In any MMORPG, player-created factions were an indispensable part of the game, and were even one of its main forms of gameplay.
For example, there were guilds like those in Legend and Journey to the West, where the motto was, "If we're brothers, then let's go chop people up together." Or they could be large-scale online social hubs for emotional interaction, where players looked for brothers, girlfriends, brothers became girlfriends, girlfriends became brothers... Such news was commonplace.
There were even many times when players had grown tired of a game but continued playing because their friends were still playing. Rather than playing the game, they were playing with their friends.
But regardless of the type of online game, creating a player faction was a very simple matter. Either players gained the qualification to create one after reaching a certain level, or they obtained it after completing an easy quest to learn about the guild function. In short, no online game would deliberately create a barrier there.
"Messenger" was probably one of the few exceptions. Or rather, it had two forms of player factions. One was a chat group. Players could freely invite others into the group to chat, with no restrictions. Anyone could create one, and it was no different from a QQ group. Players who loved high-difficulty dungeons would probably have multiple chat groups and roam everywhere to run dungeons like mercenaries.
The other was a true "player organization." Each person could only join one, and every organization had exclusive buffs and quests. Later on, there would even be gameplay such as launching guild wars and fighting over territory.
To establish a player faction, one had to use a Guild Creation Token. However, the drop rate of Guild Creation Tokens in "Messenger" was extremely low, and it had not