World of Warcraft

Forte Disbands: What Makes WoW Guilds Crumble?

With the news of Risen, a famous US high end guild disbanding in March this year and fairly recently another very famous US guild, Death and Taxes which also disbanded (in May), you start to wonder why this is happening. There's many obvious answers to this, but there's also several other reasons you might not think about. On the other hand, what is obvious to one person, might not be to someone else.

Now, a third famous high end guild just disbanded today, Forte Gaming (EU), they've been doing really well in the past and there's a lot of buzz around the net of their disband. Forte Gaming published a long statement as to why they've disbanded and what's going to happen next.

I think the cause is due to many different factors. One immediate reason would be that Blizzard take too long to release high end raiding content and people get bored. It's also summer time now, a lot of people simply don't want to farm old content over and over again when the sun is shining and the temptation of being outside is much bigger. However, there's so many more reasons that can be the reason of a well organized guild's disband.

Blizzard's response to taking their good time with releasing high end content and content in general is that they want to make sure they release high quality content. This is understandable and I respect it. However, on the other hand, you'd think with Blizzard's resources and money, they would be able to speed it up a bit more. Of course, this is speculation, there's many factors behind why things might take time, so saying they aren't doing their best would be unfair, I'd like to think they are releasing great content, albeit a bit too slow, which probably most people agree with.

Managing and leading a high end guild is a lot harder than many people realise. It's almost like managing a small to medium sized company, depending on what goals you have and general guidelines. Guilds such as Risen, Death and Taxes and Forte Gaming, their goal was to achieve world firsts and remain among the top guilds in the world. In order to achieve this, you need to play quite a bit when new content is released, and you have the constant pressure to compete with other guilds that have the same goal. This is a lot of fun, sure. But it takes a certain kind of player to be able to play at the level expected. We all have different reasons as to why we play World of Warcraft and MMO's in general, so the next issue I'm going to mention is recruitment. To find equal-minded players for a high end guild that have the goal to achieve as many first kills as possible of bosses can be very hard.

You need to find out the needs and desires of your members and identify problems of why some might be displeased and/or unhappy with certain things. Communication is key and listening is another key to good leadership and a well functioning guild. Resolving issues is important and finding solutions to problems within your loot system and other things is crucial. Just letting problems remain never solve anything, it goes for in any situation. Eventually it just grows too big and it might be too late to take action. Respect is another factor, if members start losing respect, it has to be regained quick or the guild wont last that long or at least lose core members. Maintaining neutrality is something else that a leadership should do, that way there won't be any jealousy and speculation that X and Y get special treatment. There's a risk that it can trigger a chain reaction otherwise.

How you recruit and guild new members is even more critical. If you get too much 'bad blood' (i.e troublemakers, whiners and bad players) the normal and good players would eventually not want to stick around..

People burn out if they have to raid too much, so fresh blood is direly needed. Finding it is a challenge. Especially with some of the requirements high end guilds deploy. This is one factor as to why a guild might decide to part ways and disband; losing too much of it's core and replacing it with too many new members. All of the sudden it does not feel like the guild it use to be, since the majority of the members that once were there have quit. There's also the thing with members that stick around and raid, even though they are burned out and have zero motivation. Sure, it's doable to defeat farm content with such players, but when it come to new content - you quickly realise this is bad and you need to do a lot of recruiting, which slows down the guild overall, lowers the morale and might cause people to leave to where the grass is greener. Sad but true.

More reasons for a guild to disband is when part of (or the whole) leadership have quit and the new leadership simply doesnt have the respect of the members or can handle it like the previous one did. People lose motivation and interest that way. One of the main reasons players stick around is because of friends, if their friends (or most of them) have quit the game or left the guild they're in, it's a lot easier to quit. Several core raiders might disagree with the leadership and decide to part ways, this would cause issues if you're currently actively trying to raid new content and need everyone available. Again, recruitment steps in and slows down the guild.

Sometimes it's just time to move on. Too many things change and you simply need something new to do. Variation is great. Too many factors and variables exist, I can't mention them all -- but it's quite amazing to see old school guilds that existed back in EverQuest way before World of Warcraft, and who still exist today, playing World of Warcraft, Age of Conan and what not. You bet there's been a high turnover rate in most of those guilds though, however there's also many of said guilds that have the majority of their core still in their guild due to having met in real-life often and still do. So called real-life guild meetings. It's quite amazing how well MMORPG's can connect people and turn it into reality.


