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Legend of the Syndicate

Posted by Zonk on Tue Jun 26, 2007 12:46 PM
from the guild-is-life-guild-is-death dept.
In the world of Massively Multiplayer Online Games, guilds live and die like generations of fruit flies. In the time it takes you to read this review, another group of friends will probably have decided to go their separate ways. Due to what is commonly referred to as 'drama', and the nature of the currently most popular online game, the modern MMOG guild tends to be a short-lived affair. A book published about a single guild, then, has to be discussing a singular organization. And indeed, The Syndicate has lasted for over a decade. Well known in both Ultima Online and EverQuest, and going strong into the days of World of Warcraft, they've had numerous public successes and some notorious failures. Their tale is a strange, and utterly personal view of the history of Massive games. It's also highly self-aggrandizing and probably contentious, but that's to be expected. Legend of the Syndicate is a publication worth reading by anyone interested in the history of the Massive genre, or the future of social networks online.
To hear Sean Stalzer tell it, The Syndicate is the noblest, most amazing online community ever formed. Guildleader of the organization, founder, and head of the guild's social network via a 'benevolent dictatorship', Stalzer is also the author of this title. The book primarily consists of written descriptions of the guild's history interspersed with fictionalized accounts of in-game events. On the page, guild actions become larger than life; at over 500 members, the guild itself seems the same way.

At first blush, it's hard not to see the whole thing as a little silly. Massive games are an incredibly important part of the future of gaming. Outside of guilds who compete in pro gaming events, though, I think most gamers see guilds as a convenient way to make friends and play the game. Organizations to be taken seriously, for sure, but not something you really consider being a part of your life ten years from now.

The Syndicate, just the same, is a very different outfit. What Stalzer has set up, and what the book is 'selling', is a group hundreds strong that operates under the slogan "In Friendship We Conquer." Over the years the organization has trademarked its name and logo, has beta tested over a dozen Massively Multiplayer games, and consults with a game guide publisher. The Syndicate now seems as much a business arrangement, or fraternal organization, as a gaming guild. They have a yearly conference that regularly draws more than hundred people, with game company representatives attending to brief them on in-development titles.

As a history of the guild, it actually works very well as a reflection of the Massively Multiplayer genre. The group moves with the trials and tribulations of Ultima Online, through to EverQuest, and then on to World of Warcraft, as I imagine many other individual players and guilds have done. By examining and discussing the guild's successes as an organization, Seltzer does a surprisingly insightful job of highlighting their good points. Though they've been decried as elitist and single-minded, The Syndicate can honestly make many claims to success.

What marrs the good story (the fictional one) and the inspiring tale (of real-life camaraderie) is the propagandist tone of the work. It is to be expected that Seltzer would feel pride at what he's put together, but likely as a result of this being a first published offering the book sometimes reads a lot like a recruiting pamphlet. Another 'first effort' sign is the lack of polish in phrasing and (unfortunately), spelling. The list of games that they've tested is riddled with errors. Further runs of the book, one would hope, will correct these fundamental errors.

Ultimately the audience for this book is somewhat narrow; folks interested in the history of the Massive genre will find this interesting, and avid players of EverQuest or UO have probably at least heard of the guild. Certainly, for members of The Syndicate, they now have something guaranteed to wig out their family members. "There's a book about your little club?" Outside of novelty value, I'm not sure there's a lot of other people who might find this text enlightening. For those few, though, a peak behind the curtain at The Syndicate will be fascinating. Propaganda aside, you have to hand it to a group that's kept it together for over a decade. The chance to see how that worked out is a unique one, and well worth taking.

If you're in any way interested in the book, Gamasutra has a full chapter of the book available online. The offered text, Chapter One in the book, takes a look at the guild's formation.


You can purchase Legend of the Syndicate from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
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  • I guess they didn't last too long, after all.
  • That people self organize and play games together is interesting, but it hasn't happened on a grand scale yet. When political candidates are wooing votes with their stances on virtual property or virtual crime, then MMORPGs will be seen for what they are... vast playgrounds full of like minded people who are relatively inexpensive to reach en masse. I dread that day. I get enough spam in trade chat now from gold farmers.
  • I've played all three of those games and never heard of this guild.
    • by rkcallaghan (858110) on Tuesday June 26 2007, @01:11PM (#19652759)
      rbanzai wrote:

      I've played all three of those games and never heard of this guild.
      I was a member of a very top end guild in EverQuest (still #1 today); up until I quit about a year and a half ago. There was a small handful of guilds that were in serious running for the "top 5"; with many expansion races being decided by a matter of minutes for the first 3 finishers.

      I've heard of the Syndicate, but they were always in that "tier 2" level of guilds. The kind of guild that the top guilds usually recruited from. They were good, but they didn't usually finish expansions before the release of the next one, and that left them behind in the second wave of finishers.

