2003

Burning Soul Interviews Dragons   (Dec 2003):
WoW Lands' guild reported Burning Soul interviewed Dragons about The Syndicate, its choice of name, its history and its WoW plans.. Here is an exerpt:

BurningSoul [WoWLands]: There are many ways to formulate group identity for guilds, is their any reason your guild is called what it is? Dragons [Syndicate]: The Syndicate, besides being old and large, is also a very secretive guild. We don’t participate in public flame wars. We don’t wave our banner in everyone’s face. We don’t brag about what we do and how “uber” we are. We handle any issues that arise (which are few and far between these days) internally. We keep all our plans private. We keep our forums private. And we have a large and active intelligence network. If we feel someone is a threat to us, we know all there is to know about them from the inside. All of that combined needs a name for the group that implies both power (as we are a huge and very experienced guild) and secrecy. It should imply that we see most everything that goes on, that is of concern to us, and we influence most of it one way or another. Hence The Syndicate was chosen. When the guild first formed it was merely a vision. That vision has become a reality so the name is very applicable still today. We operate outside the limelight. We don’t flame. We don’t posture and threaten on the boards. We strike hard and fast, at our enemies, without warning both from the outside and inside of their guilds. And we have a vast amount of muscle and experience to back that up.

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Evaristin's Inferno: Interview with Dragons   (Dec 2003):
WoW Warcry's Evaristin held an interview with Dragons about The Syndicate and how they may fit into the WoW world. Evaristin is known for asking the tough questions and pulling no punches. In this case, however, she didnt do her homework and check out the guild fully. She only talked to an old Pkiller/Bug user from the early UO days who we fought regularly. So all of her information was one sided which gives a number of the questions an extra edge to them but also makes her misinformed. That is something that a reporter shouldnt be, especially when going into an interview with one of the most well known and respected guilds in all of gaming armed only with some information from an old bug using pk who doesnt like them because he fought them years ago. Since those types of players compose only a small fraction of the gaming public and often have warped values to begin with, getting a bit more information would have made for a more even handed interview. Check out the interview and see her questions and Dragons' answers for yourself. Here is an exerpt:

[Evaristin]: I'm sure it was heard "all over". I mean, with so many members, it's hard to go by unnoticed. Strength in numbers is one thing, but aren't you taking it to an extreme? [Dragons]:One of the most common things said in the online world, and in general I also agree with it, is that large guilds arent unified and large guilds arent organized thus too much size is a bad thing. In general I agree with that sentiment and it definitely applies to most large guilds in existance but not to us and here is why... Our focus ISNT size. Our focus is quality, team focused, friend focused, veteran, mature gamers who share our values and goals and are looking for a long term guild. So... by having that focus we ONLY recruit people we know. We ONLY recruit people who have our values so our RETENTION is huge. We lose very few members over time, compared to others and more than 75% of the guild has been with us for more than a year. Thus our size comes over time. Its very unified and very team focused Note: The webpage, at the time this interview was published, was so cluttered in wild colors and random eye candy (unrelated to the interview) that some of that had to be stripped out to make it a readable version. All of the questions and answers are exactly as posted to the news site.

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All Access: The Syndicate   (Nov 2003):
EQNews has an All Access: The Syndicate interview with Dragon, their leader, Grif, an officer. Also, we have interviews with Kelador, an officer as well as Gazzaz, a member. An exerpt is: Being the guildmaster of 525+ people is very challenging. It requires hours of work each day. If The Syndicate wasnt composed of such great people, it wouldnt be worth the effort it takes. But due to the outstanding people who compose this guild, it makes the effort put in, worth it.

We do still recruit. However we only recruit people we know well, who have similar values, personalities and goals to our own. As such we have a very high retention rate and as time passes, we recruit less frequently and there may come a day we dont recruit very often. We dont have a hardcap of numbers but given our standards for recruiting, and since we arent perfect in finding the correct people every time, we dont have 100% retention. So we do lose people. Those we do lose typically leave within the first 3 months and almost all before 6 months and very very few after a year in the guild. So we are most often recruiting to fill new member spots and very rarely are we finding ourselves with a hole in our veteran ranks.


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UO 6 Year Memories   (Oct 2003):
OSI collected memories of the early days of UO from a large number of players and then highlighted some of them in a special section of their webpage. The Syndicate's memory was featured there. An exerpt is: The Syndicate sprang up as a UO guild in early 1996, just in time to see UO's earliest form in action. UO began its life with a 'pre alpha' test. No one had made a game like UO before and the best connection speed most people had was 28.8kbps, so whether or not technology at the time could even handle the game had to be proven. As part of that test, I recall you would gain levels like in the single player games and pretty much just fought orcs and skeletons. The game of 'Knight Tag' (hitting a monster, running into town, letting the guards kill it, and looting the corpse) was popular, and the land was small and just encompassed the area around Britain. The Syndicate was there and had a lot of fun as part of the anti-PK team that would hunt down the anti-social players who killed others.

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IanStorm Interview   (Oct 2003):
Ianstorm completed a Player Profile interview on Dragons in late 2003. An exerpt from that interview is: Peaches: 7. How do you feel about Ultima Odessy? Do you think you will give it a try?
Dragons: UXO looks like alot of fun. While the developers may or may not like this comparison, its very much like a cross between Diablo + UO + some of EQ + some quake feel. Its very easy to play. When I played it at the UXO unveiling in San Francisco, the interface was very intuitive and you were able to pick up and start playing it in not time at all. The quest system, as I discussed in an answer above, is also very nice. Its one of the strongest systems ive seen in a game to date. You can logout at any time and it remembers your place. The quest NPCs will seek you out to start them. The quests scale automatically based on if you are doing them solo or with a group. And the quest zones are instanced so its just for you or your group. I am likely to give it a try. If the game is deep enough and offers enough value to a veteran gamer guild, beyond a couple months of hack and slash, if we have the extra guild bandwidth/resources at the time of its release and if they do commit to implementing crafting and housing, we may have a branch of The Syndicate there.


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UXO Unveiling Event   (Sept 2003):
In late August of 2003, Electronic Arts held a UXO (Ultima X, Odessey) unveiling. The game had been developed in secret for several years and for the first time, EA was acknowledging its existance. Invited to the event were various media sources (TV, Radio, magazines and alot of Gaming News Sites). In addition to them, a select group of guilds were invited to attend. The Syndicate was one of those few guilds selected to attend the event and Dragons attended for the guild.

You can click here for the complete story.



Virtual Communities   (May 2003):
The magazine Massively Online Gamer came out with its 2nd Edition in the first quarter of 2003. In that edition they featured an article about virtual communities and bridging the gap between the gaming world and the real world. The inagural run of that new column featured The Syndicate and their 2002 Conference as the example story.

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