Ten Ton Hammer continues it's interview series with EA Mythic's Warhammer Online: Age of Reckoning's Associate Producer Josh Drescher and Designer Christian "The Guilds Caped Crusader" Bales. In this segment they share their personal feelings on not only what will make the Warhammer Online guild system so much better than anything we've seen, but why guilds worked so well in Dark Age of Camelot. Tricking players into socializing, why modern guilds aren't working, and rubber Spock ears are just inside.
Prior to the implementation of our guild system, it felt like there was this steep incline between "I have joined a low level guild" and "I am actually effective as a guild." And again that was a function of guilds being sort of an after thought in most games. A lot of thought has gone into making sure that the philosophy "Your guild, your way" really works. If you are a casual group of friends and you want to get together and make a guild? You shouldn't be punished for trying to engage content because there are only ten of you. Similarly you shouldn't be punished for being successful and having sixty people.
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