Ok, I know there have been many threads on this but I specifically waited until there hadn't been one for a while (I looked like 3 pages back, but if there was one and I missed it, I apologize) This is my take on the guild system, how it worked in previous games, and how I personally think it should work this time around. I know they are already probably done with this part of the game but it never hurts to dream.
The Guild System - Or Simply, Factions
Factions have been around since the dawn of civilization. What it basically is is a group of people dedicated to the same goal. So that means everything from the Axis of Evil to the NBA (The REAL Axis of Evil, amirite? lol jk). Heck even your school or place of work is a faction, with dozens, maybe hundreds of mini subfactions. But, as that is kind of irrelevant to my future points, we will leave this part of the discussion.
Older TES Factions
I'm not going to go in depth on this part, just a link to where you can see all the factions in the game, and a description of it's role on the game. I won't be iterating on DLC or expansion guilds, as they are irrelevant to my point.
Morrowind
http://www.uesp.net/wiki/Morrowind:Factions
In Morrowind you can join only one Great House (Unless you use a glitch). In addition to that, you automatically join the Blades through the Main Quest, and then can join several guilds, including the predecessors of Oblivion Guilds.
Oblivion
http://www.uesp.net/wiki/Oblivion:Factions
The guild system was cut back a lot in the transition from Morrowind to Oblivion. You still become a Blade through the main quest, but you have a lot less options for minor guilds this time around. You have the Fighters Guild, the Mages Guild, the Thieves Guild, the Dark Brotherhood, and the Arena.
The main thing about Oblivion is there are only certain guilds to join, but there are a LOT of factions that you can see members of, but can't join.
Opposing Factions - Who Hates Who?
Each Faction in Oblivion (and I think Morrowind, not enough time spent playing that game), had a polar opposite. They were enemies, or sometimes just rivals. Here is the list as I took it:
Blades - Mythic Dawn
Mages Guild - Necromancers
Thieve's Guild - The Imperial City Guards
Dark Brotherhood - Mix of the various guard factions and the traitor in the DB
Arena - The opposing Yellow Team
The main thing to note on this is each of the joinable factions were either "good" or "bad" and the opposing faction was of the opposing legality. Blackwood Company would take any contract and was dishonest, Necromancers were evil (although that was mainly MG persecution), and the Yellow team was somewhat shady.
My Thesis - What I Would Like to See
In Skyrim, I would like to see the number of factions you can enter essentially double from Oblivion, but at the same time impose limits on how many you can join. Basically I want all the guilds from Oblivion (We know the Mages Guild and the Blades are gone, as are Mythic Dawn), as well as their opposition to be playable. This would be my ideal list:
- Main Quest Good Guys (Formerly Blades)
- Main Quest Bad Guys (Formerly Mythic Dawn)
- Fighter's Guild
- Blackwood Company (Or new equivelant)
- Synod (New Mages Guild)
- College of Whispers (Other New Mages Guild, from the name it sounds like it is a bit more outside the law than Synod)
- Thieves Guild
- Dark Brotherhood
- Guards (Going after the DB or TG, or maybe even both)
- Arena (Blue Team)
- Arena (Yellow Team)
Basically that. Not sure on who are the good and bad guys yet. They could either be the two sides of the civil war or the Dragonborn (and his followers) and Alduin (and his followers). But how do we choose the limitations on who you can join? Simple. You have your MQ faction where you have to choose one or the other. You can then join 1 public guild (Synod, CoW, FG, or BC) and 1 private guild (Guards, DB, TG). Finally, you can be on either side of the arena. So a maximum of 4 guilds (5 actually, if you opt for DB and TG instead of being a guard) per playthrough.
This makes sense to me because you can either be the hero of the story or the anti-hero. That hasn't been done really in TES games and I think it is about time. So one of the MQ factions. If you join one of the public guilds their rival won't want you (So a member of Synod won't be in the CoW), and if you are a Mage are you really going to become a member of the Fighters Guild? 1 faction out of 4 seems like it would work.
As for the private factions, the TG or DB wouldn't allow you to join if they knew you were a guard. And if you were a member of one of them and tried to be a guard they would probably kill you. However, I would think that the TG and DB wouldn't have too much of a problem with each other, as they both operate outside the law. They may not like each other but they wouldn't bar you from joining both.
Finally, you can be on either side of the Arena. No one from any faction would care what side you chose.
Making it Play out in Skyrim
How do you do the quests for these in Skyrim? I think they should make it one main quest line for each faction like in Oblivion, but you can play it from either side. Instead of killing some Necromancers on the way to making you mage staff, you are one of the Necromancers who have taken over that spot. Instead of killing a retired guard for the DB, you defend his life. That kind of thing. Each one would have it's own quests when it isn't clashing with it's opposing faction but they always come back to meet.
Also, I have seen that many people just HATED that they always became the leader of the guild. I would like to see some guilds where you can't be the leader in the end, or you can choose not to be. For example, you would never be the "Leader" of the guards, but you could be the leader of the Thieves Guild. But if you don't want to be, you don't have to.
Another thing mentioned is how the rewards for doing all the guild quests were trivial and stupid. We need better rewards for having to do all the legwork. We also should be able to get quests through Radiant Story that keep us busy doing guild work.
Summary - a tl;dr section if there ever was one
I would like the guilds to be more varied, more opposed to each other, and especially more interesting. If you took my advice at the beginning of this post and just skipped down to here you won't get much more detail than that out of a tl;dr section.
Thanks for listening, CHIIILDRENN!
Damn it Three Dog I hate you so much.
Edit: A suggestion from resurgem (as well as Hellmouth): Guild Rank should be dependent on the actual skill levels associated with that guild. For example the Mage Guild won't give a damn about your Sneak skill, but will promote you if you have high enough magic skills. Either that or have some kind of a test (akin to Daggerfall) where you have to do something that would require a certain skill level to do.
It appears that Sphagne has a thread on basically this suggestion, so here is a link to that. http://www.gamesas.com/index.php?/topic/1168935-guild-ranks/page__gopid__17268766#entry17268766