Multi-guilding helps small guilds, not the other way around: It ensures no one ever has to choose a raid guild over the all-gnome RP guild (or whatever) that he considers his “real” crew.
All that said, one of my stock questions for any new game revolves around how that game is going to manage small guilds that don’t want to be eaten by a server conglom. Eliot Lefebvre (@Eliot_Lefebvre, blog): The problem with older, small guilds – and I use “problem” here as a synonym for “difficulty in formally supporting” – is that the nature of guilds is not something universally agreed upon by every game.
Do other people see the change in the way guilds are today and how the developers are treating small guilds? Do games like have any designs for accomodating old, small guilds, or will we all just be cogs in the wheels for the self-aggrandizement of those guild leaders with more time than sense who can put these things together? And boy did they really want to talk about this one!
Brendan Drain (@nyphur): For me, one of the most important factors in an MMO is whether it allows small, committed groups to build something or achieve things together.
When whichever group has the larger number of players almost always wins in Pv P, small tight-knit corps can’t compete and either join a larger power block or get stomped into the ground by one.
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The aforementioned venture, Nant G Mobile, LLC, will publish mobile versions of “Ever Quest,” the long-running MMORPG, as well as Daybreak’s battle royale game “H1Z1.” In addition, Nant Works CEO Dr.
Patrick Soon-Shiong will join Daybreak Game Company as a member of its board of directors.
at least seems to be trying to address this problem with its upcoming structure revamp, which should make it possible for small groups to build a little empire together and maybe even defend it against a foe with larger numbers.
But only time will tell if this trend can truly be reversed.