As mentioned previously, Forte Gaming disbanded today and they have several notably achievements:

Era of Naxxramas

  • Thaddius: EU first kill, Worldwide 2nd
  • Gothik the Harvester: EU first kill, Worldwide 3rd
  • Heigan the Unclean: EU first kill, Worldwide 3rd
  • Loatheb: EU 1st kill
  • Sapphiron: EU 2nd kill, Worldwide 5th
  • Kel'thuzad: EU 2nd kill, Worldwide 5th

Era of The Burning Crusade

  • High King Maulgar: EU 1st kill, Worldwide 3rd
  • Magtheridon: EU 4th kill, Worldwide 5th (pre-nerf)
  • Morogrim Tidewalker: EU 5th kill, Worldwide 7th
  • Al'ar: Worldwide 2nd (pre-nerf)
  • High Astromancer Solarian: EU 2nd kill, Worldwide 3rd (pre-nerf)
  • Kael'thas Sunstrider: Worldwide 2nd kill
  • Rage Winterchill: Worldwide 2nd kill
  • Anetheron: World first
  • Gurtogg Bloodboil: Worldwide 2nd kill
  • Essence of Souls: Worldwide 3rd kill
  • Archimonde: Worldwide 3rd kill
  • Illidan Stormrage: Worldwide 3rd kill

Along with this, they also acquired the world's first Warglaive of Azzinoth


They also posted a statement with information as to why and what it's all about:

Many of you have probably wondered where Forte has been in terms of progress in PvE after patch 2.4. Well, here is the story of Forte in short and what has happened, yeah it's over.

Forte was created on the realm Daggerspine ~3 years ago and since then it has been a long journey for some and little shorter for others. The realm Daggerspine had its downside when it became mass populated and with that it brought the lag/crashes, this was during the AQ period. The choice was obvious to move to another realm and this time it was, Kazzak. Not only Forte migrated to Kazzak, the well known and very respected guild by everyone in Forte, Last Resort also joined Forte on Kazzak. On Kazzak, Forte managed to gather dedicated and good players which led Forte to a success in the Naxxramas instance with top 5 worldwide positions. The success was a fact but after sometime the bigger part of the guild left Forte to create a friend guild. With TBC at the doorstep Forte was left with only a few core players in the guild, with massive recruitment and filtering out the best players, Forte was finally back on track for TBC.

In TBC Forte continued doing good but it was still a unpolished diamond but overall the results from SSC, TK and all the other dungeons was good with top3 worldwide results on bosses (Kael'thas 2nd worldwide). I think everyone in Forte remember pre-nerf Al'ar (World 2nd) and how proud all the members were, even for some it is the best kill ever with Forte. The release of Black Temple and Mount Hyjal looked really good at start for Forte but due to only 25 people being able to attune to Mount Hyjal and to be able to do Black Temple it became very hard to compete alongside with Nihilum for the first kills and it started to look bad. Forte came back in Mount Hyjal with a world first kill on the boss Anetheron. Continued into Black Temple and took fast kills and managed to pass other guilds on the way and end up as the second guild world wide to clear all the content available (Illidan World 3rd, Archimonde World 3rd) and obtain TBCs first legendary item off Illidan. It was a big success this time and there was no other Alliance guild that managed to climb as high as Forte did at the time and holding the position as number 2 in the world.

For months after the great achievements Forte continued to farm the instances and gathered a total of 9 legendary warglaives from Illidan in Black Temple. The long farm did eventually draw the air out of Forte and many decided it was time to let go of World of Warcraft but with people still in the guild willing to continue strive against bigger and better achievements in the future, the motivation was still there. A choice was made to give Forte better raiding standards, it was time for another move and the destination this time was the realm Boulderfist. Together with the horde guild Last Resort from Kazzak, Forte moved to Boulderfist and left behind a very big scale of people on Kazzak, fans, friends and very successful guilds in PvE that made Kazzak a very respected realm. Boulderfist was an empty realm but that's all there is to say about it, it lacks much of what a rich realm has that is important. Recruiting was always a problem even as the best ranked Alliance guild, 9 of 10 were not Forte material but there was no choice to make, applications was always a problem.

There are many factors who did their part in the reason why Forte will now stop being a active high end raiding guild here in World of Warcraft. Recruitment, long delays between content, raid times pushed back more and more... You can't blame anyone in Forte because we as guild couldn't manage this, we tried even if it sometimes was very hard to notice. It has been painful in many ways and when 2.4 hit, much was expected of Forte and even more was expected of its members, it was number 1 or nothing. But it started at the first step in Sunwell, nothing was going anywhere near what we wanted, people being dumb, no recruits and the motivation and "go" spirit was just going away more and more. People have decided to quit or move on more and more and the final nail was this weekend. The power and energy in Forte came from the idea from the members to fight and compete amongst the best in PvE and now it looks like it ain't possible anymore, for many it has felt like a slowly sinking ship for sometime and now it's over. Forte did manage this kinda problem once before but it has been a rough period this time and people don't have the spirit to drag this sinking ship up again. For many its a relief, go on with lives outside the gaming world or just find another guild or game.

