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This blog will aim to discuss the phenomenon of online gaming, and the communities resulting from it. It will analyze the place gaming has, and should have, in our society.

Author: Rekov

What can guilds teach us?

Posted by Rekov Tuesday December 11 2007 at 8:08AM
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I have been thinking about the phenomenon of guilds in MMORPGs recently. It certainly makes sense that players should be able to form organizations within games, for they are able to pool resources, makes friends, and play the game together, but why shouldn't we extend this to the real world as well?

Sure, we have unions, and clubs, and organizations, but MMO-style guilds, with multiple people of different professions uniting are, as far as I am aware, not a reality. Well screw that! I think that it would be a great idea to establish something similar to guilds in real life. It would allow like minded people to live their lives differently, according to their desires. Think about it: Some guilds might decide to operate as single economic units in the generally capitalist societies. They would pool resources (to whatever extent they decide upon), and operate almost like a commune. For the less radial minds, lose business affiliations or alliances would be practical. Members of the same guild could receive  preferred trader status, and so on.

The general idea would be to create smaller, stronger communities that cities. With guild sized organizations, everyone has a chance to voice their opinion, and genuinely make a difference to their lives. With groups of people under about 300, true democracies have a chance of functioning, because it is truly possible to form connections with everyone enough that any minorities are appeased.

Additionally, formation of such guilds would grant the people some measure of protection from the government. Every person would have allies in their guild, and that guild would potentially be able to enlist help from other guilds as well. Guilds could potentially create their own laws (punishment if broken: kicked from guild) so that they may live their lives as they choose to.

Citron writes:

This was already tried, I believe your refferring to Clans / Tribes under a larger governing body. We kind of still do this today with States and Provinces that each have some of their own unique laws all governed by a larger body.

Tue Dec 11 2007 11:02AM Report
Rekov writes:

I suppose you are right, but has it ever been tried within modern society. I am convinced that only groups of a small size allow for optimal distribution of resources to benefit everyone to the maximum potential.

Tue Dec 11 2007 11:43AM Report
Vanilla23 writes:

A good Guild is a must if you want to be in the Top players

Tue Dec 11 2007 1:32PM Report
ThalosVipav writes:

to an extent things like this already exist. Only they are usually refered to as Cults, Sects, or Militia and generally frowned upon.

Tue Dec 11 2007 2:18PM Report
Thaliost writes:

You're point is too losely explained, to be able to make something out of it tbh.


If people are divided into small "units", there can be no mass production. Things are produced in a smaller quantity and more expensive.


And any1 can create multiple companies, or make a joint-venture to cut down costs.


Not to mention that people live however they want :/

Tue Dec 11 2007 2:21PM Report
Reborn17 writes:

I often wondered the sme thing when I was younger. I think people just don't realize the value of a united front in getting things done and the benefit of buying things as a corporation instead of as an individual. Companies RARELY pay retail for anything having to do with their primary business, and have huge taxe benefits.

Tue Dec 11 2007 2:25PM Report
ChaosTemplar writes:

The idea of guilds in mmorpg's had to come from somewhere, and it was indeed real life.  Except the concept is slightly different.  In real life people belong to multiple "guilds", or organizations of various degrees, in the forms of religion, government, friendships, school, and probably every other activity.  In school you are divided into classes, government into smaller and smaller groups, religion into different sects and churches.  In the workplace you are subdivided underneath the company.  If you don't follow their rules, and get caught, you are punished or kicked out.  Even though you don't call the group of friends you go to hang out in the mall your "guildies" or the action "leveling" doesn't mean they are different entities.

Tue Dec 11 2007 8:07PM Report
neschria writes:

This sounds like an idea similar to intentional communities, which can be almost anything from a commune to cohousing, and/or things like cooperatives. (I used to belong to a natural foods co-op. I enjoyed that experience.) People organizing in various forms for mutual benefit isn't a bad idea, IMO.

The difference between the friends you hang out (in game or IRL) and a guild is that you form the latter on purpose, and there's some sense of membership. A social circle is more loosely defined.

And the workplace is a whole different matter... But I guess that depends on the kinds of guilds you join. If my game guild felt like a job, they wouldn't have to kick me out.  I'd leave and not look back.

Wed Dec 12 2007 1:20PM Report writes:
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