gamerDNA Spotlight - Recruitment Reels

Posted by Imran Malek on Thursday Oct 9, 2008 Under Fun Stuff, Spotlights, gamerDNA Life

Everyone knows that the backbone of any good group, clan, or guild is the recruitment process. Without a steady flow of new applicants, your group may be missing out!

One of the most inventive ways to invite recruitment is to create a video! Like the great propoganda videos of yester-year today’s modern artists use moving pictures to motivate, inspire, and recruit.

Up first we have a video from gamerDNA clan Blackwater ArmA, a clan that plays the highly realistic military shooter, ArmA (Armed Assault):

 
Up next we have a recruitment video for gamerDNA clan 31st Strike Division, a clan devoted to the anticipated Tom Clancy-themed RTS - EndWar (since when did Tom Clancy become a theme?).
 
 

 

Sometimes, people want to use a show of their skills a simple, but effective recruitment strategy - just as the Call of Duty 4 clan, TCAA, has done with this video (it really is just 9 minutes of gameplay):

 

 
Last, but certainly not least, the truly dedicated group leaders will put their reputations (and faces) on the line by putting their own image for all the world to see (with a bonus pirate hat and eyepatch).
 
Want to see what I mean? Check out this video from the interestingly named Warhammer Online guild, The Bipolar Pirates (bonus points to them for having a rocking song on their guild home page).
 

Got something that you think should spotlighted? Let us know!

 

 
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Experience Roundup - Female Gamers Edition

Posted by Imran Malek on Monday Sep 29, 2008 Under Spotlights, gamerDNA Life

Female gaming isn’t some kind of nebulous concept somewhere out there in the ether of Barbie Horse Adventures and The Sims, it’s everywhere, and this time we’re highlighting some of the coolest experiences on gamerDNA for this edition of the gamerDNA Experience Roundup.

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Warhammer Online Signature Generator

Posted by Sam Houston on Sunday Sep 21, 2008 Under News, Spotlights

Today we are excited to launch our Warhammer Online signature generator.  Warhammer Online players now have the ability to create dynamic signatures that display live up to date character data based on the North American Warhammer Online RealmWAR character page.

Here are examples of our two signatures, one for Order and one for Destruction.

Warhammer Online Signature Generator

Warhammer Online Signature Generator

How you can get your own free Warhammer Online Signature:

  1. Sign up for gamerDNA.com (if you do not already have an account)
  2. Sign in to gamerDNA and go to the following link Warhammer Online Signature Generator
  3. Put in your character name and server name for that character and click submit.
  4. Now you have your signature with the provided HTML and BB Code so that you can instantly use it as a signature anywhere!

*Note* We currently do not support European Warhammer Online servers due to the fact that a European RealmWAR website has not be created by Electronic Arts/GOA.  If/When a website is created by the publisher that publishes this data we will support European players ASAP *Note*

Edit: We now support European Servers!

All our Warhammer Online signatures display your character name, your class, rank, reknown rank, server name and guild name (if applicable).  This is all done for free for all members of gamerDNA without the need to download any client that watches your gaming.  Just plug in your character name and server name and you’re ready to go!

Finally, don’t forget that you can win one of five 60-day free game time cards for Warhammer Online if you take part in our Warhammer Online contest that ends this Sunday.  All you have to do to win is add Warhammer Online to your profile or play WAR via Xfire, add a screenshot or experience to your profile.  For all the details check out our Warhammer Online contest announcement.

Check back in the near future for some more very exciting announcements for Warhammer Online players as well as more contests.  Make sure you subscribe to our RSS feed or our email notifcation so you can know as soon as anyone else does!

If you have any problems with the Warhammer Online signature generator please fill out our support form

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gamerDNA Spotlight – Elite Assassin’s Legion

Posted by Imran Malek on Monday Sep 15, 2008 Under Spotlights

Finally! We’ve got another gamerDNA group spotlight. Last time we had an interview with Elilane, leader of the Fyredraek guild in World of Warcraft. This week, we’ve got a spotlight on a Call of Duty 4 clan on the Xbox 360 – Elite Assassin’s Legion. We’ve got the leader, Danpipster, here to talk about his clan.

gamerDNA: So why don’t you introduce yourself and your group - who are you, what is your group, what game does your group play?

Danpipster: Right, well, my gaming name is Danpipster, co leader of the EAL, which stands for Elite Assassin’s Legion. We are a CoD4 Clan on the Xbox 360.

 

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gamerDNA: What motivated you to create your clan?

Danpipster: Well, having played on my own in ordinary ranked matches (online), it frustrated me to see how unorganised teams were. I thought, if only teamwork was used and everyone worked together we could really win games! Especially if we had a talented squad of players,which is something I am trying to build up, as the name suggests (Elite).

Communication is another factor. I noticed how in games I found that if I found a useful piece of information, such as enemy locations or something similar, if we were a team, we could share this information and really gain the edge over the enemy.

More after the jump….

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Experience Roundup - Strategy Edition

Posted by Imran Malek on Thursday Sep 11, 2008 Under Spotlights, gamerDNA Life

First there was the FPS Experience Roundup, then there was the MMO Experience Roundup, this week’s roundup ditches the acronyms and puts us in the “thinking man’s (or woman’s)” genre - Strategy games! We’re talking about the games that you take a step back from the menial rigors of the battlefield and embrace a higher sense of control. So click through, because a bevy of strategy experiences await after the jump!

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Experience Roundup - MMO Edition

Posted by Imran Malek on Thursday Sep 4, 2008 Under Spotlights, gamerDNA Life

It’s that time again for another gamerDNA Experience Roundup. This week we’re going to take a look at a genre that I personally know nothing about, but I’m sure a lot of gamerDNA’s members do! We’re talking about MMOGs, Massively Multiplayer Online Games. I’m diving head first into your experiences and I’ll be sure to embarrass myself when I try to comment on them. So without further ado, let’s dig in!

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Experience Roundup - FPS Edition

Posted by Imran Malek on Thursday Aug 28, 2008 Under Spotlights, gamerDNA Life

This week we’re starting a regular feature on the blog where we take a look at what our members are saying about the games they play and the experiences they had. This week, I decided to go right to the well to look at the genre that I love most - the First Person Shooter.

 

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August 25th Release Notes

Posted by Trapper Markelz on Tuesday Aug 26, 2008 Under News, Spotlights

Here it is… your moment of Zen… and build notes.

