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PlayStation, ahoy! How Rare’s pirate adventure Sea of Thieves set sail for a new platform
Six years since its voyage began, the oceanic co-op is landing on PS5 – and the team behind the game can’t wait to empower the creativity of a whole new community of players
www.theguardian.com
One evening many months ago, Mike Chapman, the creative director of the co-op pirate adventure game Sea of Thieves, sat down to play the game with producer Joe Neate. This wasn’t just a standard playtest – joining them online would be a crew of players they’d never taken to the ocean with before. It was a team from Sony Interactive Entertainment. The plan to bring the Xbox exclusive to PS5 had just been hatched; now it was time to get into the detail. “We were educating them about the game, talking through what was special about it,” says Neate. “It was so surreal,” chips in Chapman. “Trying to find treasure on an island with a group from a different platform holder …”
So what was it like to face the prospect of opening the game to a whole new community? “At a leadership level, when we first heard about this as a possibility, it was excitement first. Then: ‘OK, how are we gonna do this?’” says Neate. “The fact we’d already gone to a different platform with Steam helped us to face not only the technical challenge but, also, how to start engaging with a different community in different places and build that reputation.
“This is the first time in Rare’s 40-year history that we’re developing on a Sony platform, which is incredible. It was quite surreal for us, getting on a call and being presented with a set of slides about a platform that we never thought we would get an opportunity to go ship on. But honestly, for our tech team, it was like: ‘Let’s just get kits in and start experimenting and figuring this out.’ We had them hidden away in a secret part of the studio with frosted windows and no one could peek in. It was excitement as much as anything else.”
According to Neate, Rare is working with co-developers who have PlayStation experience, and Sony itself has been extremely helpful, holding regular catchup calls and making its own tech staff available whenever needed – even when the project was still top secret. “If we went and visited their studios, we had to do it not wearing Sea of Thieves T-shirts, as I’m sure you can imagine,” says Neate.
You also don't need PS Plus to play Safer Seas (the solo instances with heavily nerfed progression):
One huge benefit of preparing to welcome a new community is that it has given the team an excuse to stop and think about the game’s structure. Season 11 of the game, which launched in January, was developed with the knowledge that PS5 players would be joining soon, so the onboarding system has been revised. It now offers a much more cogent pirate journey, with content unlocking at a more manageable pace, and a quest board showing where to find new stuff that was once hidden in artefacts or map icons. Rare is also planning to introduce an offline solo mode with the March update. “You won’t need Xbox Live or PlayStation Plus,” says Neate. “If you just want to come and play on your own, you’ll get to play Safer Seas as a solo player so you can experience all of the Tall Tales content and all of the progression through the companies. It’s another way to fall in love with the game before thinking ‘maybe I wanna go get that subscription and start playing multiplayer’.”