08-12-2022, 06:03 AM
The current way the community handles clanning (no measures in place to keep track of what clans a member is a part of) has resulted in focusing on individualism among clan members over collectivism as a whole clan. Lounge has not helped in this regard, with solo-queue effectively eclipsing the activity of non-league clan wars (or scrimmages). New players to the current community see two areas: Mogi Lounge and Grand Star Cup. Usually, they see Mogi Lounge first. The way Lounge uses tags of deceased clans and people looking for multiple clans in the recruitment area has given the impression that multiclanning is in no way a bad thing. As for Grand Star Cup, it has contributed to the idea that the only time multiclanning shouldn't happen is in leagues, which we believe to be absolutely false.
Multiclanning is why collectivism, clan loyalty, clan identity, clan pride, and clan activity have started to die out (especially outside of a league setting). The only time a clan has a distinct roster that can form a solid basis of identity for them, is during leagues. Outside of leagues (with few exceptions--namely high division clans) a lot of clans are revolving doors for who can war. While many people are growing up and starting to have lives, this still undoubtedly creates a situation where availability is an issue. If your clan has to constantly cycle members because they go prioritize other places, then it's not going to last very long. Members going to several other places is the primary side-effect of letting multiclanning become so prevalent.
We want to cultivate a healthy clan scene on MKUnlimited, with no multiclanning issues or ambiguity over what the different clans are and what they mean. A label means nothing if there's no solid definition and structure behind it to back it up. We want varied activity and not just league matches or 5v5s, and we believe having distinct clan types will encourage this. We want to see a resurgence of scrimmages and other war sizes/formats. We believe a healthy clan scene consists of the following:
So, how does MKUnlimited plan to handle this?
First of all, we are going to redefine the different clan types and the rules associated with them. We are also going to be prohibiting certain clan types from being on our site. These can still be promoted via server link, but no other methods. Below are the following clan types, their definition, and the associated rules that we plan on having for MKUnlimited:
![[Image: PXmkoYn.png]](https://i.imgur.com/PXmkoYn.png)
Everything presented in this infographic is also listed individually with extra details, within a sticky'd thread for each respective clan type's forum section!
As you can see, we have made a lot of changes. Many of these concepts existed on the vBulletin version of MarioKartWii.com and we're just bringing them back in our own way, but a couple are also brand new. For people who entered the community in 2016 or later, all of this will seem new to you. Below is a summary about the changes:
Secondly, we will do as Mario Kart Central has done. We are going to have a robust registry for every member of the forum who creates and joins a clan. We will have limits depending on the clan types that are joined (as defined above). This will serve two purposes: a way to keep track of which clans are interested in our community and what we have to offer, and a way to uphold the integrity of our clan structure.
Thirdly, we are starting over keeping track of clan names and tags. With how much history was lost and how widespread multiclanning became, clan tags and names became a dime a dozen. The only way to combat this is to start fresh, within reason (juggernauts in the history books like Imperious for example, will still be protected). Clans that reach Veteran will have their identity preserved permanently, giving more value to names and tags than we've ever had previously.
Lastly, the clan structure we have composed will remain static and unchanging, except for EXTREME scenarios (such as having to remove a type of clan from the site). We want a rock-solid foundation for clanning going forward. and for that to happen our definitions have to be rigid and firm. Too often older communities would change the definitions of things, leading to confusion and compromising the integrity of the entire system they have. We will not let this happen here and intend on providing the best clan scene possible for our members.
On behalf of all the staff, we wish you all the Best of Luck and Happy Clanning!
Multiclanning is why collectivism, clan loyalty, clan identity, clan pride, and clan activity have started to die out (especially outside of a league setting). The only time a clan has a distinct roster that can form a solid basis of identity for them, is during leagues. Outside of leagues (with few exceptions--namely high division clans) a lot of clans are revolving doors for who can war. While many people are growing up and starting to have lives, this still undoubtedly creates a situation where availability is an issue. If your clan has to constantly cycle members because they go prioritize other places, then it's not going to last very long. Members going to several other places is the primary side-effect of letting multiclanning become so prevalent.
We want to cultivate a healthy clan scene on MKUnlimited, with no multiclanning issues or ambiguity over what the different clans are and what they mean. A label means nothing if there's no solid definition and structure behind it to back it up. We want varied activity and not just league matches or 5v5s, and we believe having distinct clan types will encourage this. We want to see a resurgence of scrimmages and other war sizes/formats. We believe a healthy clan scene consists of the following:
- Stability (members in clans rarely change)
- Longevity (clans stick around for a long time)
- Notoriety (clan names have long histories and stories behind them)
- Purpose (clans have a reason to show off what they have accomplished and who they are)
- Variety (the scene evolves the metagame through format experimentation or keeps members engaged with alternative forms of play)
- Collectivism (synergy among members)
- Loyalty (members stick around)
- Identity (memorable imagery, matches are a conversation starter, makes a place in history)
- Pride (acknowledges its achievements, markets itself, gains an audience)
- Activity (frequent wars, loose preferences when seeking matches)
So, how does MKUnlimited plan to handle this?