This week we focused a lot on getting ready for OpenID, so most of the work that is hitting the product is bug fix related.

Member Profile Enhancements/Changes

  1. Kongregate added as an AKA to your profile.
  2. The member challenge performance issues have been fixed and the gadget put back on the member home page.
  3. RSS Import experiences will now run regularly. You can put in any RSS feed and it will automatically pull it into your Profile page. This allows you to pipe in content from other places where you contribute and aggregate it all together.
  4. When auto-generated blog entries use member names, we are no longer assuming the case of the username. They go in as-is, and if that means that a sentence starts with a lowercase letter, that is how it is. This is based on user feedback to see their name correct.
  5. New games added to your DNA will now respect the watchlist flag correctly.
  6. Cleaned up the formatting of long game names in the panel so they wrap without breaking the layout.
  7. AKAs are now set to Public by default instead of friend’s only to encourage sharing.

Guild Hosting Enhancements/Changes

  1. New Warhammer guild theme, Spoils of War - Destruction!
  2. An image transition switcher has been added to the guild hosting creation page.
  3. Fixed the More smiley button on the guild WYSIWYG pages.
  4. For guild sites, the nav will now highlight properly when you are on an active section.
  5. Disabled the bartle pie chart/flash component until the new one is ready running off the new data.

General Site Enhancements/Changes

  1. The homepage now displays information about the Bartle quiz with an action button to get started.
  2. All PlayerVox articles have been republished to the company blog for their new home. PlayerVox was an old GuildCafe online publication. You can find most of them in the category: Gaming Industry
  3. Added an icon for Braid. If you aren’t playing it, you should be!
  4. Proper paging added to the Message of the Day in the header so that it helps with site performance.
  5. The footer for the site has been rebuild to properly display in all cases.
  6. Repaired a small bug in the nav that prevented game lists from loading in the DNA panel.
  7. Fixed an issue where the footer was covering up the comment section for images.
  8. Removed Tags from the blog feed on the homepage so the display is cleaner.
  9. Turned some headers into links on the alliance homepage.
  10. Cleaned up some formatting of the quiz results page.
  11. Fixed some grammar in the XFire auto-blog entries.
  12. Fixed some formatting issues on the image pages.
  13. Fixed a missing icon in the activity feed.
  14. Repaired the icon for Lila Dreams.
  15. Corrected the CSS to repair spacing issues in the forum thread view.
  16. Fixed a typo in the FPS quiz (Question 16)

That’s it for now! We will be doing a separate post later with more information on the changes surrounding OpenID.

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gamerDNA Spotlight - Fyrdraek

Posted by Imran Malek on Sunday Aug 10, 2008 Under Spotlights

Today marks the first day of gamerDNA’s regular “spotlight” feature, where we shine the light on a member or group in the community and see what makes up their gamerDNA. This week, we have an interview with the leader of Fyrdraek, a World of Warcraft raiding guild.  They’ve put a lot of time into creating the guild and using gamerDNA’s event system to keep track of their raids, so it is my pleasure to introduce their leader, Elilane.

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World Class Guild: Rebel Rising

Posted by PlayerVox on Friday Dec 14, 2007 Under Spotlights

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PlayerVox: When did the guild form up, and how did it happen? Was there a particular incident or thing that the founders bonded over?

Three Pounds: The guild officially formed up in early December after Awowa and I left Treacherous Empire [Te]. We decided to form a new guild that would be unlike all the others, one that would focus heavily on self criticism, improvement, persistence, and respect above all else. From day one we made a pact to never give up, even when everything looks dark and bleak, and it has brought us to where we stand today.

PlayerVox: Who were the founders? Are they all still around today?

Three Pounds: Awowa Classic and Three Pounds (myself) are the founders of RAWR: Rebel Rising. We are definitely still around, and plan to be as long as the game is active!

"Secretly, we all have a hidden passion for PvE that is dying to come out, but no one will admit it."

PlayerVox: Whats the thing you guys are most known for?

Three Pounds: In the early days when we jumped up ranks in the ladder, we were known as the guild that could only play hexes. Then as we emerged with our balanced build, we were known as the guild that only plays balanced. In other lands were known as Rawrians or Hey! Thats the guild who won gold capes! And even sometimes we’re known for our rebellious roar. I’d like to think we’re known for our positive attitudes, good sportsmanship, and player respect, but thats harder to see sometimes. =).

PlayerVox: Tell me about a typical play session for your guild — when do you play, how long do you play, what’s your goal for the session, how much time do you spend just hanging out, etc.

Three Pounds: We normally play five days a week, scheduling our GvGs around AT times and general times that most people can make. This ends up being around 8pm-midnight EST for weekdays and weekends. Each session normally lasts for about 3-4 hours that are spent frivolously trying to get in as many games as possible. If the ladder seems particularly empty on a given day, we sometimes break out some in-house scrimmages or end up hanging out in Vent talking about strategy and tactics. On the occasions when we need a break from GvG, our guild does a fun PvE run. Apart from our scheduled GvG times, our guild spends a lot of time guild bonding (as I like to put it) by doing HA, TA, AB, or more commonly, PvE.
(Editors note: No idea what these abbreviations are? Want to learn? Try Guild Wars!

PlayerVox: Do you ever hang out in the physical world as well as online?

Three Pounds: Unfortunately [in terms of the ability to socialize in real life], our guild is spread out around the world. We have players in Denmark, Australia, Canada, and all time zones of the USA. This makes it hard for any of us to hang out IRL. However, one of our standing goals is to make it to the next World Championship and have all our guild members flown off to an exotic country to hang out and meet up for the first time.

PlayerVox: What makes you different from all the other guilds out there?

Three Pounds: Our guild focuses a lot of self-criticism and improvement. We find that a common flaw in most other guilds is their arrogance that comes almost naturally when becoming a top competitor. Because of this, we constantly enforce taking a step back and realizing there is always something to learn, and nobody is perfect. One way we do this is by encouraging the guild to make a personal list of something they could have done better during the match, and posting it for the guild to see. This is easy if we’ve lost a game, but much, much, harder if we’ve won every game that night. Indirectly, this emphasizes that one should always respect ones fellow players and keep an open mind. We focus not on the mistakes people make, but the reasoning and decisions that lead up to it.

PlayerVox: What would you describe as the "typical" member?

