Two's Company, Three's a Guild Soloing, Grouping and Guilding in MMORPGs An article by Dave Booth The acronym 'MMORPG' stands for 'massive multiplayer online role-playing game'. In this setting your character competes, cooperates, socialises with, kills or is killed by, other characters played by real people. It's a feature that alternately draws and repels gamers. Since the first large-scale MMORPG, Ultima Online, designers have worked to build worlds that accommodate as many players as possible. It's well documented on the Web (and in a past SynTax article) that gamers fall into different camps - socialisers, killers, and achievers being the most common groupings. A successful online game will incorporate checks and balances to permit the three groups to flourish. No game has yet found the 'perfect' balance - which is no surprise, as skilfully crafted computer code is no match for human ingenuity, determination and sheer deviousness. When new to an online game, there is plenty to do solo. It takes time to get accustomed to controlling your character, interacting with the environment, and discovering the region you live in, at all times being wary of computer- controlled aggressive monsters. How far you can progress solo depends on the game design. In Ultima Online (UO) and Asherons Call, it is possible to develop your characters abilities to maximum completely solo. Everquest though required that, from a relatively low level, you grouped with other players. Dark Age of Camelot players can solo more or less, depending on their class, but at higher levels grouping is essential to make progress at a reasonable rate. In any case, playing online puts you into a social environment, even if it involves running back to town to sell up after days hunting in the wilds. Mind you that can seem an eerie experience. Many times, a trip to town in Asherons Call (AC) meant running up to join a dozen or so other players, all standing in front of a computer-controlled shopkeeper, trading, in total silence. Now and then one would complete his transactions and dash off back to slay more monsters. Games with craft skills could almost have designed them for social players in mind. All crafts involve performing masses of repetitive actions (make ANOTHER cuirass, brew ANOTHER potion) for skill gains. Most require static tools like a forge or loom, classically located - once again - in towns. (UO is the exception, you can buy a loom, set it up at home, and tailor away in splendid isolation). It's natural in such a situation to chat to fellow crafters, if only to learn the trade by their experience. Town is also where your customers come to buy your superlative goods. Dungeoneering puts you into close contact with other players. UO has no grouping system, so competition is normal. This results in different styles of play, which interestingly I found varied by server. On the US servers, players competed aggressively for spawns. Sometimes the player to find a monster and damage it acquired the right to kill it, but it was not uncommon for players to let a player take 'aggro' by attacking a monster, then finish it off in relative safety. The latter of course was a signal to move on. On European servers, kill stealing was comparatively rare, if not absent. The other games mentioned have grouping systems. Here you consent to join up with other players, and share experience and loot for kills. Well- designed groups can turn over monsters at a devastating rate; poorly built ones die very quickly. Again the in-game code design determines what groups are good for a given type of monster. You won't get far taking a team of mages in to kill an AC Lugian - they are notoriously magic resistant. Groups form and dissolve in a short time. Constraints of time zone, and demands coming from that ethereal realm known as 'Real Life', result in players ungrouping at intervals. Camelot groups require realistically that each player can spare about an hour minimum. That's the time needed to get a group together, find some juicy monsters, and get killing. Whilst I didn't play Everquest, I've read of groups that lasted DAYS. Players would join a group, play for 8 hours, book a slot for the next day, and log off. The reason is individual spawns took up to 30 minutes. Granted, these are groups out hunting much-sought after Unique items. Still sounds like a vast amount of work though. In game features like a Friends list help keep track of those you've had fun grouping with. It makes it easier to locate them online and regroup. But what about grouping on a longer basis than 1 hour? This is a common reason why people form and join Guilds. All the MMORPGs I have played have them. With guildmates you can more easily get a group together, socialise using guild chat, and pursue guild-orientated interests. It is also the highest form of organisation in a game. So people gravitate towards guilds that meet their own view of the game. Roleplaying guilds for example value in-character behaviour which enhances the atmosphere of the game. Crafting guilds exist to promote and develop those skills. Most commonly though guilds are ad-hoc collections of individuals, maybe real life friends, or players who had fun grouping and decided to make the group into a guild. Guilds have a structure. This is specified by the players, with game code contributing by allowing the guild master to bestow titles. One of my Camelot characters has the title 'Craftsmaster' having bashed out more weapons at the forge than other guild fellows. Other titles can have privileges attached, like the ability to invite people into the guild (or boot them out!). Beyond that, a guild can have no further organisation, or where a guild is seen as a military force, an actual hierarchy with officers. The more members a guild attracts, more hierarchy it tends to build. This can cause friction within the guild as ambitious players jockey for position. It also causes faction and split. Guilds seem to have a critical mass at which they will break up, as I suppose with any organisation of independent people. There are ways to keep a guild together. Regular group hunts retain the original group spirit. New members are assisted with money and items. People stay together as on-line friends. Other game mechanics are guild-oriented. In Camelot a guild can capture the keep of an enemy realm and erect their own flag, which in addition boosts skills and stats of the guild members. Camelot builds further on the guild concept with Alliances. Once allied to other guilds, members gain access to an even wider audience (for chat, or to find players for a group when your guildies are all asleep). In the Camelot environment Alliances are useful too for defending the realm. It is easier to stage a keep taking or defence when 300 people are available through chat. Once you've been in a large guild within an alliance a while, it seems that this is the best organisation possible ingame. Some guilds however have taken the concept to a further level. The logic is simple. While a guild may be large, it also typically has a wide range of players with different skill levels, so there is little advantage to them regularly grouping. The game code ensures that a level 2 playing alongside a level 49 will get no more experience than grouping with other level 2s. The level 49 will get far less experience than hunting alone. As such, even in a big well-organised guild there are times when members must go looking for non-guild members to hunt with. This detracts from the Important Task, which is to get levels as fast as possible, so... ...the Zerg has arrived. This is a guild (unique to Camelot) formed with the aim of getting all members to high level asap, to then steamroller over enemy areas. Game code allows it, and human ingenuity devised it. Usually a whole guild of people from one server will simultaneously create new characters on a new server, form their zerg guild, and begin levelling. I watched the progress of a guild actually called Zerg over a two day period this week. I was soloing with a character who could expect to gain a level a day. So he moved from level 25 to 27. In that same period, the members of Zerg went from 18 to 40. You stop levelling at 50. There were between 20-odd and over 50 people in the guild at varying times. Therefore it won't be long before the guild members hit the maximum level, and collectively head out to terrorise enemy realms. It's the ultimate in Achiever grouping. The guildmembers go to a known high-yield experience spot, monopolise the place and relentlessly kill by sheer force of numbers. When they have outgrown it, they move to the next one. It's also the opposite to the solo player mentality. There have been times when a perfectly pleasant day's soloing has been ruined when a zerg rolls in and without so much as a by-your-leave, kills everything in sight as soon as they spawn. Zergs aside, it is nice though just to make a new character, and without grouping, guilding, or allying, wander out into the wilds and experience the game solo once more. When the time comes to dive back into the guild, I'll dig out my level 50 character and get stuck in to keep taking, helping build guild events, chatting to guildies. Not just yet though. There's another monster waiting right over there. - o -