      ~Rebecca
      • Re: (Score:3, Interesting)

        Some guilds care about in-game achievement. Some guilds care about social success. A guild that survives across multiple games and many years is interesting from a social networks point of view for just that reason.

        I'm part of a guild that is, as far as I can determine, the oldest MMO guild still active, and is interesting as a social network for other reasons: we have families with members of three generations in the guild, for example. Occasionally we do something impressive in one of the games that th
    • I've played all three of those games and never heard of this guild.

      If my memory serves me correct, LLTS or the Syndicate was an Atlantic shard which I played on a lot back in 1997 to 2000.

      I wasn't a member, but I PK'd a few of them and vice versa during some major guild wars. Of course seeing they just about let anyone join their guild and were the biggest guild on Atlantic and it was hard not to miss them.

      Of course with a guild that big, it their structure was kind of diluted and we even had a few guild me
  • by stinkbomb (238228) on Tuesday June 26 2007, @01:07PM (#19652697)
    The Syndicate has been trying for years to make itself out to be some kind of mythic uber-guild, largely by spinning tales about how big of an influence they've had on the MMO genre. To hear them talk, you'd think it would be impossible to create an MMO these days without letting them test it early on.

    Like most close-knit online communities, there's a tendency to see your community as far more important and influential than it actually is (see: bloggers). This is just another example of a group with a charismatic leader believing its own hype.
    • I played EQ and I play WoW and I've never heard of them either. I've also been in the same guild for 7 years, and the guild has existed for more than a decade. So do I need to write a book now?
      • Yea. my guild has been around in EQ alone since June of 1999. 8 years.

        Never heard of syndicate. Cool they are published tho.
    • Like most close-knit online communities, there's a tendency to see your community as far more important and influential than it actually is (see: bloggers). This is just another example of a group with a charismatic leader believing its own hype.

      Kinda like that one fat chick who hangs out with the hot chicks, and, therefore, over-estimates her own hotness....

    • How do you kill that which has no life?
  • Sean needs a psychiatrist- and that is the end of it.

    Who in the hell would buy a book written by the founder of an online club? And lets face it, its a club- like the 4H Club.

    This is about profit and money for himself, and over the years, you can see a Sean emerge from ultra-paranoid and stealth identity, to a person who has taken extra steps to thrust himself into the public eye.

    My own experiences in this guild as an adult member of 3+ years says this:

    The size of this is grossly exaggerated- their registry of members never changes

    The roster also is full of duplicated members- so if you are a member and playing 5 games, you have five alias, and thus those 5 names count as "membership"

    There is an "elite" group within the organization that simply dont pay for their resources, thanks in part to the fair number of members that are minors who are willing to pay "dues" so that the elite group can be paid.

    The list goes on- but so freakin what.

  • by Penguinisto (415985) on Tuesday June 26 2007, @01:08PM (#19652721) Journal
    Seriously - Clans have often formed and vanished before they'd even played their first match. Some have lasted as long as a specific MOD have, while others have spanned many a game, and continue to this day (though not as many as there once were, IIRC).

    Just like MMPORG's, some groups were casual (they did it more as a social event than anything competitive or rather, 'striving to be the best'). Others have members that perhaps loathe each other, but at the same time they're such good players, they stick together for the success rate.

    Drama and BS aside (which happens quite often), once in awhile you simply fall into a pile of friends you meet at a server and everyone just clicks. It doesn't matter what game it is, you simply hang out and enjoy the hell out of each other as much as you enjoy the game. (I'll happily spare the planet a long boring tale of how many an odd night was spent while the ex was at work, and I was playing on an old Quake2 Weapons Factory server. Suffice it to say that many of the players on that old TCA-owned box had come to recognize each other as friends. It was also kinda funny to have someone in spec reading poetry over chat, while we were killing each other repeatedly. Crap - too late. Sorry 'bout that).

    IMHO, nothing really changed from the days when everyone was an LPB and everyone played something that didn't require much thought beyond (maybe) what the other team might be doing to steal your flag.

    /P

  • Leadership is key (Score:4, Insightful)

    by Sciros (986030) on Tuesday June 26 2007, @01:10PM (#19652739) Journal
    I've been an officer in a high-profile GW guild in the past, and currently lead my own guild. The former was the first-ever GW guild, and is still doing very well. Mine as well. Yet, in the time I've played the game, I have seen MANY guilds fall apart, even those that seemed like they'd go on forever. And every single time, it has come down to a question of leadership. "Drama" is always waiting to happen, and good guild leaders (and officer groups) will either prevent it before it does, or handle it swiftly and decisively *if* it does. Those that don't will eventually lose their guild.

