The changing role of guilds in WoW

Tipa joins the ranks of players who are having buckets of fun with the new WoW random dungeon tool, and she comments that she no longer needs a guild to have fun grouping in WoW. I don’t see this as a sign that guilds will die out in the game or that people will stop playing with their friends. We already know that Cataclysm will bring with it a surge of new guild related content, after all.

But I do think that the success of the new dungeon tool will make people ask themselves what they want out of a guild. Guilds are not actually gatekeepers to 5 man instance runs in WoW, although it can seem like that if you run solo. Still, for those players who felt forced to join a guild because they wanted to have people to run group content with — they’ll be free to leave.

It won’t matter any more if the other people in your guild have a very different playing style. You’ll be easily able to find other people to play the instance game with. I think that in Cataclysm we will see the rise of two different types of guild; the social guild made up of people who have some interests in common, and the hardcore guild of raiders who want to focus on hard mode raiding. The inbetween guilds, the social guilds that feel that they have to act more and more hardcore, the ineffective subhardcore guilds where people only stick around because they need the group access … those will probably dissolve.

I think it will lead to a healthier guild scene in the long run. People who don’t want to be attached to a guild won’t have to do that, they can still get their game in using the dungeon and raid finding tools (anyone not think that Blizzard will expand the raid finding tool across servers?). People who want to be part of a friendly guild but get frustrated at being with less hardcore players will be able to hop into hard mode groups easily and still socialise with their guild friends. People who want the full hardcore experience will still be able to do it, and will be able to pick up random groups for their alts or in off hours easily too.

Unshackling the social side of guilds from the group game may be one of the most long sighted advances any MMO of this generation has accomplished.

Link hard, with a vengeance

  1. Tarsus explains why we should always blame the tanks and gives a reason for just about every situation.
  2. Blizzard’s new petshop has inspired KIASA to sing. Katy Perry had nothing on this.
  3. We’ve seen a lot of other blog reactions to the petstore. The majority accept that the pets aren’t a big deal, but there’s a pervasive sense of sadness – as if we’d seen the future and people aren’t sure if they like it (ultimately if it’s more profitable for devs to make social games and sell pretty pets than make big expansive virtual worlds with complex teamplay, then well …). Green Armadillo sums this up, asking if RMT is the third Trammel. Copra also expresses sadness at how the game is changing, philosophically.
  4. The Rampant Coyote wonders if too much choice is a good thing in games. Or is it too easy to get lost or distracted and actually miss the game’s goal. I’ve recently started playing both Uncharted 2 and Dragon Age Origins and sometimes being on tracks is awesome fun as long as the view (and, more importantly, the gameplay) is that good.
  5. Naissa (welcome back, by the way) has extensive lists of things she misses about WoW from times gone by, but also things she loves about the new content.
  6. Speaking of Uncharted 2, Kotaku posts an interview with one of the designers, discussing how achievements (trophies) can actually add to the gameplay of a game and how they deliberately structure them. It’s so much more directed than the random ‘lets make an achievement out of everything’ scattergun approach we see in MMOs.
  7. It’s not just zillions of people in the western world who are hooked on farmville. Farming Games are extraordinarily popular in China too (probably where Zynga nicked the idea from).
  8. Game By Night analyses some of the problems with guilds as a concept, especially in games which have levels. And suggests some possible solutions.
  9. It’s much easier for people interested in WoW raiding these days to just run a PUG for the Coliseum. Altadin discusses the problems this raises for raid guilds – if you ask someone to be on reserve for your raid, you’re actually asking them to save their locks and not to even go grab some badges in a PUG. Matticus takes another angle and notes that it’s much easier to recruit and gear up a newbie now, so why not widen the recruitment net?
  10. So your guild is breaking up, everyone is all out of enthusiasm, and even the officers are wishing they could just quit. Ferrel discusses how to neatly put the guild to sleep – not a situation anyone likes but these things happen.

And my wtf of the week is wow.com’s post this morning about paladins which notes:

paladins are forced to pay the hybrid tax three times over — because they can do it all without limiting themselves, they can’t do anything as well as other classes

Does anyone seriously think that paladins can’t heal or tank as well as other classes (hint: they’re probably ahead on both right now).? Or that their dps is way behind … e.g. warriors? It’s not. Everyone whines, but that was a silly thing to say with any editorial weight behind it.

Also, I’ve seen a lot of rather tedious tank and healer questionnaires going around? Who the hell cares what your favourite spell is? *facepalm* It’s the whole package you should be looking at and how they fit together.

But for the record, my favourite tank type to team up with are bears. Warrior/druid is just a nice combo with a lot of finesse, I find. Or maybe I just know good bear tanks.