Ever since it was briefly shown off at last year’s E3, I have been stupidly excited for Rare’s Sea of Thieves. Needless to say, I was over the moon when the title got its own little slot at this year’s E3 Xbox One keynote.
Not a lot is known about the game at this stage, but Eurogamer had a chat with Sea of Thieves design director Gregg Mayles, about what players can expect.
Sea of Thieves is an online title where you and a bunch of mates take to the highs seas in search of plunder, treasure and naval battles.
The premise for the game is rather interesting: when piloting a large vessel, everybody on the ship has a role to play or things will go sideways. You need a person to steer, you need a lookout, a couple of hands on deck to man the cannons, and even a fair number just to raise the sails. Teamwork is key here.
While there isn’t going to be an over-arching plot line, there will be plenty of things to keep players occupied.
“We didn’t want it to feel like it’s a linear game which players are progressing along. But we also don’t want a world where players feel like there’s no lore. It’s finding that happy medium where players feel like they are part of the story which already exists in the world,” he told the publication.
The thing that grabbed my attention, is the fact that the game has been designed so that ships can sail for hours without coming into contact with another crew – just like in the real-life pirate tales.
“Every time you meet another ship it needs to feel like a special occasion. It’s not a boating lake. We want to allow players to play for an hour and not see anyone,” Mayles said.
He also detailed that you don’t necessarily need an entire crew to wage plunderous warfare on the high seas, as there will be smaller vessels for solo players or if you only want to set sail with a mate.
“There are ships for just one or two players and you will be able to sail them by yourself. But the interesting thing for us is that this will still take place in a shared world. We’ve had interesting situations where two small ships happen to meet up next to one big ship – they ganged up like wasps to take down the much larger boat. It made such an interesting story, and it’s an emergent world where that could happen,” he explained.
Whichever way the wind blows, I foresee a lot of mutinous actions as everybody jockeys for the role of Captain. You can read the entire interview with Mayles over at Eurogamer.