Everyone in Forte would like to say BIG thanks for all the support from fans, guilds and friends. Good luck to all the players that were in Forte who will most likely take on different paths. And thanks all of you who made Forte and those who helped Forte to become an awesome guild for a long time. If you read more there is a long list of players who were in/helped Forte over the years.

The guild Forte will be disbanded on Boulderfist but it remains on Kazzak with some old Forte people. Our movies are on Warcraftmovies.

// Forte


Do you think this trend will continue in World of Warcraft or is it just isolated occurances and the majority of the famous guilds will remain? What do YOU think is the reason for more and more high end guilds disbanding? Like mentioned previously, it's totally impossible to give a straight answer to that, since there's many reasons a disband of this magnitude occur. Perhaps the trend of how these hardcore guilds play and raid will change a bit in order to remain and not burn out (being only one reason for disbanding). It's a shame to see well known guilds depart, and I wish Risen, Death and Taxes and Forte Gaming the best of luck in the future.

Playing with the same guild for a long time is more then just a simple PC game. You get many friends and it's a bit like a "family" disbanding (of course, depending on what type of guild you were, some high end guilds only care for world firsts and couldn't care less about socializing) this is also probably why the buzz spreads across the net like a wild fire when a famous guild disbands. It's certainly going to be interesting when Wrath of the Lich King is out, are we in for seeing many new guild names on the top this time? Time will tell.

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  • Strawb said 
    Sat, Jun 7 2008 2:03 AM ()

    Because a guild disbands doesn't mean they can't come back. Even though all of these guilds have disbanded, and a lot of the players have stopped playing Wow, I still think quite a few will return with WotLK. Some people are curious. :)

    Though, sad to see another great PvE guild disband.

  • Zyuu said 
    Sat, Jun 7 2008 2:03 AM ()

    Indeed, there's also the reason of WoW becoming too "casual" for some. MMO's are evolving. Hmmm that's an idea for another article..

  • Sat, Jun 7 2008 2:03 AM ()

    Well, I've played WoW, AoC, LotRo, DDO, EverQuest, and even Runescape (5 years ago =/)
    And in my opinion, WoW just doesn't cut it anymore.
    Compared to Runescape, sure, the graphics are hella better. But compared to LotRo or DDO, they're ***. Graphics aren't everything, but they are for sure a big part. As you stated in your article, WoW has been slow in new content. And the main reason I think all these guilds are disbanding is the intensity of being in it. WoW is the self proclaimed best MMORPG, or atleast the players think so. So when your in the best guild in the best game, thats hardcore right? The stress of being in these guilds is on a higher level of magnitude we can't comprehend. The members are expected to farm daily, (I'm going to assume) and some of them have a life outside the game. Sounds to me like these guilds are looking for unemployed adults who play the game all day. Thats a rare thing. The point I'm trying to get across is that.. I guess I could use a clever saying here.. The bigger they are, the harder they fall.

  • Sat, Jun 7 2008 2:03 AM ()

    Grats to Forte, and good luck with the future.

    I have played for some great guilds on Frostmane, alliance side.
    But i have to admit, on SHADOWBANE, we had a great guild, called TEMPEST.
    it wasnt the biggest guild, COS was, but it was the toughest guild for PVP>
    Many of the old guys still keep in contact, reallife takes place over a game, but still we manage to get few minutes in gaming once in while.
    Ill take time to say hi to the old guys, from Shadowbane:
    To, Kulgann (worlds best pvper), Sabrina, Nox, Karielle, Reyan, Stone, Dave and Gaspr and the rest of the TEMPEST guys, thanks for all the years, 5 years of great fun.
    see ya on WOW or whereever...

    Lauriedhue or LD

  • dietx said 
    Sat, Jun 7 2008 2:03 AM ()

    I will have to just say that this kind of thing is always going to happen.
    I myself, use to Raid Naxxramas days after release, farming daily for repair gold and bones for Argent Dawn. Once we finished Naxx, WoW seemed to progress slowly, as if content was rarely pushed out. Now, i am a little more casual of a Raider (college...wife...etc) and I am starting to realize, Blizzard isn't as slow as many think they are for releasing; it all depends on where your at. We will always have people complaining about new content, when a boss like Kil'jaeden goes down in first days, but really, the dungeons and bosses are so diverse and unique, that other games like Everquest, that release Expansions regularly, couldn't dream of; and if wow was like that, instead of saying "ugh content is slow," we would instead be complaining such as "wow this content sucks."