Three Pounds: Most of our members are friendly, open minded, and mature. The average age of our members is in the early 20s. We’re all very competitive and dedicated to becoming the best at what we play. Secretly, we all have a hidden passion for PvE that is dying to come out, but no one will admit it. A typical member of RAWR is a true rebel. =)

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A RAWR PVE Trip

PlayerVox: Got any funny stories that might sum up the guild personality in a nutshell?

Three Pounds: I’d say the one that stands out the most is when one of our members, Lego, didn’t have internet connection for a few days. But being the dedicated player he is, instead of taking those days off, he would drive around in his car looking for a wifi spot to connect to the internet on his laptop. He would be miles away from his home playing with his laptop scrunched between the wheel and driver seat, no bathroom or food in sight, and almost getting arrested by cops, he would come on every night to GvG at our regularly scheduled time. Now THAT is a true Rebel.

PlayerVox: If I wanted to join you guys, how would I go about that?

Three Pounds: Well, first you’d have to submit an application! Then whatever area you would like to focus on in your Guild Wars career (GvG, HB, HA, PvE, etc), be dedicated to it and work at it with determination. If you have a true heart of a Rebel, you will stand out.

PlayerVox: If I made you pick a guild motto, what would it be?

Three Pounds: rawr! That word alone encompasses the fierceness, power, and strength that this guild holds.

PlayerVox: If you had to pick an animal that represents your group, what would it be?

Three Pounds: A dragon, of course! It’s swift, strong, powerful, and resilient. It’s a creature to be respected and feared. Above all, it can breathe fire… which is way cool.

PlayerVox: Can I link to your guild page?

Three Pounds: Yes! www.rebelrising.net

PlayerVox: Who were the founders? Are they all still around today?

Three Pounds: Awowa Classic and Three Pounds (myself) are the founders of RAWR: Rebel Rising. We are definitely still around, and plan to be as long as the game is active!

PlayerVox: Who were the founders? Are they all still around today?

Three Pounds: Awowa Classic and Three Pounds (myself) are the founders of RAWR: Rebel Rising. We are definitely still around, and plan to be as long as the game is active!

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World Class Guild: Shadowclan

Posted by Grarghsies on Saturday Jul 21, 2007 Under Spotlights

Meet Shadowclan, blurring the line between NPC and PC for a decade. This crowd is for bloodthirsty roleplayers who make the worlds they inhabit just a little more fun, even as they are demanding tribute. Read on:

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PlayerVox: We’ve got K’Dah, Hugzug, and Parfug with us today. To start off, why don’t you tell us how Shadowclan started off, why it was startedm and what your goals and ideals were/are for the group.

K’Dah: Shadowclan was started by the Elders, two guys that were bored of the stupid NPC monsters in UO and wanted there to be better opponents. They decided to become these better opponents themselves, for others. So they dressed as orcs and went into character, as orcs.

The idea took off, ended up being a lot of fun, and gathering hundreds, and then thousands of members. The Shadowclan has evolved a lot since then, but our basic goal is still to be the fun, role-playing enemy of the standard player.

"I first heard about "a whole group of murderers at the orc fort in Yew" shortly after I started playing on Catskills. Most people who I talked to at that time thought it was great until they went there and had 30 orcs rush out the front door and chase them into the woods."

Hugzug: Hoowah Shadowclan!

PlayerVox: Can you describe to us Shadowclan’s roleplaying mentality and rules/guidelines?

K’Dah: Our RP mentality is RP (stay in character) 24/7 while in the game. Everything is roleplayed, and handled with roleplay. We look at everything as our characters would. Of course, what this means changes from game to game and race to race. Our rules are always stay in character, and don’t ruin other’s fun.

PlayerVox: Shadowclan is famous for using "Black Speech.” Are the roots of this language firmly with Tolkien Orcs or have you altered it to your needs?

K’Dah: The language is actually a combination of many things. As everyone that has looked at Tolkien’s Blackspeech knows, there’s not enough of it to speak it. We use what he gave us, some words from Warhammer, and a lot of words developed over the years by us ourselves.

PlayerVox: Is the language spoke 100% of the time by members when in character? Or do you allow for members to speak normally when tired even while RP’ing?

K’Dah: We try to keep it simple. The majority of the words are just ‘Broken English’ and easy for new members to decipher.

Parfug: They can if they want to get killed and accused of being oomie spies!!

K’Dah: We stay in character 24/7. So no ‘humie blah’

Hugzug: SKAH! If them blah in oomie blah… me cut dem’s tongue out!

K’Dah: Though, like I said, it’s not a hard language to learn. Ten words memorized and you’re speaking it.

K’Dah: The rest is just broken English.

Hugzug: As the long term female playing a female “makr” (usually cook), I’ve taken to cutting tongues out and feeding them for dinner to everyone. We rarely have orc tongue for dinner anymore *snickers*

Parfug: Yeah, more than a few people have complained they couldn’t understand it only to be fluent in it a week later.

Hugzug: It took me about two weeks to be fluent. My husband and I would practice to/from work while we commuted to our jobs.

Hugzug: Counting was the worst for me. I still spell “three” wrong to this day.

"We’d go to dungeons with maybe 100 kobolds. It was quite a sight." PlayerVox: From what I’ve gleaned from your site and some other UO players, I’ve learned that you took the place of NPCs in UO and controlled an Orc Fort. Can you tell us how that worked, how the logistics worked and what the reactions from your fellow Catskill players were like?

K’Dah: How it originally worked is that we moved to the orc fort, and then never left. We were there around the clock, so other players came to think of it as ours. Eventually Origin realized we were adding fun to the game, and had become a landmark, so they sanctioned our possession of the fort by marking it as ours on Catskills.

As for the logistics of keeping it - that was a challenge. We’d lose it and regain it several times a day on the more active days.

Parfug: I first heard about "a whole group of murderers at the orc fort in Yew" shortly after I started playing on Catskills. Most people who I talked to at that time thought it was great until they went there and had 30 orcs rush out the front door and chase them into the woods.

K’Dah: We kept it any way we could (while never exploiting). We’d fight, die, fight, die, and come back to fight some more.

Parfug: It became a huge source of fun for the shard

K’Dah: Eventually we convinced Origin to remove most of the NPC orcs there because they interfered with the fights.

PlayerVox: And what’s the story with you guys being enshrined in DAoC lore?

