Sea Of Thieves Should Have Copycats By Now–Here’s Why It’s Still One Of A Kind

Over the past few years, I’ve scarcely found another game that has claimed more of my time than Sea of Thieves. One reason for this is that it stands almost uniquely in its genre, with no other title quite mirroring its distinct style. While there are other pirate games, their piracy theme primarily serves as a skin—a fitting one, undeniably—yet the essence of a Sea of Thieves-like game could easily adapt to various other settings. Intriguingly, when Rare initially developed the game, they deliberated over several alternative settings before settling on the open-world pirate sandbox, no pun intended.

The first occasion I conversed with Rare for TopMob was when I inquired about the absence of games imitating their style, finding it intriguing in an industry that often follows successful models. Three years later, this observation remains valid. Recently, some titles like Jump Ship, Wildgate, and Sand have been compared to Sea of Thieves, but none are seriously attempting to replicate Rare’s multiplayer adventure game. I recently spoke with Mike Chapman, the creative director of Sea of Thieves, again to ask this question once more, and this time I sought a clearer answer: What specific elements would make a game a “Sea of Thieves-esque” title?

As a devoted fan, I can’t help but ponder about this topic frequently, as Chapman shared. If you’d asked me seven years ago if Sea of Thieves would inspire similar games, I would have speculated about potential pirate games or near replicas. However, it seems that games like Jump Ship, Wildgate, and Sand, which appear visually stunning, are essentially taking one key element from Sea of Thieves and refining it. For instance, the previews for Wildgate really caught my attention, but it feels like it’s more about a tight competitive loop, focusing on just one aspect of Sea of Thieves. I believe what makes Sea of Thieves so vibrant and allows us to continuously evolve it is its versatility. It’s not confined to any single genre; rather, it’s almost as if we’ve created a unique genre that others aren’t exploring yet.

I wanted to know from Chapman which key elements distinguish “Sea of Thieves” from other games in terms of their fundamental components, since the pirate theme and open-world setting are common across many genres, and PvPvE multiplayer is quite trendy at present. However, these aspects can’t be the defining factors, so what sets “Sea of Thieves” apart?

He stated that Sea of Thieves serves as a platform for player narratives and creativity, essentially being an adventure game that offers a wide range of gameplay opportunities. However, not every session guarantees interaction with all these possibilities. It’s more about immersing oneself in this world filled with endless possibilities. He emphasized that the game is highly personalized, focusing on your story, gameplay, and choices within a shared environment.

He also appreciated how the game beautifully combines choice with a minimal set of rules, all encapsulated within the pirate theme. It’s as if we have immense mechanical freedom, but this freedom is packaged in a way that emphasizes the essence of being a pirate in a world where the Golden Age of Piracy never ended.

It appears that Rare’s choice to implement a flat progression system in their Sea of Thieves-like game has contributed significantly to its distinct identity. Few other major multiplayer games manage to maintain balance among players by avoiding gear and metagame disparities, with exceptions like Halo Infinite or Marvel Rivals, which are more combat-focused. Typically, sandbox games offer upgrade options, but not in the case of Rare’s game, and this is part of the reason behind its success.

Initially upon release, some reviewers and gamers raised concerns about the absence of elements like XP progression, unlockable perks, and upgradable equipment. However, it’s evident that these omissions are essential aspects of the game, particularly as we approach a decade since its launch. For long-term players, not having such features can make it easier to introduce newcomers to the game who might otherwise be discouraged by being at a disadvantage. As a seasoned Sea of Thieves player, your accumulated experience takes the place of traditional XP. By keeping the game accessible to latecomers, Rare maintains its core philosophy: “Empowering players to craft their own adventures together.

Chapman explained that at its core, the game embodies an “elegant simplicity” for players, but crafting this simplicity isn’t straightforward for Rare or other studios seeking to emulate it. “We aimed to create a game that would develop over time. This is a realm to lose oneself in, and completely realizing this world all at once is nearly impossible. It requires patience, maintaining an engaged audience, fostering a vibrant community, and continuously evolving the game while adding new elements. I believe that’s why we should avoid creating barriers like ‘I can’t play with you unless I’ve reached a certain level.’ Instead, it’s crucial to allow players to collaborate, as they breathe life into the game, so they must be able to play together.

There’s potential for someone to excel in this area, but to do so, they should delve beyond merely attempting to substitute a ship with an animal or a spacecraft. Instead, they need to explore more profound and innovative solutions.

Might there be a future adaptation that brings the spirit of Sea of Thieves to different settings, such as a western town, a zombie apocalypse, or even a world populated by dinosaurs – as long as it retains the core essence of the gameplay? According to Chapman, this is certainly possible.

This is a substantial undertaking that involves crafting unique, interconnected experiences within a virtual world. Each element contributes to a larger whole, much like ingredients in a recipe. However, not all sessions deliver a seamless, cohesive experience. It’s an open-ended journey, and I find it quite a significant endeavor, both technically and creatively. I’m glad there’s nothing else quite like Sea of Thieves. Many people tend to focus on the ship as the main attraction and the driving force for cooperative play, but I believe it offers much more depth than that.

I believe that providing players with versatile tools for unique combinations is key to highlighting their storytelling abilities, and this doesn’t necessarily require a ship. In other words, someone could thrive in this field without directly replicating a ship with another object like a horse or a spaceship. Instead, I suggest they delve deeper by considering innovative approaches.

commences today on all platforms: Sea of Thieves Season 16, which is now available on Battle.net as well. This season emphasizes the Reaper’s Bones, a trading company often seen as adversarial with a focus on player versus player (PvP) interactions, and aims to provide more opportunities for players to engage in the game. In this season, a new deployable cannon is introduced, along with skeleton non-player characters who assist you in battles and treasure hunting. Additionally, there’s a new Plunder Pass filled with cosmetics and in-game currency.

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2025-05-22 18:39