» Wed May 26, 2010 3:19 am
There are plenty of problems with the MW/OB system:
1) The game fails to live up to the expectation, rather than setting a reasonable, plausible expectation of the guild experience and then competently executing it.
2) Leaders might delegate some of their duties, but they do not wholesale up and walk away from their jobs. Guild leaders in the real world were traditionally elected by the masters of the guild. If you flake out and go dungeon diving for three months, you can bet that some ambitious would-be guildmaster is going to be campaigning the other masters for your position.
3) Your "rank" in terms of the guild is substantially different from your "rank" in terms of competency, although they are related. One represents a paradigm shift in your relation to the guild and the scope of your responsibilities, the other simply represents the difficulty of jobs you can get. The only meaningful political ranks for players are Apprentice, Journeyman, and Master. However, any number of competence levels could be added -- presumably passage to the next political rank would require a minimum competence level.
4) It also hurts the plot, since every guild "storyline" has to create some excuse for the old leader to step down, die, or be deposed in some other fashion. And considering their role in the universe, guild-based storylines are kinda crap anyway. The "one plotline per guild" concept of Oblivion was terrible, even if a couple of the questlines themselves were ok in a vacuum (e.g. Dark Brotherhood, Thieves' Guild). It makes much more sense to me to use the guilds as vehicle to get the player involved in storylines that are not necessarily tied to the political future of the guild itself -- however, the player might have a different role in each subplot depending on the guild that got them involved.
I feel like they would be much better off with a system of three ranks:
1) Apprentice: Since you're not a kid, there will be a little bit of a quest in finding a master willing to take you on -- you'll work solely with the master in learning the ropes. The purpose of this is more of a tutorial on combat, magic, or stealth (as appropriate), and perhaps setting the tone of any guild politics. Once your master approves you, can move on to the next phase. Unlike the higher ranks, apprenticeships shouldn't be exclusive -- the guild is just teaching you the basics (and getting work out of you in return), not any particularly closely guarded secrets.
2) Journeyman: Similar to the Associate phase of the MG questline in Oblivion (which came the closest to properly modeling a guild). The guild has decided you are trustworthy and reliable, but you still aren't a full member -- you cannot participate in guild politics, nor can you accept contracts from the general public (you must subcontract for a master instead). To become a full member (master), you must travel to various guild masters and perform work for them (unlike the MG, there would likely be multiple masters in a single town). You have several objectives in this rank -- learn from the experience of these masters (getting new spells, training, etc), gain some gold and skill, gain a reputation for competence, and build a base of political support for your eventual bid to become accepted as a full member.
3) Master: This would be the culmination of the guild political questline. You would need political support, competence, and would have to complete some sort of Masterwork project appropriate for the guild (e.g., creating a staff for the MG). Having done this, you become a full member, the equivalent of getting citizenship in a democracy. You can vote and participate in meetings and politics, you can work independently and run your own shop or practice, you can hire guild journeymen to help out or take on an apprentice. If the tech permits it, you could get random jobs from citizens. Failing that, you could just work like the DB endgame, taking jobs and assigning them to your underlings based on some simple scripting.