Despite so many of them ending in drama and despair, I’m still a great believer in the concept of guilds/clans/player associations/call them what you like, in MMOs. Maybe I’ve been luckier than most in the guilds I have chosen to join in my time, but I guess I’ve also made some of my own luck by creating some guilds from the ground up with the simple concept of creating the kind of MMO guild that I would want to be in. A pretty simple concept.
What I’ve hoped to do with this series is record some of my thoughts on guild creation. Maybe my thoughts will work for you and give you something to think about. Or maybe you’ll write me some hate mail and tell me that this is a bunch of crap. Either way, let me be the first to acknowledge that, like most things in life, there is no single “right way” to create an MMO guild. What works for me, might not work for you – and vice versa. OK, that’s the intro done.
With the guild name and hosting package out of the way, for our third (and final) outing we’re delving into the realm of recruiting. This is always a very interesting area, with many ways to approach it.
Generally speaking, the official forums for your game of choice will be the main battleground where you will try to attract talent to your guild, but how will you do that?
The process starts by asking yourself what kind of personnel you want. Or, put another way, how do you want your guild to look in a few months time? At one end of the scale, you might want it to be a tiny, intimate guild of pure role-players. At the other end, you might envisage a massive virtual frat house with 250 people running around in their underwear, drinking and shouting at each other at all hours of the day or night.
How you recruit will determine what you become.
If you go out with a very hard-nosed, perhaps role-played, introduction thread to your guild, chances are you aren’t going to attract the wild and crazy people. You can ensure this by perhaps setting some pre-conditions on people joining the guild, such as writing a backstory for their character or even serving a “trial period” with the guild before they are even accepted as a full member. You will certainly sort the wheat from the chaff with such a method, and be left with what you set out to get: a group of very dedicated, hardcore role-play type people who don’t act very crazy.
Meanwhile, if you go out with an “anything goes” attitude on the forum, and perhaps already have a bit of a posting reputation yourself, you are guaranteed to get that frat house sooner than you can say, “free beer”. And if that’s what you’re looking for — awesome! I find, however, that even the most tolerant guild leaders eventually get a little saddened and annoyed at the antics of their members when they haven’t set any boundaries or controls over them during the recruitment process. “What do you mean I can’t cyber the only girl in the guild? You didn’t say anything about no cybering when I signed up!” a member might explode one day. Is it your fault for having no rules?
Of course, I am working in these brief example with two extremes of guild recruiting. Your job now is to determine where along the scale of recruiting you wish your guild to fall. Very few of you, I believe, will want to be in a highly anal role-playing guild — even if you like roleplaying — in much the same way, that I find very few people over the age of, say 16, are truly comfortable in frat house style environments. So have a good, hard think about it before you do anything. At the end of the day you need to determine:
* Roleplay or non-roleplay?
* PvP? PvE? A mix?
* Any geographical boundaries and timezones preferred?
* Any rules to be laid down to members before they walk in?
And so on. The more you can get a handle on these questions BEFORE people start showing an interest in your guild, the better! Good luck with your guild!

What’s left of the Warhammer Online fanbase* will no doubt be rejoicing with the news that the “Rise of the Tomb Kings” (which is the final chapter of the “Call to Arms” live expansion arc), has almost arrived. For the uninitiated, this is a game update that introduces the Land of the Dead, described by the developers as an ancient necropolis filled with, “powerful foes and the riches of kings”. As you might expect, that means a high-level area featuring new content, console-style action gameplay via PQs and boss fights and a new armour set for every career.
Back in January, there was a document circulating the Net relating to BioWare’s The Old Republic. Said document was allegedly from an insider, commenting on the game and how it would play out for gamers when they finally got their hands on it. Now, most of the document was stuff that you or I could have made up after a long boozy lunch at the pub because it’s straightforward and, like any good rumour or conspiracy theory, totally and utterly believable. This is compounded when the document seemingly corroborates what the devs have been saying to date… or have the devs been corroborating the document?
I was watching some TV last night, I forget what channel it was, probably G4, when I saw this gem of a commercial air. My first thought was, holy crap, who would buy that? I mean I know there are some people out there that would get a kick out of it, but seriously, a mana potion energy shot?





Many people play games to escape reality, to hang out with distant friends or just to have fun. These people log in to the game, quest, explore, buy and sell on the AH and in some cases perform a bizarre ritual dance on top of the mailbox. This is the basic way to enjoy the game you play. Every game out there has a greater depth to it. There is a way to traverse the limits of cyberspace and take your game to the next level, to dive deeper into the game.
Just when you thought you had seen everything, defeated every foe and knew your place in Paragon City, a big change is coming your way. NCsoft has announced an Expansion for City of Heroes. This expansion is aptly named 






