How Orgs 2.0 at Citizencon Will Force Existing Organizations to Change

In the video, Daniel Raymond discusses the impact of the Orgs 2.0 system introduced at Citizencon for Star Citizen, emphasizing how organizations must choose to affiliate with specific guilds, which will influence their identity and member engagement. He also raises concerns for solo players and proposes the idea of “disorganizations” to allow them to benefit from guild affiliations without the need for active participation in larger organizations.

In the video, Daniel Raymond discusses the implications of the newly introduced Orgs 2.0 system at Citizencon for the game Star Citizen. He emphasizes that the features of Orgs 2.0 will significantly influence the structure and dynamics of organizations within the game. The introduction of guilds, such as the Council, Imperial Sports Federation, Academy of Science, Mercenary Guild, Interstellar Transport Guild, and United Resource Workers, allows organizations to align with specific gameplay themes, which will affect how players engage with their chosen guilds and organizations.

Raymond highlights that organizations must choose a guild to affiliate with, which entails endorsing a particular play style and gameplay benefits for their members. This decision presents a challenge for amorphous organizations, which typically lack a clear focus. They must now consider whether to align with a guild, potentially reducing their flexibility, or remain unaffiliated and risk lower member engagement. This choice will directly impact the organization’s identity and player loyalty.

The video also addresses departmentalized organizations, which are divided into various divisions for different activities. Raymond suggests that these organizations may need to reorganize into alliances of smaller organizations, each aligned with an appropriate guild, to provide their members with the best possible benefits. This reorganization could lead to a decrease in overall membership numbers but would enhance the gameplay experience for members by allowing them to access specific guild bonuses.

Additionally, Raymond raises concerns about solo players who may not want to join larger organizations. He questions whether the benefits of guild reputation and organizational loyalty will also be available to solo players. To accommodate this demographic, he proposes the concept of “disorganizations,” which would serve as a means for solo players to access guild affiliation bonuses without the expectations of active participation in a larger organization. He suggests a naming convention for these disorganizations to highlight their purpose.

Finally, Raymond notes that the majority of the largest organizations in Star Citizen currently fall into the amorphous or departmentalized categories, which means they face significant decisions regarding their future structure under Orgs 2.0. He concludes the video by promoting his ongoing giveaways and encouraging viewers to participate, while also inviting them to engage with his content as the game continues to evolve.

the-eradicator reacts:

The video discusses the upcoming “Orgs 2.0” changes in Star Citizen, highlighting how new guild affiliations will require existing organizations to adopt specific play styles, potentially challenging amorphous groups that lack focus. It also introduces “disorganizations” for solo players, allowing them to enjoy guild benefits without extensive commitment, while emphasizing the need for organizations to adapt to these structural changes for a more engaging gameplay experience.

The video discusses the upcoming changes to organizations (orgs) in Star Citizen, specifically the introduction of “Orgs 2.0” as revealed during CitizenCon. The speaker reflects on their own experience with an informal group called the Rad Club, which consists of solo players who occasionally team up for fun. They express excitement about the potential for more structured and engaging gameplay through the new org system that will allow players to align with specific in-game guilds, such as mercenaries or transport guilds.

The speaker outlines the six guilds introduced in the Star Citizen 1.0 presentation, emphasizing how these guilds will provide unique gameplay experiences and benefits for organizations that choose to affiliate with them. Each guild will have a specific theme and associated activities, which means organizations will need to decide strategically which guild to align with. This decision could significantly impact the type of gameplay and engagement within the organization, as it would require members to commit to a particular play style.

The video also highlights the challenges that amorphous organizations, which lack a defined focus, will face in adapting to the new system. These organizations must choose whether to affiliate with a guild, which could limit their flexibility and appeal to a broader audience. The speaker raises concerns about how this change might affect solo players and those who enjoy a variety of activities, as they may feel pressured to specialize or join multiple organizations to access different guild benefits.

Furthermore, the speaker introduces the concept of “disorganizations,” which are intended for solo players who want to benefit from guild affiliations without the need for extensive organizational commitment. These disorganizations would serve as a means for solo players to maintain their independence while still gaining access to guild advantages. The speaker suggests names for these disorganizations, emphasizing the importance of recognizing and accommodating the needs of solo players within the new framework.

In conclusion, the video presents a thoughtful analysis of the implications of Orgs 2.0 for existing organizations in Star Citizen. The speaker encourages viewers to consider how their own organizations will adapt to these changes and participate in discussions about guild affiliations. Ultimately, the introduction of structured guilds could transform the landscape of player organizations in the game, leading to more diverse and specialized gameplay experiences.