The (extremely incomplete) history of Sea of Thieves, as told by Rare

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The (extremely incomplete) history of Sea of Thieves, as told by Rare
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The (extremely incomplete) history of Sea of Thieves, as told by Rare on the pirate adventure's fifth anniversary

Happy birthday, Sea of Thieves! It's been five years since Rare's delightful multiplayer pirate adventure first welcomed in treasure hunters, skull seekers, and bloodthirsty buccaneers - and almost the same again since the studio started work on the project back in the day.

It's a journey that's seen Rare's initial ambitions shift and grow in step with Sea of Thieves' energised community - we've seen AI controlled skeleton ships take to the waves despite an initial player-only focus, the advent of authored narrative in a sandbox initially designed around player-created stories – and to celebrate the game's fifth birthday today, Eurogamer grabbed a grog and settled down with lead designer Shelley Preston, creative director Mike Chapmen,...

In our pitch we had video of DayZ, EVE Online, and it was these really interesting games coming from an independent space [that] were about creating those interesting stories... We were just like, this is the space we think's the most interesting for us to go and create something.That very first headline we started on as a design team - players creating stories together - really captured our imagination... and was always a huge part of the core right from our very first prototype.

I think the challenge was how do you get enough of those combinations to create those stories for launch - [and] even today, it doesn't feel like we're done, you can't have too much of that stuff, you can just keep going and going forever - so launch felt like this line in the sand where the real question was, have we done enough for people to understand the core experience?We'd educated and talked to the core people that really loved Sea of Thieves [and] really kind of got a...

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