(AKA The Sea of the Damned Expansion/Mode Idea)
First off, they are completely different games, let's get that out of the way. I know, I know. Pirate theme aside, they share little in common and Windrose is more like a mix of Valheim and Black Flag.
But, yet, it is still appealing to a lot of Sea of Thieves players. You just need to look in the Windrose category on Twitch to see many, many familiar names from this community. Myself, I've played 50 hours in the last week and I don't see myself stopping anytime soon. (It's a problem for my sleep schedule!)
So, what can Sea of Thieves learn from THE pirate game of the moment?
What lessons could it apply to a hypothetical Sea of the Damned Mode?
Well, a few things:
1. Players like exploration/procedural maps/surprises
The world of Windrose is covered by a fog of war initially, like a lot of adventure games, and the map layout is semi-procedural. Meaning that islands aren't in the same spot on each seed. So, apart from general rules to the layout, each playthrough will vary significantly. And this leads to a feeling of discovery and intrigue.
Sea of Thieves, on the other hand, has a fixed map. Which is well-designed but not that difficult to learn over time and, really, most experienced players don't have that feeling of a fresh discovery very often.
So how do we bring that feeling back?
Well, one idea is to create an expansion in the Sea of the Damned, where a procedural map would make sense. It could "reshuffle" maybe once per day and introduce a similar fog of war to the map, with islands only appearing when you find them.
The Sea of the Damned is based on memories, so new islands wouldn't necessarily need to be made for this, as it could use the "real" Sea of Thieves assets but shuffled around and with the Sea of the Damned filter, for the most part. Memories can be unreliable and murky, so this makes sense.
The gameplay could also be more challenging... leading me to...
2. [A lot of] Players enjoy difficult PvE
One of the big discussion points around Windrose is how difficult the enemies are, and some have bounced off the game because of this. However, there are a lot of players like me who enjoy the challenge of learning how to adapt to these foes. It may mean failing over and over, but the thrill of finally besting them is exhilarating.
Sea of Thieves, on the other hand, has a history of nerfing the challenge out of PvE encounters to a point where they are nothing more than an inconvenience in most cases. Boars, Ancient Megs, and Eternal Guards have been great additions because they offer a bit more of a challenge and keep you on your toes. Even when you know their attack patterns they're more than trivial encounters.
Maybe more challenging PvE could exist in the Sea of the Damned. And I don't mean bullet-sponges, but PvE that has depth and more varied attack patterns and phases to learn.
3. Co-operation is fun!
I set up a dedicated server for Windrose with friends and one of the best things is getting a group of ships together to take on enemies. The joy of having half a dozen allied ships sailing in unison is something I haven't experienced in Sea of Thieves since The Hungering Deep, but I think it's something a lot of players have nostalgia for.
Now, Sea of Thieves is a PvPvE game, so it's doesn't necessarily have to be forced co-operation. In fact, I think the potential for betrayal adds a lot to encounters. As long as you tie the main rewards to event completion and have the treasure as a bonus that can be stolen, I think that keeps everyone happy enough and lowers the chance for players to get toxic over losing.
So, in the Sea of the Damned, you could design these big world events where co-operation is encouraged through difficulty and other mechanics. There would still be room to betray afterwards, that is key to keeping game theory an element.
I also know that loot cannot be taken from the Sea of the Damned, so a turn-in point for the spoils would exist in that map. As the map is procedural (see section 1), this location is only known when the event is complete and a beacon appears.
Wrap up
That's my idea. Yes, I have borrowed some bits from other games besides Windrose for some details (Niflheim from God of War, the Dark Zone from the Division, Dark Souls, etc...).
Base-building is not a part of this proposal, as I don't think that's right for Sea of Thieves in the same way as a crafting game like Windrose, but I am generally in favour of the idea of a main menu/lobby area that players can customise outside of Adventure servers.
--
I acknowledge the thread pinned at the top of this subforum and, therefore, I claim no ownership of any ideas above. I recognise that Rare may plan similar ideas independently.
