Chapter 248: Guild Division of Labor
In *My World*, buildings painstakingly constructed could easily be destroyed, so Chen Mo also imposed restrictions in the relevant rules.
A guild could select one or more three-dimensional areas as its territory and have absolute control over the blocks within that territory. The guild leader could freely grant or revoke member permissions; only those with permission could build or break blocks within the guild territory.
"Guild territory" was essentially an area designated for players, giving them a sense of belonging, like their own home. No one would casually destroy their own home.
As the guild expanded (determined by multiple factors such as member count, time, and construction scope), the entire guild territory would grow larger. The territories of two guilds could not overlap; if they did, the guilds would have to merge or declare war.
Of course, players could maliciously destroy buildings of hostile guilds, but they would need special tools, and the destruction process would be very slow.
Additionally, the guild leader had a special skill that allowed them to save the state of the guild territory at a certain moment and activate a skill to restore it (with a cooldown).
This gameplay mechanic did not exist in Chen Mo's previous life, so creating the online version still carried certain risks. After all, buildings in *My World* were very fragile, and various blocks could easily be hollowed out by players.
However, Chen Mo estimated that with these rule restrictions in place, such incidents could be effectively reduced.
Moreover, the key to the online version's gameplay lay in freedom. That is, the state of the entire world depended on the will of the players in that world. If the vast majority of players in this world played with a mindset of wanton destruction, then let them tear the world apart.
If most people in this world wanted to build many particularly impressive cities, then they would naturally band together and exclude those who liked to cause trouble.
Chen Mo only needed to make some balance adjustments to the rules.
……
So far, the players' progress was going well.
In the online version, major guilds were all busy with construction. Those with architectural talent, especially professional architects, were in high demand.
After all, for these guilds, the buildings they constructed were their face. This image project was too important; it affected the recruitment of new members and could even be considered a core competitive advantage.
Many guilds were even transitioning into professional building teams like those from the previous life. Dozens of people formed a professional team, attempting to build various impressive structures, then locked them down with guild territory for everyone to admire.
In [Chen Mo's World], many wealthy players were spending lavishly on building blueprints. Particularly popular were highly detailed and aesthetically pleasing buildings like Stormwind City, the Yellow Crane Tower, and the Forbidden City.
Of course, these buildings were also very expensive. A single structure like the Oriental Pearl Tower sold for 180, while an entire complex like Stormwind City cost several thousand.
Nevertheless, many wealthy players still bought them.
But after buying, they couldn't build them yet because they didn't have enough materials. These wealthy players simply went to recruit other guilds. Leveraging the appeal of being RMT warriors and having blueprints, they attracted more and more people. Everyone worked together to accumulate materials, hoping to build these structures as soon as possible.
For many wealthy players, this was also a very novel consumption experience. Most importantly, after buying, they could build it in the online mode. The special location of the building would also display their name, attracting hundreds or even thousands of viewers. This sense of achievement was incredibly explosive.
At the same time, there were dedicated players researching the tech tree in *My World*.
The most basic operations, such as crafting a workbench with four wooden planks, making a stone axe with sticks and cobblestone, or cooking meat in a furnace, were quickly mastered by players, and they became more proficient the more they played.
Enthusiastic players, especially large guilds with abundant resources, soon discovered more technologies.
After taming a horse, they could use wood to make a cart.
They could use many complex materials and potions to craft a control core (for creatures), and then use a special crystal mined from underground to create a crystal dragon.
They could even make cars, but that required even more preliminary materials: control units (for machinery), fuel, reinforced materials, switch modules, wheels, and many other components.
Many of these items required rare ores, which were scattered in underground veins and might spawn various terrifying monsters.
If players wanted to climb the tech tree, they first had to develop step by step in the order of wood, stone, and metal. After large-scale use of metal, they could arm everyone with metal weapons and armor, then mine and fight monsters to obtain more resources.
In this way, as players' equipment improved, their combat power increased, and their resources grew, they could support the creation of more high-tech products, even building an entire modern city.
Before long, specialized divisions of labor appeared within the guilds.
There were managers responsible for coordinating various tasks and formulating development plans.
There were architects specializing in studying building structures and constructing houses.
There were scientists responsible for researching tech blueprints and mastering scarce resources.
There were warriors responsible for fighting monsters and hostile players.
There were miners responsible for gathering various resources.
After this division of labor, the production efficiency of these teams improved rapidly. Moreover, there was no hierarchy in the game for the time being; all players were focused on building better, so the atmosphere remained harmonious.
These teams began posting experience guides on the game forums. Soon, their methods were adopted by other teams, and all guilds in *My World* were moving in a more standardized direction.
Many guilds also posted on the forums, documenting their pioneering progress or showing off buildings they had already constructed.
Although *My World* didn't have many players yet, those who stayed were extremely enthusiastic. These players were passionate about creation and happy to share experiences, so the official *My World* forums were very lively, even more so than the forums of some major titles.
Players were amazed by the game's rich content and were all studying the best ways to play.
Of course, there was inevitably some drama.
Within the same guild, someone who didn't follow orders and got kicked would post to complain. Between different guilds, border friction leading to guild wars would also result in complaint posts. There were quite a few such posts, and players argued a lot.
Chen Mo didn't pay too much attention to it. As long as there were no flaws in the game design, he wouldn't interfere. After all, wherever there are people, there is conflict; such drama was inevitable.
A little drama makes things more interesting, after all.