IMHO Traditional Guild mechanics are de-stabilising to the overall game as they allow several key concepts to be side-lined or negated. Hence, I think the reason we have Groups and Wings/Alliances, which give the social benefits and some of the grouping benefits but avoid some of the "gameplay" negative aspects.
ED Implementation:
Friends
Grouping
Wings/Alliances
You get the social aspects of multiplayer. The ability to call on likeminded friends for aid and assistance, the ability to achieve things together or just hang out and vegetate if that’s your desire.
Traditional Guild mechanics:
Guild Rosters.
Guild/Clan Tags.
Guild Shared Assets/Bank/Hanger
.
Then the “Slippery Slope” argument, which is only a fallacy as long as it hasn’t come to pass yet, of “Guild Content.” As much a prediction as a fallacy for some.
Guild Rosters,
A list of people you may/or may not be able to interact with depending on the vagaries of your, and their Internet connection. It has the benefit for you as an individual in allowing you to call for assistance from a wider field of acquaintances, than if you were to be restricted to actual friends.
This removes several gameplay mechanics, hiring bounty hunters, hiring wingmen, and allows others easier stuffing of instances to lock out potential adversaries etc….
Grouping may well enable the same to a lesser degree, however with grouping you have to at least know the person you call on, to know you can group and instance together, not just grab a random name from a supplementary “not-real” friends list.
Guild Clan/Tags – The whole reputation mechanic is debased when dealing with other players. In effect by wearing a guild tag your individual “combat rep” is immaterial as an adversary is not fighting you he is potentially fighting your guild. You may be the worst pilot in the galaxy, but your advertised affiliation may become the deciding factor.
In general, unless both sides are in guilds, which give them some form of support, the Tag alone may become a constraining factor to gameplay.
Likewise Pirate rep/Trader rep/Elite Rep etc. All are diminished and potentially subservient to the Guild Rep. It allows the Rep-less to inherit the reputation of those who made it, those who haven’t earned status to be granted it at the touch of a button.
The pooling of assets allows the risk/reward balance to be diminished and depending on the size of the pool almost negated. One lost ship is nothing when the cost of losing it is shared amongst a thousand, likewise the chances of all 1000 players suffering a catastrophic loss at the same time is greatly diminished.
As well as encouraging the growth of larger and larger mega-guilds to minimize overall risk it allows for greater profit to be made and potential trading losses to be reduced. Obvious example – trader in a guild discovers a lucrative opportunity, but lacks the cash resources to maximize the return, just call on the guild bank and “poof” – instant millionaire, instant maximum profit.
In case you haven’t guessed, I’m pretty much against traditional guilds. The way I see it, overall, the benefit for the game and the players playing it is diminished, just to make life easier and reduce risk for a few. The only way to compete becomes to join in the rat run, and then the only sure winner is the one with the biggest guild in a game that isn’t, to my view, intended to be guild wars but “You, your ship, and a few mates against the Galaxy.”
I much prefer the more personal Group/Wing concept but will reserve final judgment until I’ve seen it in action.