TUG is a multiplayer open-world sandbox-RPG using new technology and social sciences to directly involve players in the game’s design. Read more
This project was successfully funded on May 31, 2013.
Guilds, Cabals, Societies, Conspiracies, and Other Fun Things
In many multiplayer games, we are accustomed to creating clans or guilds, or we’re forced into factions in artificial and, in many cases, meaningless ways. I personally have grown weary of the “JOIN MY GUILD” spams in my frequent online stomping grounds. So where does this come from? Why do these things have no meaning? And more than that, why does it feel like most of these groups are nothing more than large chat rooms?
Generally speaking, it comes from the source of the organization of the group. Certainly, there are epic FPS clans, or progressive raiding or PVP guilds, or even those that we create online in forums to join our private servers for some blocky action. But with so many others, why are they created? We could get DEEP into the human impulses of societal structures, and socio-progressive interactions in the real world that map into virtual worlds... but that would likely bore you to bits. The short of it is, if we do not put meaning behind how or why something is created... in effect, it becomes meaningless.
So what does that mean to you? For one, it means you won’t be running around collecting ten signatures just so you can have a <floaty name> over your head and a green-text chat channel nobody uses.
What you WILL be doing, though, are things like deciding how to identify each other -- will you have uniforms, use specially forged weapons, cast special magics, or remember secret passwords? Will you all gather nightly at the local tavern, or will you found an entire village to support your group’s activities? Will you greet each other openly in the streets, or will you meet only when the moon is dark at a secret glade in the deep forest? All of those answers will depend on who you all are and what you want to achieve, and all of those will be important to you as your group strives to achieve their goals -- no matter what those goals are!
So while guilds as they exist in traditional online games don’t occur in The Untitled Game, you will have opportunities to found great nations, forge powerful alliances, form deadly mercenary companies, establish ruthless secret cabals, and build entire civilizations based on the values of each community. We don’t want you to run around looking for signatures -- we want you to build a civilization together and identify your values as those communities, and to take on the perils of your environment together.
With no artificial restrictions on guilds, or groups, we allow play to happen organically -- and for your groups to form FROM your play, whether you’re pillaging, hunting, exploring, farming, or developing the next great civilization DEDICATED to discovering the world’s mysteries through experimentation and society.
We will touch on this more in a later update, but for those that are open to a world of competition and the challenge of the environment, the civilizations you build may be at risk -- if not by the forces of the world, then perhaps by other civilizations looking to harvest the resources that drive your economies. Some of you may openly trade, while others may move to lure out and manipulate other civilizations. Wandering players may decide they’re available for hire, and you may bring them on to help protect against threats coming from the darkness, especially when that darkness is another player. Of course, for all you know, they may be honest mercenaries, or crafty enemy spies -- but you’ll have to play smart to find out for sure before it’s too late!
And because of all this, what you build, who you play with, and what you do with those groups will mean a lot more than you think it will. The civilizations you create may entice not just players, but other powerful entities to take up residence. The spoils of war and conquest may bolster the power of your clans. Those practicing forbidden arts within your towns may inadvertently hurt those around them. Perhaps even the rituals you practice as a faction will give you favor in the eyes of those that inhabit the world.
So in closing, though we won’t have <floaty names> for your secret societies, autonomous collectives, or trade guilds, we don’t think you’ll miss them -- because you’ll have a lot more meaningful and organic ways to identify your groups! What will you build your civilization around? What will define your goals for play or conquest? Let us know in the comments below!