    Why? The answer is simple -- people really only care about *playing the game,* and of course they see drama as a hindrance in that regard. Once they see that they spend less time playing the game and more time worrying about "what will happen to the guild," they want out.

    The guilds that survive for extended periods of time are laid-back ones that put the goal of just playing the game first, and make it a point to ignore or avoid all of the surrounding personal issues that come up.
    • That has been my experience in GW as well. My guild is really small (~6), but since we're all friends in RL, we're more interested in playing the game rather than becoming some 'uber-guild'. We've been around since Prophecies, and we'll probably be in GW2 (assuming the guild system gets ported over).
    • Re: (Score:3, Insightful)

      The ironic thing when it comes to many MMO guilds and "leadership" is that the individuals often viewed as great leaders in MMOs are the same individuals who would probably be viewed as completely lacking leadership qualities in real life.

      This is because in MMOs, the main criteria for "leadership" is often simply the sum of hours one is willing to commit to pursuing goals in a video game, with other leadership qualities becoming secondary considerations. Oftentimes the sheer willingness to dedicate inhum
      • Those leaders are the ones that lose their guilds real fast if they have to actually provide some real leadership, though. They're the ones that lead the hundreds of guilds that come and go on a whim.

        I for one, and the successful guild leaders I've known, are very far from playing the game much. I log onto Guild Wars for at most 1 hr per evening, mostly to check up on people, say hi to everyone, and possibly help someone out on a quick quest or participate in a player-vs-player battle. Most of my work as le
        • I have to agree with much of what you said. I'm not far enough in my career yet to know whether my "leadership" skills in an MMO are transferrable to a large extent (when I become an IT manager perhaps, we'll see), but having to manage 45+ people, even online, does give one insight into how such a group of people interacts and how to resolve differences between them.
          • Your next-to-last paragraph, describing leaders that take a very casual approach to the game, is totally on-the-dot as far as many I know :-) (myself included). The others you describe -- these are the leaders that see their guilds come and go in at best a year. The long-timers, the ones that make good friends that stay together from game-to-game, these are actually the older folks, often married and with children of their own, who take a VERY casual and mature approach to gaming, these are the ones who hav
      • That "finite number" of 2000 you mentioned might apply to some MMOs, but it most certainly doesn't to Guild Wars. In that game, the servers are: North America, Europe, China, Taiwan, Korea, Japan. So, unless your guild is like 200,000 people (max guild size is 100 btw), you won't be able to control the high-level content much, hehe.

        Actually given the number of active accounts in WoW, I doubt 2000 is the number one's looking for there, either. It's probaby a couple of orders of magnitude larger.
  • This Is Spinal Tap (Score:5, Insightful)

    by Himring (646324) on Tuesday June 26 2007, @01:12PM (#19652777) Homepage Journal
    Spinal Tap was a movie making fun of bands who take themselves waaay too seriously. It's funny. We laughed at it.

    So, let me get this straight: this is a serious book -- autobiographical no less -- about a bunch of adults who take themselves seriously as game players?

    This is like irony folding time....

  • at you or with you? Sometimes it is hard to tell the difference in the Irony Folding Zone.
  • Apparently uncontent with endlessly spamming trade chat with "Now Recruiting" messages, Syndicate is now resorting to spamming the shelves of your local Barnes and Noble. gg, syndicate... gg
  • by Bieeanda (961632) on Tuesday June 26 2007, @01:23PM (#19652943)
    Seriously, just do a quick Googling for Avari Press. Gaze upon the bare-bones website, and the less-than-professional cover shot of another one of (and quite possibly only other one of) their books. Marvel at their head office in the middle of nowhere, where you can personally mail your manuscript to them, no literary agent required!

    If this had been published by an outfit like Baen (or, Jesus, like Prima for that matter), it might have been worthy of comment or review. The fact that these jokers can't even be arsed to do proofreading and spell-checking speaks volumes of their professionalism.

  • by moore.dustin (942289) on Tuesday June 26 2007, @01:24PM (#19652957)
    I got on the online gaming bandwagon during WarCraft 2 on Kali and since then, I have played with the same group of friends, in some capacity or another, under the same clan/team/guild name, ever since. We transcended WarCraft 2 and remained in contact as good friends ever since. It had nothing to do with loyalty to the name or game, just the people you are playing with. Not everyone played every game with the group and the group did not expand into every game. People do their own thing if they want, but they are not cast out or not longer considered part of the group. We are friends first, teammates, clan mates, guild mates, second. Hell, in the early days of WoW we all played under one tag, but eventually one group went another way and had a rival guild in the same server. Sure there were some heated moments, but sure enough, nobody was cast out and we played the next game together.

