To make the conversation easier, a few common definitions we can share.
- “Open World” – Tasks are non-linear and are not constrained by time. There is no countdown clock for example, after which the game session closes. Tasks are also self-directed.
- “Structured” – Goals are clear, often tracked by elements which stay on the UI at all times. It’s also often timed or at least segmented by time at which winners and losers are determined. Tasks are directed by the goals and constrained by time.
- “Competitor focused” – Tasks are successful or fail based on how their outcome relates to another player competitor
- “Goal focused” – Tasks are successful or fail independently of other players. For example, if you complete a task, there are no players who lose status or are notified of a loss of any kind. If a game that is goal focused places you in an empty session, neither you or other players are aware even as you go about playing the rest of the game in its entirety.
In Adventure mode, Sea of Thieves is an Open World PvP game, one that is not structured, and one that is not competitor focused but goal focused. It’s the last bit that’s at the core of why groups of players disagree on how to interact with one another. Players who zealously guard the requirement that all servers be PvP servers in Adventure mode are those who see any game where PvP is possible as a competitor focused game. For them, the idea that another player has achieved a goal is, by itself, a loss. The game’s design then serves up a series of subordinate goals to the primary goal of seeking out and “defeating” other players.
The problem is, this isn’t how the game is designed in Adventure mode. In Arena mode, it is. It’s clear that another player turning in loot is a loss. Other players are notified. It affects a score which raises their rank against you. At the end of the game, you’re placed based on this score. In Adventure mode, none of this is the case. You do not know what players do or don’t have. You don’t know if they’re already rich or poor, though the style of their ship could help. You don’t know if they are on quests or simply roaming. That’s because the competitor isn’t the focus. The game tells you all you need to know about your goals in Adventure mode, but nothing about your competitors.
A final reiteration: Other pirates, in Adventure mode, are not the focus. They are the subordinate feature. The only time they rise to a level of focus is when they raise either of the flags which make the ships location visible to others, which, in one case changes them to intended cooperators.
When PvP players tell you that your Tall Tales quest item is fair game, and you’re weak for feeling poorly about the lost time, this is the source of the confusion. It’s also why they fail to realize that you can in fact work without the technical constraints of game design but still behave poorly at the same time. A clear-cut example is in game voice chat. The game enables voice chat. You can use this voice chat to communicate with other people in a normal way. Or, you could use it to scream bigoted obscenities into the mic. The game’s design does not inhibit you. In fact, it promotes the sharing of your voice with others. “Get a thick skin” is good advice for anyone on the internet, but if you yell bigoted obscenities into the mic you’re also not a good person and need to spend some time in self-reflection.
In the same way, if you use the open world game design to seek out players with the sole goal of having fun at the expense of their enjoyment, you’re behaving poorly. The game’s design doesn’t encourage or discourage it any more than it encourages or discourages yelling obscenities into the mic. This is actually a problem with you. The game allowing this doesn’t absolve you of the behavior.
Another example:
In a basketball game, with two teams playing against one another, you can and should steal the ball and score at every opportunity. This is good behavior, and anyone getting upset needs to learn about sportsmanship. The game is structured and competitor focused.
If you run into a park with several basketball courts and different kids are playing different games, some just shooting for fun, and you run up and steal the ball and score, you’re not a good person in that moment. This is poor behavior. The game is unstructured and goal focused. When they get upset, they aren’t weak.
We don’t have to be friends in Sea of Thieves. We don’t even have to engage peacefully with one another. But we can in fact behave poorly in Sea of Thieves. Stealing Tall Tales quest items is one example. Hunting down new players is another. Camping Tall Tales quest locations is another. Consistently attacking the same player who is clearly attempting to avoid engagement is another.
“But they let me do it and encourage it” isn’t an excuse. It’s not. If you feel compelled to behave poorly because of a game’s design, the fault lay with you. I play in that same world you inhabit but somehow manage to get along mostly peacefully, and have never done any of the things some people here seem to celebrate. I enjoyed Arena quite a bit when I tried it. I love PvP games. I love competitive, ranked PvP games. But, I get no, zero, joy from the unhappiness of others. None. If you do, that’s not game design. That’s a character issue.
I'd encourage the developers to work to make these distinctions a little more clear, or to work to consider them more thoroughly if these distinctions don't already exist. I would hope that I, just a random player, am not more optimistic about the game's potential than the developers themselves.
