Friday, September 4, 2009

Why Guilds Keep Bad Seeds


I think it's important not just to know how to respond to outside stimuli but also to understand why things happen.

When someone does something like ninja looting, badmouthing, or being overall rude, and you tell their guild leaders, you expect to see something done about it. Right? Sometimes the behavior has been bad enough that you expect nothing less than a gkick.

So why do guilds keep bad seeds?

The Guild Thinks You're Overreacting
They don't see your side because they just don't agree that the infraction was anything more than a situation between two people that should be handled between those two people.

The Guild Doesn't Mind Bad Behavior
Some guilds are bad. To the core. Or bone. Whichever has a catchier tune.

It's None of Your Business
Much like Blizzard's policy of "We'll look into it but you don't get to know the result" when you report stuff, some guilds will take appropriate action but consider it no one's business but their own as to whether punishment is doled out. After all, the last thing they want is a vindictive wounded party dancing around Dalaran and taunting the punished member with "HAHA! You got suspended from raids!"

No Proof
Especially in cases of he said/she said, the leaders' hands are tied in the absence of screenshots. If you're going to punish someone, you need to know they did it first.

They Can't Afford to Lose Members
Struggling and dying guilds can't afford to do anything that will lose even one member, or they'll sink like a stone. If you have 12 people who raid, three infrequently, and the bad seed is one of the reliable raiders, sometimes guilds will weigh the cost of having a bad rep versus the cost of not existing, and survival wins out.

Too Well Connected
Sometimes your bad seed just knows the right people. When a GM's real life BFF is a total jerk, I bet you 99% of his guild wants him gkicked as much as you do but are equally powerless to see it happen.

Too Likable
Some really obnoxious people are extremely likable to their friends and guildmates. They'll make everyone laugh by telling anecdotes of their wacky antics and be just a really great person to the people who matter to them. Then when you have a tale of woe to bring to the guild's attention, the guild sides with the offender because, well, they like that person and they don't know you at all.

Too Emo
Some players are so emo that any punishment from guild leadership will lead them to gquit in a drama-filled huff. From your point of view, this is a good thing. From the leadership's point of view, if the crime doesn't warrant a gkick, and that's the effective result of any punishment they dole out, the lesser evil is to just bury the matter -- sometimes with a mild "Don't do it again," sometimes not.

Too Much Drama
Some guilds just don't want the hassle of having to deal with a disgruntled player, no matter how bad they've been. If you haven't been an officer, you may not know how much of a headache people can be when they're in drama mode. It really makes officers think "Why do I do this again? It's supposed to be a relaxing hobby, for God's sake!"

Too Valuable
If the offender performs some vital role to the guild that no one else is willing or capable to take on, the guild will often choose to keep that resource and take the hit to their rep because losing that player would partially cripple them.

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Beth Blevins is a former officer in In Vino Veritas.
She's currently eating blueberries.
Beth's been married since her junior year of college.
Whenever that was.