    I do not believe in a group having a legacy for influencing this or doing that. At the end of the day, the only thing that counts are the friendships your forged and ended up valuing more than a great record, an epic item, or prestigious rank/title. I would boost the accomplishments of my group of friends to be far and above more impressive than any accomplishments an 'entity' has achieved.
    • You had a clan/team/guild with the same members and name on more than one MMORPG? This might be your lucky day: I hear there's a publisher interested in stories like yours.
    • Hey, just chiming in when I hear war 2 and kali in the same sentence (reg #10024!!). I've found I have similar experiences to yours, less so in a clan but more so with the friendships over games.

      I still game with guys I met on kali playing war 2 back then. Usually when a new game comes out that has some passing interest we all ping each other back and forth over icq or something and get together gaming.

      Not to put this group down but it's not really anything special. Most of the "old school" gamers as we are
      • It was, it was! Our group is actually much like you described. The core group travels from game to game, picking up people in that game if it ever comes to that point. In wow, of course, we had a majority of people that were not part of the core group. Occasionally, we will adopt a 'random' from a game into the fold, but in all honestly, it is pretty rare. I would say we add one or two people from a game we played for over a year. It is a sort of a big deal to get invited honestly. Not because we are elitis
  • Another 'first effort' sign is the lack of polish in phrasing and (unfortunately), spelling. ... Further runs of the book, one would hope, will correct these fundamental errors.
    Probably not. Zonk's been posting stuff for a couple years now and still hasn't figured it out.
  • The largest and most influential guild I've ever heard of would have to be Goonswarm / Goonfleet, the Eve Online alliance of players from the Something Awful forums. They have over 2000 characters, and even with alt accounts there are over a thousand members. They've taken on some of the most powerful forces in the game, even the developers themselves, and had a drastic influence on the course of the universe. But they're still not godlike, they're subject to drama, and they're unified at least in part b
  • So? (Score:4, Insightful)

    by elrous0 (869638) * on Tuesday June 26 2007, @01:45PM (#19653269)
    Many college fraternities have lasted since the early 19th century. Would you read a book by some fraternity president talking about how kick-ass his frat is?
    • Re: (Score:3, Insightful)

      That reminds me of the book award I got my senior year of high school. I got The Harvard Book. Yes, as the name might imply, it's just a book of essays by famous people saying how great Harvard is. The student that got the Yale book award got the Complete Works of William Shakespeare, and I got a doorstop. If they're really that good, why do they need a book that just talks about how good they are.
  • "There's a book about your little club?"
    Nobody gives a shit.
  • I'd figure this would have been something better from FoH or Afterlife.
    Or even something about the old Mercs guild when this here interweb was still young to most of the public.

    Though I guess in the case of FoH this book was already written via their public forums.

    Still, I wouldn't consider the Syndicate to be *the Guild of Guilds* or anything so I find it somewhat odd that this was done, and that it made Slashdot.
  • Man, I thought this was about the old Syndicate [wikipedia.org] computer games. Great game. :(
  • Literary tea-bagging. Who'da thunk?

  • People belong to their local chess/football/cricket/crafts/etc clubs for much longer than this. So what's new or special about this?

    Being a group of people who share a common interest but are separated by distance and communicate via distance-media tools, umm well that's been going on for some time too.

    Sorry, struggling to see the novelty in this..
  • It is only fitting that you misspelled "peek" in your review, soon after complaining about spelling issues in the book.
  • I just read thier phamplet and..

    I for one would like to welcome our new Self important Goglike MMO Guild Overlords.

    Read the phamplet and you too will know of thier greatness and overall power in the gaming community! ;)

    I heard of them in DAOC, assuming it is the same group. They were a nice size and they were "evaluating" the games worthiness for thier guild. If they like it, the server would be filled with Syndicate members who would then rule the server. After that 30 minutes diatribe from them, I said
  • Wow (Score:3, Informative)

    by dctoastman (995251) on Tuesday June 26 2007, @06:50PM (#19657059) Homepage
    Just read the sample excerpts.
    That was the most self-serving, pompous piece of fluff I have ever laid eyes on. "The first kick of the baby in the womb"? Awkward metaphors ahoy.
    • The big problem with UO was that everyone who was the "bomb diggity" on their own shard thought they were the king of the entire universe. I was in The Black Company on Great Lakes (at one point, the largest membership in all of UO), and people like The Syndicate would do a server transfer over to our shard. It would usually go like this: 1) "0mgzz d00d, pr3pare to be pwned!" 2) "what do you mean you've never heard of The Syndicate?" 3) "Omg, you guys all hack and cheat, that's the only possible explanatio
      • Funny thing is, I have heard of TBC but not of The Syndicate.

        I wonder if older guilds like this realize that theres a HUGE number of us who have been MMOing since the Majormud learn-to-type-or-die-pvp days. We arent special, we're gaming dorks =)
      • You obviously didn't read that first chapter online. He, and this rookie player with no where near the same talent, stood alone vs a whole 'nother guild!