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.
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. 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. |
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.
More Syndicate hype (Score:5, Insightful)
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.
Not much different from FPS games, then... (Score:5, Insightful)
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.
Leadership is key (Score:4, Insightful)
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)
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....
Groups of Friends Last Longer (Score:5, Insightful)
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)
Re:Leadership is key (Score:3, Insightful)
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)