The Elder Scrolls 6 Guilds

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So here’s what needs to happen in TES VI for guilds to be great! In TES VI the guilds need to have more depth. There needs to be:
1. More guild halls. This can’t be over stated!
2. Wider variety of quests
3. Internal power struggles/politics
4. Better ranking system that doesn’t hand ranks to the player
a. Does the player have the right skills to progress?
b. Have they done enough quests?
c. Have they worked for the right people and built the right relationships up?
d. Did they ask for the rank? Don’t just force the player to take a rank they didn’t ask for.

5. Deeper quests. Quests that require more effort than going to kill someone, or find something.
6. There needs to be more guilds. Skyrim had 9 factions to join, 3 of which could not be ranked up in. (Companions, College, Thieves Guilds, Dark Brotherhood, Imperial Legion, Stormcloaks, Bards College, Dawnguard, Volkihar Vampire Clan) where as Morrowind had 16, 3 of which you could not rank up in, and two of which you were forced to join if you followed the standard MQ path. (All three great houses, Imperial Legion, Imperial Cult, Morag Tong, Tribunal Temple, Mage’s Guild, Fighter’s Guild, Thieves Guild, East Empire Company, Aundae/Berne/Quarra Vampire Clans, Blades, Ashlanders)

Over the course of your time in the guild, you should have to build up relations with the right people in power, while keeping relations with those below you good. What good is a high ranking official if you can’t keep those beneath you under your control? As you rank up, perhaps you can control a single guild hall for a time.
Once you reach the top, there should be a few things you should be able to do with that power and influence:
1. Give orders (this can also be the case at other high ranks)
2. Have them do a quest for you (like finding a book, or researching a spell/combat technique)
3. You should be able to promote people who serve the guild well, and slowly replace the higher ranking officials you don’t trust
4. Depending on the guild, you could have lower ranking members carry out personal things, like assassination of some high ranking official of a rival guild
5. Expel members who refuse to do guild work under you, or who are caught breaking guild rules (this could lead to a possible quest if they join your rival)
6. Promote your replacement. If you no longer wish to run the guild, you should be able to promote someone you trust to replace you, while still holding an honorary title in the guild. This also comes in handy if you join too many guilds.
A side note, you should also be limited to how many guilds you can run. It isn’t logical to think that one person can be the guild master of all of the guilds. There should be a cap.

Another thing we’d like to see is player created guilds. Once you have gained enough followers, and maybe swayed enough people to trust you and leave a guild to join yours, you can found your own. Perhaps you can even convince a bandit who you’ve defeated to join you. This would be a full commitment and may require you to leave the leadership of another guild due to conflict of interest, or due to people not feeling you are up to the task of running too many guilds and your own guild.

Finally, guilds need to be mutually exclusive. This was present somewhat in Morrowind with the great houses, but it needs to be more in depth.
1. Guilds need to have restrictions on what other guilds you can join
2. Racial requirements might be an interesting idea
3. Religious exclusiveness. This means no joining two religions
There could be a way around this, should you leave a guild you can join the rival if you can convince them you’ve truly changed and don’t want to help the other guild anymore, but ranking up would be harder. You could also pretend to defect from a guild, to join another rival guild so you can destroy them from the inside. This was somewhat present in Oblivion and can make the game a lot more interesting.







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