First of all, we are going to redefine the different clan types and the rules associated with them. We are also going to be prohibiting certain clan types from being on our site. These can still be promoted via server link, but no other methods. Below are the following clan types, their definition, and the associated rules that we plan on having for MKUnlimited:
![[Image: PXmkoYn.png]](https://i.imgur.com/PXmkoYn.png)
Everything presented in this infographic is also listed individually with extra details, within a sticky'd thread for each respective clan type's forum section!
As you can see, we have made a lot of changes. Many of these concepts existed on the vBulletin version of MarioKartWii.com and we're just bringing them back in our own way, but a couple are also brand new. For people who entered the community in 2016 or later, all of this will seem new to you. Below is a summary about the changes:
Show ContentHistorical vs. Current Change Summary (if you only care about the structure, skip this spoiler):
- Main Clans: Known to many in only a figurative sense than a literal one (unless you're an old player). In the past, you could only join one. Later on, this turned into one RT clan and one CT clan. These days, timezones are a big factor to when people play, so we're allowing people anywhere from one to three main clans, the specifics of which are defined in the infographic. As for what is meant by "different timezones", we are enforcing a 3+ hour gap between them.
- Veteran Clans: For many this concept is brand new, but old players will immediately remember it. Our goal with these is to promote not only longevity, but also stability. This is why we are introducing the concept of limiting roster changes in order to qualify.
- Themed Clans: Most new players laugh off this concept but MarioKartWii.com had a plethora of these. These were the original Sub-Clans, and over time they devolved into carbon copies of Main Clans. Keeping in line with our vision of providing a place to play any format, we've brought these back in their original form with a more specific label and definition to preserve them.
- Cliques: This is a brand new label, but still has history relating back to it. We took the MarioKartWii.com concept of dying Main Clans becoming Communities, and made it its own label. Generally, these groups still like to play wars but just not very often. We are taking a shot in the dark with this. We think a distinction between retired and dead clans is very important, especially if these friend groups still want to play from time to time. If this concept doesn't work (more carbon copies of Main Clans) we will take it off our site. Speaking of the original Communities, this leads me to our last change:
- Communities: Back when MarioKartWii.com had these, they were one of two things--retired Main Clans that started taking in members from other clans who did infrequent wars and other events OR groups of people that did anything else but clan wars. We are taking the latter usage of Communities for our definition. The former definition is how we came up with Cliques. We believe distinguishing these two as different is very important. As we have covered in our Site Mission Statement, many casuals aren't interested in clanning but want a place to play funrooms and worldwides in a smaller, more inviting atmosphere instead of a giant space like a content creator's Discord. Another key distinction between our Communities and Communities on MarioKartWii.com is we are treating them distinctly separate from clans. If members of a community want to start posting wars, they must create a Main Clan thread or close down their Community Thread.
- Sub-Clans: We firmly believe they have single-handedly compromised all the integrity the clan scene used to have and as such, we have made the firm decision not to include them here. We still recognize Sub-Clans in a server directory thread, but we will never host them directly on our site. Should even the server directory become a direct hindrance to our mission, we will remove it from our site.
Secondly, we will do as Mario Kart Central has done. We are going to have a robust registry for every member of the forum who creates and joins a clan. We will have limits depending on the clan types that are joined (as defined above). This will serve two purposes: a way to keep track of which clans are interested in our community and what we have to offer, and a way to uphold the integrity of our clan structure.
Thirdly, we are starting over keeping track of clan names and tags. With how much history was lost and how widespread multiclanning became, clan tags and names became a dime a dozen. The only way to combat this is to start fresh, within reason (juggernauts in the history books like Imperious for example, will still be protected). Clans that reach Veteran will have their identity preserved permanently, giving more value to names and tags than we've ever had previously.
Lastly, the clan structure we have composed will remain static and unchanging, except for EXTREME scenarios (such as having to remove a type of clan from the site). We want a rock-solid foundation for clanning going forward. and for that to happen our definitions have to be rigid and firm. Too often older communities would change the definitions of things, leading to confusion and compromising the integrity of the entire system they have. We will not let this happen here and intend on providing the best clan scene possible for our members.
On behalf of all the staff, we wish you all the Best of Luck and Happy Clanning!