content), why bother forming them?
And again, why get hung up on having a big cumbersome authoritarian, ego-driven guild - I sure don't want that - but it doesn't have to be like that.
IN GENERAL
OK - Caribou described ED as a FPS, or at least a lot of people will play it that way. Many would disagree, but I see what he is getting at. In comparison with the old-school highly structured MMORPG, ED is a bit of an FPS, but far more important is that it will be a SANDBOX, and that's the crucial thing. It is not quest-directed and has little inter-character competition, but it is still essentially PvP.
Sandbox games can get dull quickly - I don't think ED will, but one way to stop this happening is to make sure the social "life" is strong - DB himself is highly in favour of this.
I do not think any of the pitfalls of guilds that have happened in other games of my experience (WoW, AoC, Fallen Earth, EVE, Vendetta, Rift, TSW, STO, SWTOR, etc) will happen here precisely because ED is not designed as a heavily scripted, quest-led game with high level tiers for mass group raiding by large parties of uber characters OR as an anarchic free-for-all that is rife for corruption and bullying like EVE.
I'm also not proposing a complex in-game system of guild management or guild level competition. However I do think something as simple as a guild chat channel ingame would give a vital spark of communications and social connection between disparate people who might never otherwise meet because of the exclusive nature of the "friends/ignore" system and the transitory nature of "alliances".
Yes, I know that this could all happen for groups and alliances by doing it off-game, but that is really cumbersome. A guild channel would cut through all that. This is my beef with the game design - this sort of inter-player structure has been left out, and it can make all the difference.
How is this a bad thing?
Anyway - that's more than enough from me and my soap box. Feel free to throw tomatoes, rotten cabbages, etc now