Recently, Kikidas reminded me of a popular thought in how to make guilds stronger: a guild house/stronghold of some kind, with various customizable decorations from trophies from kills and accomplishments.
The problem with guild housing is that the room is communal property. A brand new guild member walks into a room that has everything populated or empty, just like someone who has been there the whole time. Just like guild banks, you can't have everyone editing a room, right? I mean, I don't let my wife edit my office desk arrangement (the mess is just so, thanks). Plus, you can't take a guild house with you: if your guild goes south, you have to leave the house behind.
But why don't we make guild success personal, like the new Achievement system is?
If you're going to create systems that, among other things, allow people who behave poorly to escape the consequences (via server transfer, character name switch), then let's figure out a way to reward behavior we'd like to see. That's game design 101.
Last post, I talked about Historicity and how it could be used to make people feel warm and fuzzy about what they've done and who they hang out with. What happens when we expand on that idea? Assume that Blizzard starts tracking the circumstances in the way I describe there (who was with you when you conquered content, how many times you conquer that content, what guild you were in, etc)
Here are some theoretical achievements you could create with that information:
- I've Got Your Back: Triggers every time someone equips ten pieces of gear that you saw them receive. (Adds that player's name to a list under the achievement name.)
- Someone Has My Back: Triggers each time you equip ten pieces of gear that the same person saw you receive. (Adds that player's name to a list under the achievement name.)
These two would trigger at the same time.
"Hey, you've got my back!"
"You know I do. :)"
And for the people who always run together:
- We Are Legion: You and your friend have seen each other get every L80 BoP rare or better item that you're each wearing. (Adds that player's name to a list under the achievement name.)
Achievements aren't game bonuses, so there are no in-game balance problems with these awards. Just like all these wonderful casual Achievements reward parts of the game that should be enjoyed (exploration, crafting, gathering), these personal achievements would be a subtle push that endorses good team play without making it required.
Let's scale it up to guilds!
- Soldier of <guildname>: Every rare or better item you are wearing was obtained while you were in the same guild.
- Champion of <guildname>: Every epic or better item you are wearing was obtained while you were in the same guild.
These have the benefit of not being tied to raiding. PvPers, rejoice!
Now, let's talk "progression":
- "I Was There! (Naxxramas)." You were in the same guild for each of your personal first kills of Naxxramas.
…and then extend it to its logical conclusion.
- Hero of <guildname>'s Wrath: You've conquered every heroic instance in Wrath of the Lich King, and you did it all in the same guild.
- Avatar of <guildname>'s Wrath: You've conquered every raid instance in Wrath of the Lich King, and you did it all in the same guild.
That looks pretty epic to me. I'm smiling just thinking about them!
Wouldn't you love an Achievement with your friend's name in it? With your guild's name in it? Can you hear the celebration over voice chat and see the whispers as your friends and guild unlock these achievements together?
- Achievements, Anonymity and Connecting the Dots
- Game > Lore
- Achievements are not account-wide
- There are Many Ways to Win
- The Downside of Endgame Guilds