K’Dah: When we went to DAoC, we were looking for a race to fit us there. We eventually decided on the Kobolds, as they were small, and so lent themselves well to a ‘pack’ mentality. We created kobolds. All kobolds. A huge clan of kobolds. And we became known for it. So, when DAoC went to describe Kobolds, we naturally fit into the description.

K’Dah: We’d go to dungeons with 50, 75, maybe 100 kobolds. It was quite a sight.

Parfug: And the guild was so strong such for a long time in DAoC

K’Dah: We’d stick together, group with almost nobody else, and demand tribute from everyone else in the area. And if they refused, they got swarmed. Others on the same server learned to avoid us or carry tribute.

Hugzug: *bows* thank you Parfug! I helped open that branch.

PlayerVox: What games are Shadowclan currently playing? Have their been any attempts to do something akin to the Orcs of Catskills and the Orc Fort in those games?

Parfug: We still have a branch playing UO on a the player run shard of Angel Island.

Hugzug: I know are are also still active in WoW. My husband has his orc in our branch there.

K’Dah: We currently have a small presence in almost all of the MMORPGs out there. Though nothing strong currently. We’re waiting for a game that fits us better than what’s currenly available, much like UO and DAoC fit us. And yes, we’d love to duplicate the UO/DAoC Shadowclan experience. But it takes a game that’s more of a sandbox with open PvP. That’s rare these days.

Parfug: Shadowbane was a pretty big success for us too. We were an all Irekei guild got very very deep into the lore and culture of the race.

K’Dah: Yep, until Shadowbane died, we were there and well known.

PlayerVox: What MMORPGs currently in development is Shadowclan looking forward to?

K’Dah: We’re currently watching WAR and AoC most closely. Both look to be good games.

Parfug: There are also a few who are still praying for Darkfall

K’Dah: And, of course, Darkfall, if it doesn’t turn out to be Vaporware.

PlayerVox: "How does one join Shadowclan? Is there an application process?"

K’Dah: And the answer is that we’re open to everyone. We’re an open membership guild. We’ve had over 10,000 members in our 10 years. All it takes to join Shadowclan is to find a game we’re in, create a character that fits our rules, and show up.

K’Dah: And roleplay. It’s an important feature of Shadowclan.

Very few other guilds are open membership. It means that anyone can join us and have fun. They don’t have to be a friend, or competent at PvP, or max level, or any of the typical requirements.

PlayerVox: Do you think roleplayers are a dying breed in modern MMORPGs? Or are we just waiting for an MMORPG without the leash, eg. Darkfall?

Parfug: I don’t think they are dying out at all. It’s definitely difficult for those of us who like to include lots of maiming and breaking of each others bones in our roleplay with the current selection of games out there.

K’Dah: I don’t think the number of role-players has changed that much. There are still large numbers of people out there that will roleplay if it’s fun, and there are others to roleplay with them. It’s just the games these days discourage it. As mentioned above, a sandbox game and open PvP are very important to RP.

Hugzug: I don’t see our way dying out because it’s different and not "cookie cutter" role play. On many games that provide role play [servers], I do see less and less of it and more of them being just general shards.

Parfug: More and more people are playing these online games, and they will run into people roleplaying and some will become interested in it. That is one of the things we have always done well.Many of our members, including me, had never roleplayed in any kind of organized or serious way before encountering Shadowclan

Hugzug: *cookie cutter role play* for me equals a role play server where everyone thinks they have to do the "thee" "thou" speech and are stuck to that. Most people do not realize role play can really be anything left to your imagination.

Parfug: That’s why it’s important to always interact and roleplay with everyone you run into. Even if they are calling you a newb and saying horrible things about your mother.

PlayerVox: Do you believe there can be roleplaying without PvP? Or do you think the two come hand in hand?

Hugzug: Oh, definitely hand in hand!

Just not for Shadowclan. Har.

"How do you as an orc react to someone standing there mooning you in an in-character way if you can’t just kill them?"

Parfug: You can roleplay without PvP I guess, but that really has never been our style.

K’Dah: There can be, but it’s much, much harder. How do you react to someone standing there mooning you in an in-character way (as an orc or such) if you can’t just kill them?

Parfug: I’d hate to see someone try to roleplay Orcs without PvP.

Hugzug: I have noticed when carrying the Shadowclan name over my head in a game you have to be able to fend for yourself in PvP because those that don’t get "it" with us will try to kill us.

K’Dah: PvP is important for roleplay, especially if you’re roleplaying an enemy to the standard character.

PlayerVox: What advice would you give to roleplayers and RP guild leaders alike, who are trying to become great RP’ers in MMORPGs?

Parfug: Interact with everyone in character, even if they don’t roleplay themselves.

Hugzug: Definitely not to break character. When you do that you pretty much lose credibility with what you are doing.

K’Dah: First off, try to fit your RP into the game. Don’t roleplay spacemen in a fantasy game. Second, be original. Don’t try to roleplay a character or society out of a book - make up your own. Third, stay in character at all times, and roleplay with everyone, even those not roleplaying. Some you’ll convert that way. The rest you’ll drive insane. *grins*

Hugzug: To also find something unique to help yourself stand out. Imitation is not always the best form of flattery.

Parfug: For RP guild leaders I’d definitely advise not getting tangled up in any kind of complicated Rules of Engagement with other guilds. It leads to pain and suffering and really annoying IMs every time. Keep it simple

PlayerVox: Thanks for the interview, K’Dah, Parfug and Hugzug!!

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World Class Guild: The Lords of the Dead

Posted by PlayerVox on Sunday Jun 10, 2007 Under Spotlights

After 12 years of PvP carnage across multiple worlds from Ultima Online to World of Warcraft to City of Villains. The Lords of the Dead not only boast one of the longest track records of online gaming guilds, but a resume for beta testing and numerous ties with publishers and developers. These days they are preparing for future success in games such as Fury, Pirates of the Burning Sea, and Warhammer: Age of Reckoning.

