- Oct 29, 2017
Here are some quotes from Rare at e3 2017:
"It's easy for games to be about rage and violence, most games just are. For us, we want you to experience a fuller range of emotions. For example, you have your story about stealing your crew's ship, you would've felt differently from your crew. They might have felt surprise, for example, where you might have felt remorse, or probably joy. But, whatever happens in-game, there's always an emotion and a counter emotion. We want to see a wide range of stories, and a wide range of emotions. "
"We love this idea of reputation. We love the idea of you gaining reputation in different ways, from playing in different ways. Think back to encouraging players to play in different ways, and the range of emotions we want you to experience. We don't want it to be basic like "oh you've killed 100 skeletons, you get 100 EXP," we don't think that's Sea of Thieves. "
Which I will emphasize all of the commendations post launch are essentially do x, y times.
So yes, what SoT became is antithetical to what made it a unique offering in the Microsoft XBL ecosystem. This game should not be purely competitive, nor should it be purely about grinding. In the early days, the community and game was fun because it was decidedly about neither of these things.
Regarding my hyperbole about gambling, seriously interact with the late game players. In my experience, these people log x amount of hours per week, and don't enjoy doing it, and any enjoyment they receive is in the sense that they've progressed even further than a subset of the player population who has less time to invest. Again, this isn't unique to SoT, but it certainly makes the game feel less special and more like the toxic environments that one can experience in any number of other XBL titles.