The stale gameplay loop.

  • I’m writing this because I love Sea of Thieves to death. I’ve been sailing since 2020 and have logged hundreds of days at sea. You’d think I’d be tired by now, but the truth is Sea of Thieves remains the most addictive and original “next-gen” title of the last decade. More importantly, it still holds untapped potential to evolve and captivate both new and veteran pirates alike.

    But there’s a problem: the core gameplay loop hasn’t meaningfully changed since launch. Like the extraction shooters that inspired it, it still revolves around a familiar pattern: do some PvE, get some loot, maybe fight, and hand it in. New features like Hourglass or Tall Tales offer small diversions, but even the most recent mechanics reinforce the same loop rather than expand it.

    And that’s where Sea of Thieves betrays itself. Rare’s founding ethos — “Players Creating Stories Together” — has been stifled by a system that prefers to reward deceit, theft, and combat over cooperation.

    Now, the stories players tell are predictable: two ships spot each other, tension builds, and one sinks the other. Even the most good-natured crews hesitate to talk or trust, because the incentives overwhelmingly favor betrayal. The result? Fewer shared stories, fewer spontaneous friendships, and a shallower social experience.

    Rare needs to address this by adding new mechanics that reward conversation and collaboration — not just combat. Players should have reasons to approach one another that don’t end in cannon fire or theft.

    A fresh way to do this would be to let Emissaries assist other Trading Companies in unique ways. Imagine a Gold Hoarder crew finding an item that holds no value to them, but great value to the Merchant Alliance or Order of Souls. Likewise, each Company could have rare cross-faction items — encouraging inter-crew trade and diplomacy.

    This kind of “exclusive-value” system would make trading across crews a natural generator of novel encounters rather than the soulless alliances we currently have. Each interaction could unfold differently depending on who you meet, what you’re carrying, and which Company you serve. That unpredictability reintroduces a sense of discovery and emergent storytelling that’s been dulled by repetitive combat.

    Crucially, value would only emerge through legitimate trade — the act of cooperation itself becomes part of the reward. Certain cross-company items could be rendered worthless if stolen, forcing players to engage with one another authentically if they wish to profit. This restores a sense of agency and intent to each encounter: players choose whether to fight, trade, or negotiate — and each choice has a distinct narrative and mechanical consequence.

    I really, really hope to see some acknowledgement of this problem in future dev talks or features reveals.

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  • It's a cool idea, but how it would be put into practice has me worried. Not to mention, at the end of the day, PvP is a choice. I'm probably still going to fight players and steal their loot because I enjoy that. I would also rather not have collaboration forced on me by the game for earning commendations.

    It's not that I wouldn't ever touch that system though, I honestly agree that collaboration in SoT is often greatly outweighed by the value of betrayal. Why would I want 50% of the loot's value when I can pretty consistently take 250% of it?

  • I don't think "forced" was the right word. We are incentivized by a combination of loot, gold, cosmetics and the novelty of certain game mechanics. I have only completed some of the tall tales and yet I have 590 in servants; I'm not forced to do those tall tales but I am incentivized by their cosmetics. We just need to offer other forms of gameplay to change the mindset and behavior of crews. Perhaps your preference is always to sink ships, that's fine, mine generally is too, but I would like the option every so often to be able to do something that isn't that and to have the other crew open to the idea of a novel and mutual interaction.

  • But there’s a problem: the core gameplay loop hasn’t meaningfully changed since launch. Like the extraction shooters that inspired it, it still revolves around a familiar pattern: do some PvE, get some loot, maybe fight, and hand it in.

    Reading through your extended idea I don’t feel that it addresses the core issue you bring up above. Yes players may be able to cross over loot between factions or get unique pieces of treasure and that may be cool for a short time, but it still doesn’t address the staleness you pointed out above in the overall nature of what we do out at sea.

  • Gameplay loop can be changed. That up to the player to decide how.

    Instead of sailing on your ship. Use your rowboat. Instead of pve loot. Steal it while remaining on a rowboat..

    Don’t ignore bottles. Don’t ignore journals.
    Carry kegs, a lot and tempt players to board or fight you.

    Players make how they play. If stale means you been playing the game wrong this whole time.

  • @burnbacon

    None of that is changing the core gameplay loop.

  • @heslashthem

    I can only speak for myself and from the experiences I've had on the seas. I think it's a good idea because it encourages players to communicate about what they have on their ship and what it is they seek—to me that's fairly novel and enjoyable. Ultimately, though, it's up to Rare to build it out and test it in the community. Even if the trading mechanic doesn't hit the mark, I think it's important for them to recognize the need to change the atmosphere and social dynamics between crews. There are other ways to foster co-operative play and banter, but I just outlined trading because I think it's fairly easy to implement since it doesn't require a bunch of animations, or even new assets. It just needs to be able to recognize the difference between loot that is stolen versus donated versus traded and adjust values accordingly.

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