First and foremost, thanks Rare, great game already. I really like the concept of SoT, I like how crew-play and crew vs crew interactions are designed. Plus, the artstyle is stunning. The core mechanics are really nice: the way combat works, the way you earn money.
Though, the replayability of SoT concerns me.
OTHER PEOPLES THOUGHTS
I've browsed the forum for a while now, looking for someone to word why this game is very replayable, or what Rare is going to implement to make the game replayable. Here is what I found:
@capta1n-cr0ss said in Long-term fun?:
Every game becomes repetitive after some time. ... I’ve been a part of the alpha for Sea of Thieves since May 2017, and since then have spent 380 hours in the game. ... Everyone is different with how they view entertainment, but for me personally, the game is already fantastic and worth every penny spent.
@drbullhammer said in Long-term fun?:
... the fun is on making each play session into whatever you want it to be. ... It's all spur of the moment stuff and I love that I can just go with it.
@abovejupiter697 said in Incentive for gaining riches:
As it stands now, I feel like there isn't enough incentive for people to treasure hunt and stuff. Like, what are you going to spend your cash on? Some clothes and hairstyles? Unless they plan on having a lot of customization content you can buy with your riches, the game doesn't have that something that urges you to get more treasure. ...
That said, it looks fun. I just want more customization options and more incentive to seek fame and fortune. ...
@jonathanbak said in Long-term fun?:
The only thing I don't like about the game right now is the progression system, they want to make the game 'fair' to all players so players won't be able to trick out their ships to be better than a new players ship, or upgrade guns and stuff like that. I understand why they want to have a 'fair' game model, but I don't think it will help with the longevity of the game much, although I may be wrong.
@wdsnav91 said in Replay value:
What about cities, trading posts, and forts? Trade in the game would be cool and stealing loot from trade ships could be great fun.
@chosen-predator said in Long-term fun?:
... Fishing, Gambling, Monster hunting, Story Events, capturing exotic livestock.
they don't really have to lock themselves in a certain model of gameplay .. they could add a lot of aspects for longevity
MY THOUGHTS
The core mechanics are very well fleshed out already. Hunting for treasures or making money with the other traders is very cool. The progression system that's in place with these traders also sounds good and makes sense. Though, I wonder what is supposed to keep me playing.
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Is it the progression with traders? I guess that at some point, you've reached the limit, the end. You have done everything you could possibly do for the trader, to the point where they want to marry you. Is that the end? That seems quite .. final. Ofcourse you could hypothetically keep making bigger and more difficult voyages, but is that really viable?
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Is it the competition with other players? If we draw a comparison to a competitive game, CounterStrike, we can see some similarities.
Both games are really 'fair' for their players, in the way that you have all options from the start, and someone who has played for a year or two still runs exactly the same weapons (or in SoT ships) as you. Both games also don't have a level system where spending time rewards you with stats. The latter two really increase the skill ceiling, and allow players to come up with better ways to play, and outwit their opponent in various ways.
The difference between the two games in the aspect of competition though, is proper rewarding in competition. CounterStrike has a competitive ladder, but SoT lacks a method of rewarding players for their skill. Simply stealing another crews treasure is not a reward for skill, it's just winning in general (like winning a casual-game in CounterStrike). I don't think SoT should have skill groups, so this is also not the solution. -
Is it the variety between different sessions? I have my own Arma 3 gaming community, with which I've played milsim for over 3 years, and over 4k hours. The singleplayer doesn't offer 4k hours worth of gameplay, neither is there a competitive system. It's the gamemode that allows users to build their own scenarios and run groups of 30 players through, with tanks, helicopters, radiocommunication, etc. Because every mission is different, and every mission is a challenge with the sole reward of great gameplay. If SoT would be able to offer the same variety between sessions, the replayability would be endless. However, SoT has a lot more similarities between sessions than Arma does. Like, a lot more. Though, as long as there are enough mechanics that encourage PVP, the scenarios will be varied. Plus, if additional features will be added, like I quoted, people suggested fishing, gambling, and other things, or maybe even a more interesting economy system, where the market is player controlled (see appendix 1). Out of all mentioned points until now, this is the strongest point, and is already represented to a certain degree in SoT.
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Is it the wealth that you gather over playing well? With wealth, I don't mean your gold balance, but ofcourse also all of your belongings: Your appearance. ... Full stop, that's it. That seems to be all you can buy with your money to enhance your wealth. Ofcourse, your gold also buys you your cannonballs and other ship resources, but if your appearance is the only thing you can eventually buy with your gold, this might cause players to stop playing at some point. I suppose there won't be very big islands and cities in the future where you could buy real estate for instance (before someone suggests that), so what should we be able to buy with our gold then? Or alternatively, what will keep players wanting to earn more and more gold? Keep in mind that purchaseable things should not ruin the 'fairness' of the game too much.
APPENDIX 1: Player controlled market
Players could manage the market. You could then only buy things that other players put up for sale at the outpost you are at. For instance, you can put your bananas for sale at a merchant at a certain outpost for a small fee, other players (maybe also on other servers?) can buy them at that outpost. The buyer could obviously buy the bananas to later on use them, put them for sale again for more money, or transport them to another outpost where the demand is higher!
You could even implement that resources like bananas need to be harvested by players, or that planks need to be salvaged from somewhere. You could then also make certain resources only available in certain areas, making them higher demand in areas where they are not available.