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The Lords of the Dead (LotD) was founded 12 years ago in a game called Darksun Online as a PVP-Roleplay oriented guild. It quickly grew to become the most dominant PVP guild in that game, and remained so until moving to Ultima Online. LotD was successful in Ultima Online, and began working with the first major fansite network, Stratics Network, to develop a PVP oriented sub-site called Hades Hall of Warfare. Since then LotD has developed strong ties to several gaming studios and fan sites (Stratics, Warcry, Coldfront, etc), and has a created a list of their beta credentials. LotD has also been profiled in gaming magazines such as Massive Multiplayer, and will appear in the June edition of Beckett’s Massive Online Gaming Magazine.
LotD has a proven track record of success in PVP games. Their success in UO landed them the opportunity to lead the Hall of Warfare, they built one of the largest allegiances on one of the early Asheron’s Call servers, they were a top 10 guild in Dark Age of Camelot on the Merlin server and top 50 on the Classic Gareth server, they created the nation (LAPD) that brought down the most notorious PVP group in Shadowbane (Rolling 30’s), they created the first PVP city in SWG on the Flurry server, they were a top 10, 20, and 40 ranked guild in Guildwars Beta and retail launch, and were one of 4 guilds nominated for Villain PVP Guild of the Year in 2006 for City of Villains.

PlayerVox: Lords of the Dead has been active for 12 years. What’s the secret of keeping a guild together for so long?

Lords: The ability to find games the membership is interested in playing, being able to build a good leadership team with each new game, and the ability to rebuild the guild membership as we transition from game to game.

PlayerVox: LotD ’s website really focuses on the competitive (PVP) aspect of your playstyle. Is the competitive spirit something that has helped you retain members?

Lords: LotD is a competitive PVP guild, and we only recruit competitive minded players. We do play games for fun, but our idea of fun is competing in a serious PVP environment with a goal of being in the top 5% of guilds for the server or game. We are about as a professional gaming guild as you can get short of the new fad that is emerging in Pro Level Gaming Leagues. While Pro gaming does appeal to us, we’re not willing to quit our day jobs to enter into it because our focus is on MMORPG and CORPG PVP.

PlayerVox: Some games offer competitive, tournament-style PVP (Guild Wars, or even Counterstrike) whereas other feature world and instanced PVP events (Dark Age of Camelot, and aspects of World of Warcraft). Do these different approaches to PVP affect the way you recruit, and can one guild succeed at appealing to both forms of gameplay?

Lords: LotD used to be a one guild, one game type of guild until 2005 when we decided to go into a multi-gaming guild format. We have some members who prefer open PVP or RvR environments, we’ve got some who prefer tournament/arena type PVP, and then we’ve got casual players who like both types of games. LotD usually has 2 to 3 gaming chapters open at any given time, and so it gives our membership the option to play the game that best suits their tastes or schedules. Having multiple chapters open allows us to specifically target new recruits based on the games we plan to play, but we do ensure that all members of the guild follow our Bylaws and we have an active guild Elder in each chapter who ensures that things are being run the LotD way.


Super villian vs super villain PvP just like the movies: The Lords the Dead vs Death City of Villains Arena match.

PlayerVox: You’ve openly criticized guilds that lack any rules or structure. What’s your response to the people who say "games are supposed to be fun" and therefore shouldn’t have any conduct rules for guild members?

Lords: My response is that your guild is only as good as what you put into it, and that you have to structure your guild to suit your play style. LotD is a competitive guild and our fun comes from winning in a competitive environment. We make this perfectly clear in our recruitment posts and the applications that we require recruits to complete. In order to ensure that all members know and live up to guild standard and expectations, we have rules, policies, and requirements (such as you will help your fellow guildmates or show up for PVP practice on set dates, etc) that we expect our members to follow. People who don’t follow them are booted from the guild, and no one gets special treatment. One drama queen can and has brought down entire guilds, so our rules are there to prevent that stuff from happening.

PlayerVox: You’re also a bit different than most guilds in that you are trying to bring together both casual and hardcore players. The first question on this topic is what these labels really means. What’s the difference between a "hardcore" and "casual" player of an MMO?

Lords: A casual gamer to us is someone who only plays 2-3 days a week, and a hardcore gamer to us is someone who plays 5-7 days a week. We do our best to plan the guild’s progression based on the hardcore players, and then work the casuals into the plan as best we can. Since we are now a multi-gaming guild, what’s been happening is that we tend to have one chapter for hardcore MMORPG players, one chapter for casuals, and one chapter for our are arena/tournament type players. It works out well because ultimately the guild quality is there, we compete in several different types of games, and it keeps the guild very visible.

PlayerVox: What are the challenges of integrating these play styles together in the same guild?

Lords: The biggest challenge is that we allow any member to play in any active gaming chapter, but we always have to remind people that its up to them to work with that chapters membership to find the best place to fit into the scheme. If a casual gamer member goes to the chapter that is primarily hardcore, then he or she has to understand that they will not always be the first priority. As a competitive guild you do your best to utilize all your members, but sometimes you’ve got to roll with your "A" team. Sometimes that "A" team might be a mix of hardcore and casuals, but everyone has to know, understand, and accept their role to make a chapter successful.

PlayerVox: What do you wish current MMO products did differently, and what gets you most excited about the current MMOs in the development pipeline?

Lords: I really wish MMORPGs didn’t build in so many game mechanics that punish you for gaming with your friends or guildmates. In the old days everyone in a group would get the same quest rewards so you didn’t need DKP systems. Also there wasn’t such an emphasis on levels. In many games today you can’t game with your buddy once he’s 3-5 levels above you because you are a liability in the higher level group, and in a lower level group mobs give little to no exp due to him being in the group. Honestly the game that gets me the most excited over the next year is Fury Online being developed by Auran Studios. The reason is that it will be a competitive PVP game that has something for everyone, and won’t force you into the stupid PVE before you can PVP grind that is in modern games.

PlayerVox: What’s the biggest thing MMOs could do to better support guilds and clans?

Lords: They could provide better in game guild recruitment tools so that people can find guilds that are recruiting instead of all the stupid zone spamming that goes on now, they could allow things like "Guild Exp" so that the hardcore gamers could pass down some exp to the more casual gamers, they should get rid of stupid level restrictions so that higher level guildmates can more easily assist lower level guildmates in their character development.

PlayerVox: In closing, what bit of wisdom can you share with someone who is thinking about starting a new guild or clan today?

Lords: Since we’ve been around so long, I am constantly asked what makes us so successful. Finally I wrote a guide called How to build and maintain a successful guild. I have linked it from our main site, and have done my best to get it published where ever I can.

