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Ashes of Creation Asks How You Measure Success as a Guild

Poorna Shankar Posted:
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How do you measure guild success? This is the question the Ashes of Creation team is posing to the community in their latest Guild Gathering series.

If you’re unfamiliar with the Guild Gathering series, it’s a relatively new series from the Ashes of Creation community team which acts as a reverse Q&A of sorts. It’s similar to the Dev Discussions when the team poses a question to the community for feedback. For example, a previous Dev Discussion touched on hybrid combat. This Guild Gathering series is similar but is specific to guilds.

The Ashes of Creation team poses the following question,

“How do you measure your success as a guild in a game? What kinds of things would you like to see in Ashes of Creation to help you measure that success?”

The replies were pretty much immediate and pretty interesting. For example, one response specifically touched on the notion that good games making losing actually fun,

“I think the best games make losing fun. For example with new mechanics to strike back or regain your strength, so that losing is part of the game.When you do that, you can actually make winning matter (which is important) without destroying the fun for everyone else.I like that.”

What do you think? How do you measure guild success? And would you like to see such methods of measurements in Ashes of Creation? Be sure to sound off below, and comment on the forum post here. In recent Ashes of Creation news, a letter from Creative Director Steven Sharif provided us an update on the progress towards Alpha One. If you recall, Alpha One playtesting was delayed to June 1.


Poorna Shankar

A highly opinionated avid PC gamer, Poorna blindly panics with his friends in various multiplayer games, much to the detriment of his team. Constantly questioning industry practices and a passion for technological progress drive his love for the video game industry. He pulls no punches and tells it like he sees it. He runs a podcast, Gaming The Industry, with fellow writer, Joseph Bradford, discussing industry practices and their effects on consumers.