Guilds as a Social Networking Platform in Guild Wars 2

Ever since a few details about how guilds will work in Guild Wars 2 slipped into the media stream last month, the topic continues to cause a bit of a buzz among gamers. A lot of great points have come up in many of the discussions I’ve been following on the subject, though most also contain a hefty dose of speculation since the guild system hasn’t been officially unveiled in its entirety as of yet.

It’s also worth noting that, given ArenaNet’s iterative approach to development for GW2, things we consider to be gameplay fact today could very likely change again by next month or the month after. Just look at the attribute system, the necromancer’s Death Shroud mechanics, or even the core Hero panel UI layout to name a few cases where we’ve seen vast changes since those systems were first made public.

That in mind, this article is actually heavily inspired by a post at Hunter’s Insight titled “Love and Hate in Guild Wars 2”. In fact, I had originally sat down to write up a shorter news post for the article, but as I began writing I realized I had a lot more to add to the discussion than I’d originally anticipated. But before I go any further, I would thoroughly encourage you to head over to Hunter’s Insight to get a base understanding of how the guild system in Guild Wars 2 is compared to social networks, like Facebook, in that particular article.

Back already? Great – let’s get started then.

Unlike the inspiration for this article, I’ve seen David Fincher’s The Social Network and will also be using it as a point of reference here, albeit in a slightly different way. I should also warn you that I’ll be straying a bit off the beaten path here by citing a number of non-gaming concepts that have led to important innovations before looping back around to explain how they factor into guilds in Guild Wars 2.

While I’m a fan of some of Fincher’s films, The Social Network is not one that I’d really paid much attention to when it was first announced. However, having been a Nine Inch Nails fan for as long as that band has existed, I was keenly interested in seeing how the excellent soundtrack – created by NIN’s Trent Reznor and How to Destroy Angels band mate Atticus Ross – came across once set to Fincher’s visual style.

So even though I tend to consider Facebook to be the biggest white noise generator in existence today, The Social Network still appealed to me as a massive NIN fan. The soundtrack itself truly sets the tone for the entire film; so much so that I’d have the same emotive reactions if you muted the dialog and let the soundtrack stand in as narrator.

Musically, the soundtrack harkens back to the all instrumental NIN album, Ghosts. At this point I realize I’m straying pretty far into left field and you may be wondering “what does NIN have to do with GW2’s guild system?” Allow me to explain.

Trent Reznor has always been somewhat of an innovator in the music space, but it wasn’t until the release of Ghosts that he became recognized as such in a marketing sense. As you can see below, he opted to release Ghosts in a very nontraditional way, providing a tiered payment structure that offers everything from a free download of the first 9 tracks, to an ultra-deluxe limited edition package for the super hardcore fans.

By providing a number of purchase options, Reznor allowed fans to choose their level of commitment to the project, and even gave them the option to sample the first volume of Ghosts for free. ‘Options’ is a key word here, and one that we’ll be referring back to as I weave things back into the realm of GW2.

While there are a lot of other supporting details surrounding the release of Ghosts that are somewhat fascinating even for non-fans, to help drive the point home about its impact on how we conduct online transactions I’ll give you two examples here.

The first is the Kickstarter website. Founded in 2009 (nearly a full year after the release of Ghosts), Kickstarter is an online platform for funding creative projects that uses a “threshold pledge system”. While Reznor isn’t officially cited as an inspiration for Kickstarter, I can see the immediate influence of the Ghosts order options in Kickstarter’s pledge system. Again, you are presented with a list of options for how much you would like to pledge to a project which is commonly bundled with various physical product packages should the project meet its funding goals.

Fast forward to June of that same year, and you’ll find our second example – one which is much closer to home for MMO gamers. That month Turbine announced the new free-to-play business model for Dungeons and Dragons Online, and helped establish a tiered payment structure as a legitimate means of allowing fans to become engaged with a title based on how much money they are willing to invest.