    Basically all im trying to say is to those that are phased by a guild like this disbanding, don't be. WotLK is right around the corner, and only the amazingly hardcore really can say that the content is slow to where it pains you. Not to mention, World of Warcraft is on a Montly Subscription plan, take a break and do something else between patches, you don't have to play 24/7, Seven days a week, 365 days a year.

  • Xinc said 
    Sat, Jun 7 2008 2:03 AM ()

    Good Going all this while Forte. I wish all of you good luck for anything you do in future.

    __________________________________
    Nothing Lasts Forever.

  • solor said 
    Sat, Jun 7 2008 2:03 AM ()

    When i raise my hands away from guild in that i invitested 3 years of my time, work and nerves, where i was here from 1st MC run and never (intetionaly) missed progress raid, then you know something must be wrong :<

  • Sat, Jun 7 2008 2:03 AM ()

    Time. It's just how things run their course, people find other things and move on. WoW has been a successful run, but people are starting to look elswhere, much like anyone would having spent so much time playing one thing would, time to find something else.

  • Sat, Jun 7 2008 2:03 AM ()

    I think it is largely inevitable that most guilds will fold. Blizzard has avoided introducing governance mechanisms that would make it possible for guilds to really adapt effectively over time and grow very large. I think this is intentionally designed to make it very hard for large, powerful guilds to develop that can marshal players to influence Blizzard itself. Think of it as Ford introducing workplace rules that make it difficult to form and govern unions.

    First and foremost among these rules is the concept of the guild master as monarch. The game gives the GM all power over the guild, and no structural mechanism to distribute this power (effectively) to the members. There is no voting concept embedded in the guild authority management system to allow the members to express their will. The hierarchy system built into the guild officer system is very primitive and lacks critical management mechanisms needed to make it effective at a large scale. Neither is their a way for members to remove a GM. These fatal governance flaws make it hard for guilds to adapt to very large memberships and changing conditions over time.

    Secondly, the game provides no real mechanism for distributing loot according to any sort of enforceable ruleset other than either random luck or raid leader decision. DKP and other systems certainly exist to try and address this shortcoming, but these live outside the game itself and have no real enforcement mechanism within the game that cannot be usurped or abused.

    In the end much of what guilds have to depend on is trust among players that have very little real risk for bad behavior. The game intentionally creates constant pressure to trade group benefits for individual gain, such as in PVP battlegrounds, and this extends into guilds in many ways.

  • Fugazi said 
    Sat, Jun 7 2008 2:03 AM ()

    TBC is guild killer, it killed mine too. We got to BT/Hyjal around patch 2.2 and got feed up with TBC *** - here goes 1,5 year old guild.

    Problem? Well:
    1) PvP vs PvE items - now PvE items are mostly useless in PvP (unless you are rogue), there is no reward like it was before TBC
    2) Some may say "I am here to beat content" - that is true to some point, but again you beat it and then? You farm it for 6+ months. It should be T1 then T2 3 months later then T3 3 months later etc. Not T1 and unfinished T2 at start, T3 6 months later, T4 1 year later... Content is made WAY too slow for money they make.
    3) Guild management is ***. Recruitment is hell. Attuments even made it worse, they are gone now but who cares now? Pre-TBC you could fill your 40-man with no-skilled friends or people like that and you were able get to twin emps and kill them and take 2-3 bosses in naxx. In TBC you can't do that anymore, same guild can probably get as far as lurker and loot reaver.

  • Sat, Jun 7 2008 2:03 AM ()

    I think if Blizz fixed the loot tables and how loot drops this would not happen.

    No one likes raiding 2-8hrs and after killing the last boss see loot drop thats for a class thats not even in the raid at that time.
    Also the problem with 20-40man raids was the fact all these people go spend hours raiding and only a few people would get any loot at all.

  • agespan said 
    Sat, Jun 7 2008 2:03 AM ()

    I think Blizzard has made a couple of conscious decisions causing a shift in guild dynamics. My first theory is the most obvious one. Blizzard has strong statistical data about which demographic makes up their 12 million plus customers. Now, I may not always be the brightest, but, I would guess that those in the top 2% are not Blizzards largest customer base. As a result, Blizzard has made some very unpopular (from high end raiders perspective) but very smart business decisions by removing the high-end attunement trials.
    Unfortunately, I think that many raiders, somewhere down the line, forgot that we were newbies at one point, and feel that wearing the purple-highlighted makes them better than those that are not as well-gear ded. Therefore, when Blizzard nerf's encounters and remove the attunements, it makes their gear worth less because they didn't earn it as much. I believe the end result...is a sense of futility. Why work so hard to only have it nerfed in the near future? The problem? I think these folks are totally raiding and being in it for the wrong reasons.

