Monday, September 21, 2009

On guilds

I believe in my last post that I mentioned I would like to explore some of the various micro societies that have developed within World of Warcraft. (Or maybe I thought it and didn't say anything. It's been a long week) One of the fascinating structures within WoW is the guild system.
Guild:
- noun
1. an organization of persons with related interests, goals, etc., esp. one formed for mutual aid or protection.
(dictionary.com: guild)


For the most part, this remains true in the game. Players can band together to make a sort of private club comprised of players with a similar mindset or goals. These players often meet online several times a week to raid the high level dungeons in search of epic armor and weapons. (Also for fame and glory, of course)

While this might just seem like a casual gathering of players, true guilds are often very serious. Many have specific application forms and schedules for how often you must play. If you do not meet for scheduled raids or come unprepared, (for those who don't play, that basically means forgetting things like potions) you will often be demoted in rank or sometimes even kicked out of the guild.

Guilds can be quite small and comprised of friends or acquaintances (social guilds) or as large as several hundred serious players (hardcore raid guilds). This variety in size creates very different micro societies within the WoW environment. For instance, a social guild has almost no requirement whatsoever. You either know the people personally, or you just get along with them very well.

Raiding guilds can sometimes be comprised of many friends, but often they strangers that have one thing in common, that they take the game very seriously. Joining a raiding guild is a huge time commitment. Often taking several hours out of your evenings on three or four nights a week. There is also a lot of pressure to play well. If you fight enemies poorly or have not earned powerful enough weapons, you may get harsh criticism from other members.

These hardcore guilds have also created their own mini economy that is based around the fictional unit of currency, the DKP, or Dragon Kill Point. DKP are awarded to members that helped slay difficult bosses during a raid. Some guild leaders also give small bonuses based on individual performances. Players can then use these points to "purchase" rare items that drop from bosses. Each item is given a value that players can then trade in for.

This is a fictional economy. It isn't supported by the game developers and was created specifically by gamers to help distribute spoils efficiently and fairly to other members of their guilds. Fraudulent activities are policed by members and any transgressions are met with harsh criticism both in and out of guilds. Stealing points almost always ends in social death.

I am curious to explore the other aspects of these micro societies and particularly how these guilds function.

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