MMORPGs are a stalwart and consistently popular genre of games. With some of the longest-running and most well-known titles falling under the heading of an MMORPG, it's undoubtedly a type of gaming that garners a lot of attention from fans. With games like World of Warcraft setting a lot of the standards for how these titles function, many MMORPGs follow similar structures and feature the same core mechanics. When newer games like New World are launched, they inevitably borrow a lot of the aspects from titles that came before them, especially when those elements have proved endurably popular with players.
However, if more recent games like New World want to stand the test of time, they can't just be carbon copies of their predecessors. They need to shake things up, find new ways of doing things, and keep familiar elements fresh and interesting in order to keep players' attention. With the inclusion of key elements like PvP and PvE combat, experience-based character progression, and the addition of roles and classes, New World ticks a lot of the classic MMORPG boxes. One particular element that has come under scrutiny is how New World has utilized guilds – a fan-favorite aspect of any MMORPG.
FEATURED: The Rise and Fall of New World
First, New World has tried to distinguish its guilds from other similar games by calling them «Companies.» Although they may have slight differences, New World's Companies function much the same way as a standard guild system, with players able to band together under one banner if they want. However, the choice isn't as flexible as gamers might initially think. After completing Commitment to the Cause (a section of the game's main story), players will choose one of three New World factions to
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