Perhaps my example was too basic to be clear. A pretty classic example of horizontal progression is Call of Duty 4. In that game you start with a limited choice of weapons but slowly unlock more and more. Each has its own characteristics but none (theoretically) is better or worse than any other. You might have the M16A4 with its high damage accurate three bullet bursts, of the slow firing M14 which kicks like a mule and hits like a cannon, or the rapid firing but somewhat weaker G36c. You start with the M16A4. Unlocking the G36c or M14 doesn't make you stronger - it just gives you more choice.
What you are describing is not horizontal progression. You are describing vertical progression.
Call of Duty 4's progression system is almost entirely horizontal with the exception of attachment unlocks. It is pretty obvious that if Sea of Thieves offers any kind of horizontal progression, it's minute compared to that offered in something like CoD4.
CoD has perks that artificially over power players who do not need the help as they have to earn them by doing well in the first place. That results in players who get a good streak going running away with the match and makes things less interesting to engage with, especially for newcomers. That is not horizontal progression. Any time you have a player being awarded some stats buff which serves to further differentiate player success artificially, that is vertical progression.
What kind of rebuttal is that? You treat Rare as if they are some kind of omniscient God, as opposed to a fallible group of people. You implied that Sea of Thieves is doing something unique and innovative with their cosmetics. Please explain how it differs from what you find in any MMO or shared world game.
I already explained to you what SoT does differently with regards to its cosmetics; they designed the game such that the cosmetics has a material affect on the way ppl recognize each other,which itself affects the narratives that emerge from the game. Most other games do not do this and instead make cosmetics entirely so they can sell you stuff, which then forces them to remove any overlap on cosmetics/gameplay. In SoT, the cosmetics are designed to directly influence your decision making.
This is pretty pompous my dude, and to be honest nothing I've seen nor anything you have presented has made me think Sea Of Thieves is handling cosmetics in a special way. Can you give concrete examples?
It isn't presumptuous or pompous at all. I've followed their game design decisions for yrs now and Rodelero, no matter how often he gets corrected about them, refuses to acknowledge the purpose behind these decisions. He has done this over and over again in previous threads.
To answer your question, in other games cosmetics are there only to sell you stuff. They purposely make sure they can't affect gameplay outcomes to avoid criticisms that the game is pay to win, even though that is creeping back into MP games through lootboxes. No element of your decision making is likely to be affected by seeing someone in those other games with a certain set of armor or outfit. In SoT, the entire point of cosmetics is fundamentally about letting players take on a role in a story for themselves and those they encounter in the game. If you see high level sails on a ship, you can decide how to proceed and that decision has a material impact on how the emergent story of the voyage/adventure/encounter plays out. You can become recognizable in the game world, have bounties placed on you (assuming data mine is right), and other players can build their own revenge tales around that. Since stories in SoT are so important to the experience, as opposed to other games built on grinding for loot where the reward is more opportunity to grind more loot, the ability to express yourself and be recognized and recognize others actually matters.