Deantwo wrote:There is no reason to split up the players on a LiF:YO server into multiple groups without them all knowing about it. Guilds are only useful in MMOs because no one will know you are a group of players unless they know you all, but on a LiF:YO server you either know this already or aren't part of the server.
While you speak articulately and seem to make coherent arguments, sometimes you struggle with this: You base many of your arguments on assumptions.
You assume that all players learn and interact the same way. That they have good memory. That they have internal organizational tools. That they don't need help from the game to keep track of different players (I for one, am visual, and have trouble remembering names, and need tools like these). You assume that a 64 player server will be extremely intimate, and not house thousands of players, when it very possibly could if it became overpopulated. You assume that players do not want many smaller, competing guilds, that they would rather progressively work together as a community. You assume that YO will be more about teamwork and less about competition....
The greater freedom and amount of choice we give players, the more popular this game will be. It is one of the most redeeming attributes of this game: player freedom. Let's not cut it short. Keep giving players as many tools to help shape their own world. If that means multiple competing guilds on a 64 player server, let that be the case.
Do not sell LIF short! MMO, or YO.