People complain about the behavior of online gameplay often because people don't conform to the societal norms of actual life. They misbehave in a sense. I see poster after poster wail against their keyboard about the unfairness of it all. I don't expect to change many minds but this is a conversation I sort of want to have. First off Rare designed the game to incorporate co-operation and competition. A pirates life is one bent on getting a leg up on the others around you. Taking the things you desire and only out to help yourself and yer crew. This design leaves open the darker side of human's that's open to explore without punishment or deterrent.
The way we behave is often bent on the still simple principle of "If it hurts don't do it". Putting a game in an open world that allows you to take advantage of other people instead of flat out making it impossible to do negative things to another player opens the doors to negative behavior without consequence. People can explore their darker sides and see where it leads. People would in real life do these very same behaviors is society did not immediately come down on them. The Punishment is too high for the small gain you might recieve, in real life but there is no punishment in an online environment so the gain is worth it.
So while Sea of Thieves let's such behavior be possible what possible implementations could be done that provide incentives to co-operate?
For instance the shark raid provided an incentive to co-operate for a short period but shortly after it's over the incentive ceases and the tom-foolery then ensues and fighting begins again.
I'm thinking about this game and while I keep considering punishments as a way of provide deterrents I'm starting to think such enforcements would not really help for this sort of game. There is little to nothing you can TAKE AWAY from anyone playing this game. When you start the game you start with nothing so nothing lost is ultimately how griefers will stay when griefing. Sunk or Killed they lose nothing and only have to gain.
I think the right direction for this game is providing content that is only unlocked exclusively when you are able to co-operate. Griefers then would either be left behind or forced to alter their behave for a short time.
Advance mode: Figure out ways to provide reasons for long term co-operation.
Factions and working torwards a faction's goal could provide an incentive. That goal could unlock a change in the world you want to see or it could unlock an exclusive reward. Make the goals group orientated as well. Aka a single crew bringing in 200 Barrels of powder for this group goal would provide a smaller amount verses 10 crews bringing in 20 barrels each would provide more progress. (not the best example but an example to illustrate the point)
I think Rare could do a lot of cool things like this using the weekly events as well.
EDIT: Let's Establish a definition of for griefing Language can be tough to translate ideas but it's the best we got ATM so let's also not twist the words too heavily
Griefing with in the scope of OP's Origional intent: To be doing both of these things
- force your presence and power over another human being with the intent of hindering their ability to do anything but reconcile with you
- The activity has no in game intended way of gathering a reward
Piracy - Wikipedia
