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Role Playing (Games) Books Media Book Reviews

Legend of the Syndicate 138

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.
Legend of the Syndicate
author Sean Stalzer
pages 224
publisher Avari Press
rating 6/10
reviewer Zonk
ISBN 978-1-933770-02-4
summary A concise history of one of the longest-lived guilds in gaming.
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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Legend of the Syndicate

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  • by stinkbomb ( 238228 ) on Tuesday June 26, 2007 @02:07PM (#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.
  • by Penguinisto ( 415985 ) on Tuesday June 26, 2007 @02:08PM (#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 @02:10PM (#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.
  • This Is Spinal Tap (Score:5, Insightful)

    by Himring ( 646324 ) on Tuesday June 26, 2007 @02:12PM (#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....

  • by moore.dustin ( 942289 ) on Tuesday June 26, 2007 @02:24PM (#19652957) Homepage
    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.
  • So? (Score:4, Insightful)

    by elrous0 ( 869638 ) * on Tuesday June 26, 2007 @02:45PM (#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?
  • by bcharr2 ( 1046322 ) on Tuesday June 26, 2007 @03:14PM (#19653691)
    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 inhumane hours in pursuit of virtual accomplishments is viewed by other players as a player having the "drive" or "determination" to overcome every obstacle, including the "obstacle" of real life responsibilities to family and career.

    So what you usually see is a progression of 16 to 25 year olds in leadership positions, while the older gamers who fulfill actual leadership positions in real life find themselves sitting on the sidelines for the sin of being too "casual".

    Admittedly the sum of my knowledge on the Syndicate is from a college classmate who was a member. He was busy slaying dragons while the rest of us were attending boring classes and doing other mundane tasks (such as graduating). So based on that I would hazard a guess that what you have is an individual who put real life responsibilities on hold to continue their string of virtual "accomplishments", and has now written a book to justify their all consuming life focus on video games.

    Believe it or not, some kids actually grow up, raise a family (by raise I mean mentor and spend quality time with), start a career, invent the longer-lasting light bulb, and somewhere along the way actually benefit someone other than just themselves.

    Then there are those who lock themselves in computer rooms every evening of the year for hours on end, sleepwalking through the rest of their life until they can get back to the business of killing virtual monsters in a virtual game for virtual rewards.... and consider themselves Julius-freaking-Caesar because of this.
  • Re:So? (Score:3, Insightful)

    by Dragonslicer ( 991472 ) on Tuesday June 26, 2007 @04:16PM (#19654587)
    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.

The hardest part of climbing the ladder of success is getting through the crowd at the bottom.

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