Tobold's Blog
Wednesday, November 02, 2005
 
Guild lifecycle

My World of Warcraft guild is further falling apart, with lots of people leaving for bigger guilds. It's a bit sad, but not unexpected, it follows a classical guild lifecycle, which happens to most guilds in most games.

The basic problem is that in a guild you automatically get a feeling of being part of a special group, "us", to which all the other players out there, "them", don't belong. As soon as a guild has a reasonable size, sufficient for its purposes, it stops recruiting, or makes recruiting very difficult. Surf a couple of guild sites, and you'll find lots of nearly identical guild charts with complicated rules for letting in new members. Sometimes you even have total recruitment stops.

But when you don't keep recruiting all the time, especially recruiting low level players, the guild automatically becomes top-heavy with lots of high-level characters. And then suddenly everybody is just interested in organizing raids, leading to a lack of guild activities for lower level guild members, and even less interest in recruiting anybody with a lower level.

So for some time you have a high-level raiding guild, being more or less successful, depending on numbers and organization. But sooner or later the normal attrition occurs. Some people leave the game, some people fall out with the guild and leave the guild, all very natural. But as there is little or no replacement for the people who leave, the negative network effect kicks in, and the guild becomes less interesting for the people who love raids, because it is less and less able to organize raids. So more people leave for other, bigger raid guilds, and more people get frustrated because their friends left, and stop playing. In the end the guild either dissolves, or there remains just a small group of people who don't want to join a big raid guild.

The only way to keep a guild alive for a prolonged time is to create a living structure, where there is constant active recruitment of lower level players, and guild activities for all levels. You still lose about the same number of people due to natural attrition, but there is constant replacement. For every high level player who burns out and quits, there is a lower level player finally reaching the high level, and the numbers don't drop off.

World of Warcraft is a particularly viscous trap for guilds, as the gameplay changes so dramatically at level 60. As people usually can solo well enough from level 1 to 60, guilds don't feel the need to recruit lower level characters, and also don't feel the need to do much in the way of guild events for them. I call that a trap, because if you don't recruit people early, and help them along during their career, they won't feel much loyalty towards the guild. In WoW you got lots of guilds which are just based on the fact that for the high-end content of the game you need large groups of 40 level 60 players. The ties to the other players in such a guild are automatically much weaker, those are just the guys you need to visit Molten Core, not necessarily your friends.

I'm counting myself lucky that I started on the very first day of the Euro servers with a guild, and thus was able to level up together with the guild. I visited every dungeon in WoW with a guild group. Somebody starting the game now, would find it nearly impossible to do that, as there are no guilds offering lower level dungeon excursions on most servers. The best you could hope for would be a level 60 running you quickly through a lower level dungeon, allowing you to do all the quests there. But that is much less fun than beating the dungeon with friends of an appropriate level.
Comments:
Agreed, but what can you do when the membership of your guild don't want to "pollute" the guilds membership by recruiting more than just the type of players we've already got?

When long term members (whose opinions have alot of wieght) along with the guilds orginial founder tell you to keep the recruitment to mature players that don't smack talk, whine, beg, exploit, powergame etc etc - your hands are tied. Recruitment becomes slow as you "vet" every player that applies demanding 4 week trials before you allow them "full access".

If your overly picky about your recruits, put up these barriers that they need to negotiate, you limit your growth. When a player sees a complicated set of rules to get into the guild, their put off applying (this was something I was fearful of when those rules were first proposed).

But on the other hand, an open door policy of recruitment can be just as damaging if not handled well. You will end up recruiting some arrogant idiots, and you will need strong officers to have a zero tolerance to that and kick anyone that doesnt immediately change their behavoir. Your members need to have the confidence that your officers are able to do that job, and have faith that any issues that arise are handled swiftly and in the guilds best interest. This is something that we've not been good at, finding people who you can trust to take on that responsibility isn't easy.

Could we turn the guild around and make it a raiding guild? Yes we could. But would it be the same guild you joined? Probably not, but do you think it's worth trying anyway?
 
There are certainly people in every game on every server which I wouldn't want to be guilded with. Recruitment always has to be selective. But one has to be very careful not to make entry too difficult. And if you weed out half of the applicants, you need to recruit twice the number of applicants in the first place. Active recruitment is required, not just a website and a post on some forums. You need people that are also willing to brave the dangers of pickup groups, and there recruit the more sensible people.

I don't think that raiding guilds are the way to go. Raiding guilds are by definition just an organization to overcome artificial restrictions of the game, which needs 40 players online for X hours together to do a raid. A raiding guild will collapse once everybody has done enough raids.

I think a guild that makes more effort to be there for its members from level 1 to 59 would be the approach which guarantees more longevity. This would include the older members playing several alts, recruiting more people of lower levels, and seeing a group to Scarlet Monastery as equally important to a group to Molten Core. Once you have lots of people who were brought up to the idea that playing with your guild mates is more important than reaching certain goals, doing raids together will come automatically.
 
Once you have lots of people who were brought up to the idea that playing with your guild mates is more important than reaching certain goals, doing raids together will come automatically.

Yup - but its very hard to convince people that the guild is defined by its members, and not by what it does.

The grass is always greener (especially through green tinted spectacles!)
 
And sometimes guilds fall apart because guild leadership changes hands for obvious reasons one being the original guild leader no longer can take the time to manager the guild effectively and he knows it. So the guild officers elect a new guild leader. Then it turns out that this new guild leader, who was an officer before, very much liked member of the guild, has a complete set of different objectives and then displays dishonor and disrespect to those he internally never agreed with. So the orignal founding memebers would leave because that went against the founding nature of the guild in the first place. Honor & Respect
 
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