How to Get People That Don't Really Care About Other People or Want or Need to Actually Play With Other People in a supposedly Massively MULTIPLAYER Online 'Role-Playing' Game to Join Guilds
Been in guilds before, even started my own once right before Stronghold came out (even bought the first 2 guild bank vaults, but I gave it away. Wasn't emotionally ready to be a leader at that time for personal reasons. Quit playing for 4-5 months shortly thereafter. Been playing on and off since August 2014 (mod 3 or 4). Experienced mmorpg gamer (1 max level character in Runes of Magic in 2009, 2 lvl 95s in Everquest 2 in 2014, tried or at least sampled many others, including, of course, horribly repetitive, monotonous and boring post-Vanilla WoW). Started a guild for the first time in Everquest 2. Very difficult to recruit on a low population server in a low population game, but it was interesting. I learned a lot, had some fun. Guilds require mature, intelligent leaders who actually care about people, and who know what they're doing, in order for me to want to participate in them.
I had finally learned about Stronghold boons about a month or so after I came back to the game, but they still didn't motivate me to join a guild. People in the guild I recently joined (like a month or so ago), after playing primarily solo for 3+ months when I came back in early December, don't even want to use mics for epic dungeons, even though we have TeamSpeak. One person told me, basically, well, if you want to learn how to do a dungeon you've never done before, you can just learn by dying. Umm, I think I could do that in a pug with my 2.9k Guardian Fighter if I wanted. lol. At least a lot of people used mics in the first two guilds I tried. Was actually able to do/tank Epic Cragmire Crypts with my 2.2k (now 2.4) op back in June 2015. Crazy hard, took forever, died a lot, but we did it. Mostly because the experienced leader of our party used mic, knew what he was doing, and was very patient, understanding, and helpful. I didn't realize mob armor penetration was bugged back then, I just thought they decided to go ahead and make the harder epic dungeons into raids basically. I wasn't even going to join a guild until I had all legendary gear, but I kept getting invited to this one on multiple characters (at least 3 times). So I decided to try it. Thinking about leaving, even though I have my 2 best characters gf (2.9+) and tr (2.5+) in there, benefitting from the Stronghold boons of this high level (but not max level) guild.
*I realize that, as a person who generally prefers playing solo, I'm part of the problem. But I wasn't at first. In Runes of Magic, it was so much more difficult than other game I played, and you actually wanted/needed to play with people to do a lot of stuff. Dying gave you enough experience debt that you actually did not want to die if at all possible, especially at higher levels. (If you didn't spend hundreds of dollars on one character in their totally greedy, absolutely pay-to-win/succeed [or even attempt to do endgame dungeons/raids] cash shop). It's really not my fault that creators/designers/developers have made themepark on rail mmorpgs with Everquest/World of Warcraft style endgame grind so easy now for solo or casual players. I wasn't the one who complained that their stupid, monotonous, boring, repetitive games (that didn't even attempt to ask people to actually role-play their characters [pretend they are their characters in fantasy world, speak and act accordingly]), were too difficult. The difficulty, the challenge, the chance at real, meaningful competition in pvp and real, meaningful cooperation in pve was probably the reason so many people enjoyed the games at first. They were hard, and you needed each other to succeed.
But nowadays, MMORPGs are primarily solo player games with multiplayer options.
This is not my fault. Even though I didn't play Ultima Online, Everquest, or Vanilla WoW, Everquest 2, or Final Fantasy XI at all or when they first came out, I wasn't the one that complained or whined that they were too difficult, nor would I have. (Btw, I actually could have played any of those games, I was more than old enough. But I chose not to at the time, had more important things to do.) And I certainly wasn't a creator, designer, or developer that decided to sacrifice long term success for short term profit.
Ok, i actually read this whole post you made, and I have no idea what your point is. Want to take another stab at it and add a TL;DR summary at the end?
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
Video games don't lend themselves to imagination. Simple as that. They provide you a window into someone else's imagination, and maybe get you feeling as part of that story, but you can't really do a true RPG because a true RPG is unbounded and by definition a video game is bound by the constraints built into it by the developers.
So... could NW and other MMOs be more open and free-flowing? Yes, probably. Will they ever qualify as an actual "true" role-playing experience (when weighed against existing RPG titles on the market today)... No. they won't.
To answer you last question: I'd love it if some genius could come up with a way to do it, and then could come up with the huge investment required to make it work. Maybe Elon Musk will start a game company
personally I think the problem is microtransactions and free to play. The player spends too much of their time juggling currency than enjoying the game with others.
Do you want someone to innovate and actually attempt to make a true role playing game online, or do you just want to play different variations on Everquest and World of Warcraft over and over and over?
Obviously, or they wouldn't be as successful on the market. That's how market economy works. You seem to have a problem with the genre I think. MMOs can't have players change the gameworld and you will never be anything but one adventurer among many. If you wanna be the "chosen one" and change the gameworld, you will need to play a single-player game. Those are just the limitations of the genre.
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We are searching for slave labor, will pay with food from our farm!
So... could NW and other MMOs be more open and free-flowing? Yes, probably. Will they ever qualify as an actual "true" role-playing experience (when weighed against existing RPG titles on the market today)... No. they won't.
To answer you last question: I'd love it if some genius could come up with a way to do it, and then could come up with the huge investment required to make it work. Maybe Elon Musk will start a game company
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
You seem to have a problem with the genre I think. MMOs can't have players change the gameworld and you will never be anything but one adventurer among many. If you wanna be the "chosen one" and change the gameworld, you will need to play a single-player game. Those are just the limitations of the genre.