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World Class Guild: Death & Taxes

Posted by PlayerVox on Sunday May 27, 2007 Under Spotlights

Death and Taxes was formed in the closed beta of World of Warcraft in early 2004, and since that time they’ve become famous for their well-documented, video-captured world-first victories over some of the most advanced raid bosses in the game. Their own website has become an active community of over 15,000 members where players from around the world hope to learn from their adventures.

Unlike most guilds, DnT has no Guild Master—they are run by a council of five officers. We met with Blackened, one of their officers, to talk about his thoughts on the future of MMORPGs and the challenges of running one of the most intense raiding environments in WoW.

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PlayerVox: Is raiding enough to hold a guild together long term?

Blackened: I think that raiding can be enough to hold a guild together so long as the game that the guild is playing isn’t broken/tedious to the point where people quit or stop showing up. We’ve had some people quit in the past because the game just wasn’t fun for them anymore. And I can understand why, I think for the most part the only reason why we’ve withstood the test of time is because of the people that glue this guild together. It just wouldn’t be the same with out the kaleidoscope of personalities clashing with each other.

The atmosphere of our guild? Abrasive. One big happy family? Haha!

PlayerVox: What’s it like to be in a Death & Taxes raid?

Blackened: Being in a Death and Taxes raid can be a lot of things to a lot of people. All that I can say for sure is that you can expect a lot of laughs, a lot of yelling, and a lot of profanity or otherwise vulgar language :)

PlayerVox: How would you describe the atmosphere of the guild, and what would make someone an ideal recruit?

Blackened: The atmosphere of our guild? Abrasive. One big happy family? Haha! It can be a lot of things like I mentioned before, it’s hard to pin any one thing on it. To be an ideal recruit in DnT you have to be an exceptional player and be able to put up with all the crap that will get slung at you if you aren’t the exceptional player we thought you were :)

PlayerVox: What are the challenges of running a guild without a Guild Master, and would you recommend your leadership style to someone starting a guild today?

Blackened: In the past we’ve had some issues where officers have been indecisive, meaning that we kind of stagnated on an issue. If we had a traditional GM they could act as a means to tip the balance in one direction or the other. Other then that we’ve never really had any issues stemming from the fact that we have an irregular guild structure. As for advice to people looking to incorporate this type of guild structure into their guild: don’t. Don’t do it unless it’s done with a lot of people you trust. That’s one of the key reasons why we’ve been able to use this structure. Trust. We’ve all been playing together for over 2 years for the most part, some of us closer to 3.

PlayerVox: What are some of your most memorable achievements or experiences as a guild?

Blackened: For the most memorable moments are any of our numerous world-firsts or being wrecked by bugs in Naxxramas. We have a chip on our shoulders but we don’t mind where everyone else seems to. Being in the public eye for so long that there’s always someone waiting to take a shot at us but it’s alright. We like being the underdog :)


Death & Taxes makes the world’s first attempt to slay Kel’Thuzad in World of Warcraft
and captures it on video. It went… hey who is pulling that train?

PlayerVox: Blizzard introduced a reduction in endgame raid headcount from 40 to 10-25 in Burning Crusade. How has this impacted D&T?

Blackened: When we first heard about this change we toyed with the idea of running 2 raid groups but that’s simply not feasible for anything remotely difficult. On the whole I’d say that the change had no real effect on the guild. The only thing that really had an effect on the guild would be the encounters themselves, we had 7-8 active raiding rogues at the end of Naxxramas, we have 2 now. I think that says something about the direction of the game at the moment.

PlayerVox: What do you wish MMORPGs did differently, and what are your hopes for the future of online gaming?

Blackened: I wish MMO’s we’re a little more complex, and had a little more depth character-wise. A lot of people in DnT are really looking forward to Warhammer: Age of Reckoning. The single thing that most people in DnT are looking forward to in WAR is the PvP. Dark Age of Camelot had incredible RvR and a lot of us would like to experience that again as it’s not present in WoW.

PlayerVox: What advice do you have for finding best players, and what do you do if you get people that start drama?

Try and do a little background on them and their old guild. Ask around, it can be very difficult to trace players history now though because of the shorter time it takes to transfer servers again though. You can also talk to them on Ventrilo, Teamspeak, AIM, or MSN. Just try to get to know them a little bit so you can get a feel for their attitude. If they transfer over and start drama you can do 1 of two things. The first being kicking them from your guild and the second being just not inviting them to raids. I prefer to kick people personally.

PlayerVox: What wisdom can you share with someone starting a guild today?

Blackened: To anyone trying to create a guild now, the best advice I can give you is to surround yourself with the best players possible that don’t cause any serious issues/drama. Be 100% committed to whatever it is that you do and always try to get better as a player.

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Blagtoof Wartribe/PhM: World Class Guild

Posted by PlayerVox on Friday Apr 27, 2007 Under Spotlights

lf you think role playing is for carebears and geeks, then the Blagtoof Wartribe/PhM would reeducate you with the business end of their bloodstained weapons.

The Blagtoof Wartribe/PhM has been kicking ass in character since 1996. Originating on the UO Catskills server in 1996, they earned their initial fame by building and running the largest UO city: ShadarLogoth. Since then they’ve ground the heels of their boots into game worlds from Shadowbane to WoW.

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The Wartribe prides itself on it’s prowess as role players and well as player killing. They coined the acronym RP-PK’er to describe themselves. Always the innovators, while in wait for the release of WAR they’ve created their own guild version of the Orcish language and launched an online system for Orcish bounty hunting.


Old UO was the best. Bar none. The PK days. The red days. The days where you walked outside town and you got your face planted into the dirt and body dry-looted.

In this interview, the main Toof, Ghrazsnik himself takes a few minutes to tell PlayerVox about the Wartribe way.

PlayerVox: The Blagtoof Wartribe/PhM has been around for 10 years, how did it all start off and what kept you going as a guild through the movement between different games?

Ghrazsnik Blagtoof: It honestly started when I read an article in a magazine about UO. I mentioned it to a good friend, we researched it, found out that the beta was coming. I pretty much instantly got to work at creating the guild—back then they called it a clan. Soon the web site was up, we were beta testing, and once UO was released, we immediately created the Clan in game. Contrary to some hate mail I’ve been getting, yes we have been around as a full functioning organization since 1996. As far as what kept us going from game to game? Simple. Ego. We’re a group of real life friends, actually, but my enormous ego is what keeps feeding the monster. So from game to game, people hate us for what we are more and more, and it keeps us going, laughing and having a basic blast. You have to admit, having people you don’t know dedicate their online lives to hating your guts is pretty damned entertaining. We all maintain contact, we talk daily, and in the end, what keeps it going from game to game really is the gigantic and well earned ego the guild has. We think we’re the greatest thing on Earth and we’re right.