    My second theory is that Blizzard is changing the dungeons primary structure to be a shorter, and exceptionally rewarding experiences. The Raiding Guild is about to change dramatically, since the customer base is mostly casual, the raiding experience is being changed to adapt that trend. Of course, the fanboys of the high enders will continue to promote and encourage making a hooplah over World/Server Firsts, but truth of the matter is that most people don't care who dropped a boss, moreso than what dropped from the boss and the strategies used. The announcement from Blizzard that their dungeons will take an hour to complete and with the rise of the Arena directly reflects Blizzard's primary customers.

    In conclusion, I dont think this will end, In fact, I foresee the successful guilds in WoW's future are thoe that promote a casually hardcore raiding style.

    I do believe this is positive in that it allows people to experiement and continue to change the current raiding paradigm,

  • Sat, Jun 7 2008 2:03 AM ()

    Remember, It's ONLY a Game ! !

  • 2rbear said 
    Sat, Jun 7 2008 2:03 AM ()

    Adonis Excessum will be on top of the charts in WotLK, with World First on Arthas Menethil! :D (it's not forbidden to dream, eh? ;-)

  • Suhov said 
    Sat, Jun 7 2008 2:03 AM ()

    World of Casualcraft is indeed going to becaome more bored and more casual like. I think that WotLK will ruin even more guilds who raid for raid challenge and new boss learning - you can try easer version of any raid with 10-man, and you will have to raid 25-mans only if you want shiny epix and nothing more.

  • istrain said 
    Sat, Jun 7 2008 2:03 AM ()

    Expectations for Blizzard to keep pumping out new and interesting "end game" content in order to please the hardcore raiding guilds is ridiculous.

    Truth be told, these hardcore raiders make up a very small percentage of the actual subscriber base.

    Casual Joe's 15 bucks a month is just as good as Hardcore Harry's.

    It's about the almighty dollar and they're gettin plenty of 'em on a regular basis, with or without the guilds mentioned above and others like them.

  • Sat, Jun 7 2008 2:03 AM ()

    I think you all are looking for the "bogey man" with reasons such as Blizz content release schedule for why Forte folded. Anyone that has managed a guild that is focused on progression at any level knows that the life blood is recruiting. They admitted to making the single BIGGEST mistake in guild management: moved to a new, low population realm and couldn't recruit. When that happens the guild dies, period, end of story. It doesn't matter if Blizz intro'd content every 3 months, without recruits the guild dies. I'm sorry to see that made that choice, as the outcome is entirely predictable.

  • Sat, Jun 7 2008 2:03 AM ()

    If you ask me, the reason guilds are falling apart right now is not completely because of the content of the game as much as just the rude, selfish or just generally unpleasant nature a lot of people show when they don't have to stand face to face with the people they are interacting with.

    Blizzard can't change the people that play their game. I certainly hope they don't plan on hiring a bunch of nannies to monitor attitudes.

    If you want this game to survive. Change your attitudes! Nobody likes listening to whiney elitist twits complain about the loot that they didn't get because they showed up in PvP gear/spec and didn't know the fight.

  • dch48 said 
    Sat, Jun 7 2008 2:03 AM ()

    There's another side of the coin that fits far more players than the one presented here. There are a lot more people for whom the new content comes too fast. I never got to see Naxx or down any boss in AQ40 before they became essentially irrelevant. At the present time, I have not even been inside Black Temple and my Guild is 3 bosses through Hyjal. I know many people on my realm who are not even close to having done that much. Blizzard should NOT cater to the people who can blow through a whole expansion in 3 months and push out more new content before the vast majority of the player base has even seen the current things. They should base the pace of addition of content on the state of progress of the majority of their player (and therefore monetary) base and this is precisely what they do. The game is meant to be fun, for everyone, not a race where 98% of the people get left behind.

  • agespan said 
    Sat, Jun 7 2008 2:03 AM ()

    I disagree that it will make it more boring. Just because 10 man groups have access to the end content in 10 men dungeons. I think its important to realize that the difficulties and overall raid experience will definitely change between the types. In my opinion if guilds break up over content, then they are really in it for the wrong reasons.

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