This has had a rippling effect to the point where more and more triple-A MMOs that originally launched as a subscription service have adopted the same free-to-play conversion model. In fact, just this week SOE announced that DC Universe Online would be the latest title to make this conversion, less than a year after its original launch.

Applying this Methodology to Guilds in Guild Wars 2

There are two key ways that I can see the influence of this methodology in the limited details we have so far about the guild system in Guild Wars 2. The first and perhaps most important, comes down to that word I mentioned earlier: options.

In GW1 you have severely limited options when it comes to joining guilds. If you choose to join one, it will link your entire account to that guild. Your only recourse if you’d like to create alt characters outside of that guild is to purchase another copy of the game to create a wholly separate account. This even extends to your in-game friend’s list where you might ‘friend’ someone on one character, only to have each of the characters you create on that same account associated with that exact same friends list.

So in essence, you are given few to no real options for how you want to engage other players in terms of social groups in the original game. You can either opt to join one guild and add people to your friends list on an account-wide basis, or you don’t. There is no in between.

The other key factor here is level of involvement.

As any MMO gamer will tell you, most organized guilds tend to have nutty requirements for participation be it raid attendance, or even showing up for X number of scheduled PvP matches per week. Yet many gamers enjoy guilds primarily as a means of connecting socially with other, like-minded gamers. Others might form small cliques within their larger guild, and that’s who they primarily group with for social gameplay systems such as dungeons or PvP. Still others enjoy guilds for the ability to step into a leadership position and manage day to day activities within the guild. Just look at Dragons from The Syndicate for a shining example of the latter when taken to an extreme.

From what we know of the guild system in Guild Wars 2, it will neatly incorporate both of these key elements in ways previously not seen in an MMO. Much like Trent Reznor with the release of Ghosts, it will provide players options based on their level of involvement. It allows you to engage other players on a social level based on shared interests within the game, but never to the point where it becomes an all or nothing decision to do so.

Using myself as a test case here, I can easily foresee how it would be beneficial to officially belong to a number of organized groups within GW2:

  • One group for competitive PvP
  • One group for the other editors on my network so we can opt to experience the game together
  • One group for the community here on NecroBator
  • Yet another group of longtime gamer friends who will be migrating to GW2 from other titles

There are possibly even more social groups that I could foresee wanting to be a part of within Guild Wars 2. The beauty of the guild system – if it is indeed what we expect it will be – is that I don’t need to create a fleet of alts, or deal with juggling multiple accounts just to have the option to interact with each of those groups based on the level of involvement I choose for each. On Monday I can dive into some tournament matches, Tuesday I can play with my coworkers, Wednesday I can scamper around and explore the map with a few close friends, and Thursday I can organize a massive NecroBator convergence on the world PvP map.

When discussing this system with various people, one major concern that’s been expressed time and again is that such a system would effectively splinter a game community rather than solidify it. I personally do not see how that will be the case, and in fact feel that quite the opposite will happen. Let’s use the same potential social groups I listed above as an example here.

  • I might discover that a coworker is equally interested in competitive PvP, and introduce them to that group
  • Some of my gamer friends may decide to roll a necro and want to join us when NecroBator converges on the world PvP map to make the other shards tremble in fear of our mighty necro army
  • My competitive PvP team may want to counterbalance tournament play with some PvE adventuring, so I can have them join me and my friends in some explorable dungeon runs

And the list could easily go on. The point here is that, unlike traditional guilds that lock you to a single social group, the proposed system in Guild Wars 2 accounts for the kind of crosspollination described above. So instead of a fractured server community built around the notion that you join one group to the exclusivity of all others, suddenly you have a scenario where the entire server can ultimately be looked at as one massive social group that you can interact with on a much deeper level than traditional MMO guilds allow.

Mind you, all of this is simply more speculation added to the larger discussion until official details are announced. But given the other aspects of gameplay where ArenaNet has proven to be a true innovator so far, I personally believe that making a guild system that provides options and factors in level of involvement will yield some incredibly positive results.