PlayerVox: Why exactly do these people hate you? Do you grief them?

Ghrazsnik Blagtoof: They hate what they don’t get. We don’t set out to bother anyone, truthfully. We go about our business, keep to ourselves, we don’t NEED anybody else to play and enjoy ourselves, and that seems to piss off people that think we SHOULD need them, we SHOULD ask them for help and we SHOULD rely on outsiders. As far as why enemies hate us…well…it’s simple: They can’t beat us no matter how hard they try and it pissed them off to no end. Nobody likes to die in video games. Nobody likes to lose. The main difference is, they all care and we don’t. I gladly rush into 30 people all by myself. It’s not that I think I’m going to win. I know I won’t. But guess what? I’ll take a few with me and THAT’S what makes them hate us. And the entire guild has that ability and mind set. People hate what they don’t understand and they despise what they can’t beat. And to top it all off we don’t "make nicey nice" with them afterwards. We never run out and scream "look at us!!!" But somehow people decide we’re the ones to beat. People shouldn’t set their goals so impossibly high

PlayerVox: What games do you think have the most amount of promise for your gaming style? And what do you think could be improved of that game(s) model?

Ghrazsnik Blagtoof: Old UO was the best. Bar none. The PK days. The red days. The days where you walked outside town and you got your face planted into the dirt and body dry-looted. But coming up? There’s only one game that I see as "our game". Warhammer Online. Not only is it based on a property that our entire organization was inspired by, but it promises to be a game where we can be ourselves, rely on ourselves, and really just come home and clean house for our realm. To clarify, we’re not griefers and basic dicks. We’re dicks to people that try and prove something against us. But to our friends, and this is what I can’t wait for, we’re going to carve a bloody path through the world. What I think can be improved with W.A.R., I honestly have no idea yet. I would like as much customization as possible, as little loot focus as possible and as much player ownership (houses and such) as possible. We’ll never see the old UO days again, but I think W.A.R. will bring us as close a possible while maintaining the "order" MMOs need now a days with the brats running rampant and all.

PlayerVox: The Blagtoof Wartribe/PhM are an old guild. What drama has your guild gone through?

Ghrazsnik Blagtoof: Basically you fuck up in my guild and you’re out. No blinking, no begging, no whining or crying about it. The rules are clear and I don’t care who you are, you blow it, you’re gone. Drama, well, same thing goes. We don’t tolerate it. Period. Have we had some? Yep. How long did it last? Not very. I can give you a few good examples if you’d like. They always turn out pretty funny for us. Being a family type guild, we get members 1 of 2 ways. I or an officer directly invites someone, or they are referred to by a member and that member speaks up for them. This usually works, but sometimes we get the nutballs too.

Ghrazsnik Blagtoof: Example: One guy had his mommy join the guild. That worked out for about a week. Until she decided it was our job to level her up. She threw a temper tantrum in Ventrilo and was promptly removed. I still have the recording, it’s too funny to delete. And yes, everyone in the guild records and screenshots everything. That’s the best way to get rid of drama. Proof of what people say tends to bite them in the ass when they lie about it later. Then this guy’s friend decided SHE wanted special treatment and didn’t like the way I handled the removal of his mother. She was tossed too. Then he went on an emotional trip about how his life sucked, he brought dishonor to the guild, wah wah wah, yadda yadda yadda. He was kicked too. So was his wife and the rest of their friends. This spawned conversations with the members, and of course, screenshots. One of the officers made a YTMND page. It’s hysterical. Of course things like this is why people say we’re the biggest jerk offs on the Internet or some other weird crap, but to me, that’s just damned funny.

PlayerVox: Got any more examples?

Ghrazsnik Blagtoof: Uhm…nope! In 10 years that’s the most drama we have ever seen because I cut that crap right out immediately. The only reason that lasted 3 days is because I wasn’t feeling too well and wasn’t online at the time. Yes, even I get sick. LOL. We’ve had OUTSIDE drama more. People finding out my home number, calling me up to curse at me for something other guildies did, people trying to frame me and other members for crap we weren’t even online for. All kinds of fun stuff! People dedicate enormous amounts of time hating us. It takes me 7 seconds to upload a kill shot with some nasty little comment, but that comment incites years of hatred towards us. LOL

PlayerVox: What is your favorite moment with the Blagtoof Wartribe/PhM online in a MMORPG?

Ghrazsnik Blagtoof: That’s probably the hardest question I’ve ever been asked in interviews about the guild. I don’t think anyone that’s been around as long as we have could honestly answer that in one shot. I’ll give you one for each game we’ve been active in.

Ghrazsnik Blagtoof remembers UO: One guild had 72 "Romans". They all just saw The Gladiator and thought they could form a guild based on that crap and who’d they target for their first war? Us. Moridin and I used the island of Magincia, which we had houses on, and totally wrecked 72 guild members within a few hours. They all quit that guild to avoid being killed by us until their leader declared peace. It ended with him flaming us, then apologizing in the city of Yew for being a coward

Ghrazsnik Blagtoof remembers Shadowbane: My favorite moment was when I was told I was the biggest scum bag in MMO history for what we did. We started in Shadowbane as subbed to a larger guild. Within 4 months we made backdoor deals with every major enemy force on the server and helped our hoste bane every major city tree and take over the game world. They left Shadowbane shortly after, not much to do once you’ve betrayed and taken over the world.

Ghrazsnik Blagtoof for today: My favorite moment is still happening. People send our members tells constantly saying how much they love us. And the alt tells from people we kill are utterly fantastic. We have a section on the site for a small spot of them. I think my overall favorite moment in our guilds MMO history has yet to happen. And I think it’ll happen when we can finally log into W.A.R. for the first time and create the guild.

PlayerVox: What advice do you have for new, up and coming guild leaders?

