Companies and Guilds¶
Document: Game Design – Gameplay – Companies & Guilds
Status: Exploratory
Last updated: 2026-01-10
1. Purpose of This Document¶
This document defines player-organized social structures in Atherion.
Its goals are to:
- support cooperation without forcing it
- create long-term player value beyond combat skill
- enable economic specialization
- avoid redundant or immersion-breaking group systems
This document intentionally distinguishes between:
- game-defined structures (e.g., Adventurer Guild)
- player-defined structures (Companies)
2. Design Philosophy¶
Social structures should emerge from need, not obligation.
Players should form organizations because:
- it makes their goals easier
- it unlocks capabilities they cannot achieve alone
- it provides identity and continuity
They should not feel forced into social structures simply to access basic systems.
3. The Adventurer Guild (Context, Not Ownership)¶
The Adventurer Guild is a world institution, not a player organization.
It provides:
- adventurer ranks
- bounties and contracts
- formal recognition of achievements
- narrative framing for progression
Decision (hard):
- All adventurers are members of the Adventurer Guild by default.
- Players cannot “leave” the Adventurer Guild.
Rationale:
- It replaces character levels and quest hubs.
- It avoids fragmenting progression into competing NPC factions.
- It provides a neutral baseline for all players.
The Adventurer Guild is not a social guild.
4. Companies (Primary Player Organizations)¶
4.1. What Is a Company?¶
A Company is a player-created, persistent organization that represents:
- shared goals
- shared resources
- long-term cooperation
Companies are the primary social unit beyond parties.
They are closer to:
- mercenary companies
- trading houses
- expedition groups
Than to traditional MMO “guilds.”
4.2. Why Companies Exist¶
Companies exist to:
- coordinate difficult content (Everspire, strikes)
- pool crafting and economic specialization
- share long-term goals
- create identity beyond a single character
They are especially important for:
- high-rank progression
- large or coordinated undertakings
- economic leverage
5. Company Membership¶
5.1. Membership Rules¶
Decision (current):
- A player may belong to one Company at a time.
Rationale:
- Prevents social dilution.
- Increases trust and accountability.
- Makes company identity meaningful.
Leaving a company should be possible, but not frictionless.
5.2. Joining and Leaving¶
Joining a company:
- is invitation-based
- may involve a probation period
- may impose a cooldown before joining another company
Leaving a company:
- may impose a temporary lockout before joining a new one
- may restrict access to shared assets earned during membership
This discourages abuse (e.g., rapid hopping for profit).
6. Company Structure and Roles¶
Companies may define internal roles, such as:
- leaders
- officers
- crafters
- logistics/support
- combat specialists
The game provides tools, not strict templates.
Companies decide:
- how authority is distributed
- how responsibilities are assigned
- how rewards are shared internally
7. Company Progression and Value¶
7.1. Company-Level Progression¶
Decision (directional): Companies may progress independently of individual members.
Examples:
- unlocking shared facilities
- gaining access to special contracts
- earning reputation with NPC factions
- unlocking crafting or logistical advantages
Company progression should:
- reward sustained cooperation
- persist even if individual members leave
- never fully replace individual progression
7.2. Why Companies Want Members¶
A company benefits from members who:
- are reliable, not just powerful
- specialize in useful roles (crafting, logistics, support)
- contribute time, expertise, or resources
A casual player may be valuable because:
- they consistently fulfill a niche
- they support crafting pipelines
- they are dependable during scheduled activities
Companies should not simply optimize for hours played.
8. Economy, Crafting, and Companies¶
8.1. Shared Economic Function¶
Companies may:
- coordinate production chains
- pool rare materials
- commission high-rank crafting
- act as trusted intermediaries
Some high-end crafting actions may:
- require company-level authorization
- bind outputs to the company
- involve multiple contributors
This strengthens social cohesion and reduces RMT risk.
8.2. Trust and Anti-Abuse Design¶
Decision (directional): Some direct player-to-player exchanges may be restricted or delayed unless players share company membership.
Possible safeguards:
- time gates after joining a company
- limits on high-value transfers
- logging and auditability of company-bound assets
The goal is to enable cooperation without enabling laundering or abuse.
9. Companies and High-End Content¶
9.1. Coordinated Content¶
Companies naturally support:
- repeated Everspire expeditions
- strike or raid preparation
- role training and mentorship
They provide continuity that ad-hoc parties cannot.
9.2. Access and Responsibility¶
Some content may:
- recommend or require company backing
- require company-level commitments
- grant rewards bound to the company
This reinforces long-term planning over one-off runs.
10. Companies vs “Guilds” (Terminology)¶
Decision (intentional): The term Company is preferred over “Guild.”
Rationale:
- Avoids confusion with the Adventurer Guild.
- Fits the mercenary / expedition fantasy.
- Emphasizes purpose over social chat.
If a more casual social layer is needed, it can exist outside companies (e.g., friend groups, parties).
11. Solo Players and Companies¶
Design intent:
- Solo players can fully experience Atherion.
- Companies are optional but powerful.
Solo players may:
- join companies later
- interact economically without membership
- participate in open world and early Everspire content
They should never feel punished for not joining immediately.
12. Open Questions¶
- Should companies have physical spaces or only abstract ones?
- How large should companies be capped?
- Should companies compete directly (leaderboards, contracts)?
- How visible should company affiliation be in public spaces?
- Should companies dissolve automatically if inactive?
These questions will be refined once core systems are prototyped.
13. Relationship to Other Documents¶
gameplay/core-loop.mddefines where companies fit into play.gameplay/progression-adventurer-rank.mddefines individual recognition.world/everspire.mddefines coordinated content needs.technical-design/backend/instance-model.mdenforces access and ownership rules.
End of document.