While interactions between players and their character are well
known, we will mostly describe the interactions between factions that
are rather new, and especially the interactions between players inside
their faction.
Star Wars is about a civil war between the Empire and the Rebellion.
Both these factions exist in the Combine and the players may decide to
join them or not. Each of these factions has the control of the game
universe and the defeat of the opponent as main objectives. These goals
are the base of the faction interactions.
The other factions will decide themselves of what their objectives
will be, essentially depending on their type. Some military type faction
will side with the Empire, others with the Rebellion, and some will even
try to remain neutral during the galactic conflict. The commercial
factions will try to insert themselves into the economical cycles of the
Combine. Some will produce assets and items for the Empire, some for the
Rebellion, some for both or none of them. Other factions will propose
various services to the players, to other factions, or even both. The
number of interactions will depend of the number of faction according to
the same rule than for characters, except that more types of
interactions are possible between 2 factions.

The Combine defined and implemented various game mechanisms allowing
a faction to reach an objective easier than a character. However, the
Combine implemented simultaneously various faction restrictions
preventing them to become omnipotent. As long as factions will be forced
to interact in anyway, the game dynamic will be ensured.
Another new type of interactions appearing in the Combine is
generated by the interactions of the players inside the same faction. We
exposed previously (section 2)
that factions are managed by a leader who could grant management
privileges to some of the faction members. For example, he can give
individual members of his faction the right to assign the ships of his
faction to other players, or the right to manage the money owned by the
faction. It should be noted that this particular feature allows the
distribution of work, but also of power, and thus allows the effective
management of large groups with a few hundred players, thousands of
ships and dozens or even hundreds of planets to control. This means that
a large faction can build, defend, and develop a large territory
consistently over time, independently from individual players, who may
come and leave, while the faction will last. Therefore, some players
will command other players through the intermediary of their character.
This very specific feature acts as a powerful drug on the players. It is
much more exciting to command real players and to lead them to war
against another group of real players than to be alone and fight NPC
monsters, or to sporadically fight and kill individual players in player
versus player combat (PvP).
With the membership growth of some factions; these have to organize
themselves very carefully. Some players will quickly assume the task to
manage the other members, to organize them into sub-groups with specific
tasks and game duties. Each group will try to reach or help to reach a
particular faction objective. All these interactions lead to the
creation of a multitude of games to play in parallel to the Combine: the
faction games.
These faction games happening in parallel to the main game quests
provide more objectives to the players. Some will struggle to become
Emperor one day, while some will propose new activities to their
faction. Often, the faction leaders, along with the members they
selected to share their power, will be the ones who will provide game
quests to the other faction members.
Such an organization will require a high density of communication
between the members of a faction. Usually, they use existing
communication tools like emails, ICQ, mIRC, MSN, or whatever. Sometimes,
some phone each other or even meet for real during a few hours. The
Combine noticed that often, the success of a group is directly
proportional to the fun provided by these internal communications. If a
faction fights to permanently role-play their communication, it will
create an effect of immersion for the members. They will really feel as
part of the Galactic Empire from Star Wars or part of the Rebel Alliance
or whatever other smuggler group. They will feel belonging to something
bigger than a simple player coalition in a game with the goal to destroy
the other coalitions. The following graphic illustrates a typical
faction organization, with the classic chain of command and sub-cells
characteristics.

The Combine developers do not neglect these parallel games. If some
features can be easily implemented to enhance the role-play and the
immersion feeling for the players, then they will code them. A good
example is the concept of the information fields. These 3 fields
attached to each character allow the faction leader to enter some
additional information about some of his faction members. Usually, the
first field, which is often displayed before the character handle,
contains information about the character title or rank he earned inside
his faction. The second and third fields are generally used to store
information about the faction department or cell where the character is
assigned. Concretely, a character named "Luke Skywalker" with the
information fields set respectively to "Commander", "Red Squadron",
"Liberty Fleet", would commonly appear in the game to the other players
as "Commander Luke Skywalker", and anyone of his faction with the
necessary privileges to manage the faction members list would see the
following information on the faction members list:
Commander Luke Skywalker
Red Squadron
Liberty Fleet
This generates much more recognition for the players and allows them
to easily understand whom they are facing in the game.
While these parallel games happening inside each faction have evident
advantages for the quality of the game play, they unfortunately do not
come without a high cost. The players in charge of managing the factions
have to dedicate a lot of time to organize the faction. They have to
write faction directives, reports about the progress they made toward
the achievement of the assigned objectives. Interacting with real people
instead of simulated characters leads inevitably to real work.
Therefore, for many players who are organizing the factions, a lot of
their game related activity is no longer perceived as gaming and fun,
but as work. Instead of simply playing and retrieving hours of fun from
the game, they have to provide input, dedication, and work to the game.
These tasks they have to perform may spoil the fun these players get
from the game. Anyway, some cases of players sticking to the game simply
to perform what they consider as some kind of duty have been observed.
The Combine is reaching a limit between a game providing fun and a
simulation requiring efforts to create results.
In these parallel games, the personal skills of the player, that we
should not confuse with the skills of the character, as we are speaking
here of the player intelligence, ability to organize the work, to solve
problems, to lead other people and so on, will make the difference. In
such games, having the highest XP level or the more powerful game
weapons, will not help in commanding other players. Life has no example
of a 12-years-old kid successfully commanding an army of 200 men. A
charismatic leader would rather be necessary.