Ghrazsnik Blagtoof If you’re going to do it, then do it right. Too many people just mass recruit. Quantity does not equal quality. I look at anyone that blindly mass recruits as a flash in the pan scrub that honestly doesn’t care enough to think about what they’re adding to their guild, so why should anyone take them seriously. Well as seriously as anyone would when it comes to video games…Think about what you want to do with the guild and do it. Don’t do things because "x guild is going it so we have to". That doesn’t work well either. If you try and copy everyone else out there, then you’ll fade into the crowd of useless guilds that nobody bothers to do interviews about.

PlayerVox: Thanks for the interview, Ghrazsnik.

Ghrazsnik Blagtoof Anytime and no problem. Thanks for recognizing us and giving us our due credit…WE WILL NOT BE DENIED!…or some such nonsense.

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The Syndicate: World Class Guild

Posted by PlayerVox on Tuesday Mar 27, 2007 Under Spotlights

For the premier of GuildCafe’s PlayerVox, we’re bringing you an interview with one of the oldest and largest guilds in the online gaming world. The Syndicate, established in 1996, has grown to nearly 600 members and become known around the world for various achievements including being the first guild to trademark its name, being the first guild to get a corporate sponsor, being the first guild to land a book deal about their history, partnering with Prima games to deliver more detailed, higher quality strategy guides to gamers and for being filmed for an upcoming MMORPG documentary.

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You will find The Syndicate currently participating in Ultima Online and World of Warcraft. They also have an active beta testing team both in direct support of several developers and also as part of their guide writing efforts with Prima so you will find them scattered around other gaming worlds.

We sat down with Dragons, the guildmaster of the Syndicate to ask him about his thoughts.

PlayerVox: The Syndicate is one of the oldest MMORPG guilds in existence. How has running a guild changed over your decade history?

Dragons: Running The Syndicate has definitely evolved over the years. I would like to say it has gotten easier but overall it is probably harder than it has ever been. Certain aspects are definitely much easier but there are dimensions to The Syndicate that don’t exist in other guilds that make running it a challenge.


 
…the early years saw alot of effort expended upon managing drama. In today’s Syndicate, there is virtually no drama.

In the early years, we were fleshing out our rules and policies as well as our recruiting practices. That meant that we did recruit people that didn’t always agree with the rules or that didn’t always get along with other members. So the early years saw alot of effort expended upon managing drama. In today’s Syndicate, there is virtually no drama. We have evolved to the point that we have extremely little turnover and we only recruit like minded people. So that aspect of the guild management is almost nonexistent.

On the other side of the coin, we have added in formal relationships with several developers to help consult on games. We have a formal relationship with Prima to help write guides. We have a movie we are being filmed for. We have a book being written about us (which will be in stores in August of 2007) by Avari Press. We have an annual Conference that we host with 120+ members attending it from all over the world which takes a great deal of effort to setup. We have Trademark Enforcement. And the list goes on and on. So the amount of things going on in The Syndicate is so much larger than it ever was in those early days that running the guild is a challenge but for reasons that no other guild has to deal with.

PlayerVox: What are the most rewarding as well as the most frustrating aspects of running your guild?

Dragons: The most rewarding part of running the guild is definitely the people. The Syndicate is ALL about its members. We are not a UO guild. We are not a WoW guild. We are not an online gaming guild. We are a virtual community of friends that uses online gaming to grow our friendships.

Because of that focus, we build very strong friendships that last for many years. More than 80% of our guild has been with us from 1 to 11 years. So we have become very good friends and those friendships are the most rewarding part. Getting together for monthly dinners.. for lan parties.. for our annual conferences.. and, of course, gaming together are all ways to experience that friendship first hand. If we didn’t have that friend focus, we wouldn’t still be here today.

It is hard to nail down a frustrating aspect that most readers can relate to. The biggest issues we deal with, at a guild level, really are minor little things. You don’t find major issues here so there aren’t massive looming frustrations that I have to vent about.

PlayerVox: You mention that the best part of running a guild is the people—can you tell us more? What are the most memorable things you’ve done together as a guild?

Dragons: We have a number of very cool parts to our history. We cover many of them in our book (Legend of The Syndicate) in a very ‘fantasy story’ like way which makes for a good read. A few of the most memorable ones for me personally include:

  • A time in our early UO days when we setup a massive guild raid on a PK base. There was one group of 25 or so PKs that were harassing the shard very often. It reached the point where the annoyance had to be stopped so we formed up with a massive army of 200 Syndies and gated into their town, destroyed them, took the keys to their base houses and pretty much ruined their reign of terror in UO.

  • All of our conferences so far are great memories. Having 120+ members together for 4-5 days is alot of fun. We get guest speakers.. we play Paintball.. we spend alot of time getting to know each other. Those are outstanding events and hold a fond place in my memories.

  • Our 10 year anniversary as a guild is also very memorable. There are only a tiny handful of guilds that have ever or will ever achieve that goal. We are not a year past that milestone but it is still a special one.

PlayerVox: What is the biggest thing you wished online game companies did differently?

Dragons: Current online content, including a bunch of the in development content, is somewhat repetitive. I am looking for the industry to have content that comes out that causes the veteran online gamers to feel like newbies again and learn and grow in that new environment. Monsters that react to a players skill level, so that everyone fighting them has a unique experience, is a good start. Dungeons that react in difficulty based on how many times the person/group has completed them would be nice. Creating the tools to let players help create content so there is new content coming out as fast as players can finish it that isn’t always adding to the top tier where only a small percentage of players get to see it when it is new and fresh.

The current "formula" works. But it is only going to work for so long before a backlash occurs. The industry needs to get more creative and more adaptive to keep players here another ten years.

PlayerVox: Do you have some words of advice for people who might be thinking about starting a new guild today?

Dragons: Guilds are a dime a dozen. They rise and fall faster than anyone takes notice of them. If you are creating a guild today, you need to pick one of two paths. Either go in with the mindset that the guild is a short term entity that will serve a specific game purpose, burn bright and then burn out—or that the guild is going to be a longer term entity. If so, then a great deal of effort needs to be put into creating the right foundation for the guild that will stand the test of time. Don’t make the mistake of tens of thousands of guilds before you by thinking because you can physically create a guild in a game and slap up a webpage that you are going to be anymore successful than the several hundred thousand guild failures that dot the landscape of online gaming. Making a long term successful guild takes a huge amount of effort and planning. Treat the process with the respect it deserves if you want to succeed. And, of course, read our book (Legend of the Syndicate by Avari Press, in stores August 2007). We go through a large amount of our early thought processes and those may be good processes for you to go through as well.

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