Sea of Thieves’ Player Pool Expands

Sea of Thieves release this March and was criticized for the lack of content. It found a niche with players and content creators who took advantage of the cooperative gameplay and quick gameplay. According to Xbox News, Sea of Thieves racked up 300M views on YouTube and more than 40M live broadcast hours on Twitch. With weekly challenges and a consistent stream of free content, Sea of Thieves continued to grow and now has 5 million “pirates” spanned across Xbox and PC platform.

Upcoming Content kept the game afloat

The early criticism was justified on Sea of Thieves. Considering the game was released for full price, players skeptical of the luster of the game. Microsoft and Rare announced released six free DLC at E3 which kept players invested in the long run. The Hungering Deep was released earlier this year and added more dangers to the sea. Cursed Sails releases today, July 31st, and will add time-limited content to bring players back. It will also have Skelton Ships, ghost bullets, and alliances to shake up the world.

Players raise their own stakes

The biggest gameplay influence is actual players. Forming crews, exploring islands, collecting treasure, attacking other player ships, and open negotiations are unique game features that players control. There is no set meta or a “proper” way to play Sea of Thieves which gives players the freedom to play however they like. Gameplay is fairly simple and it is easy for new players to jump in.

I’ll be honest. I didn’t think Sea of Thieves was going to do well but I am glad to see the game become a success for Microsoft and Rare. Many old fans of Rare worried that the company had died under Microsoft‘s acquirement. Rare’s most recent success was their Rare Replay which is a just collection of their past games. Hopefully, Sea of Thieves brings new energy to the studio. I hope to sea future impressive changes to the game.

Sources:

Xbox News

Polygon

Valve adds the ability to see your Loot Boxes

 

As controversy continues regarding loot boxes in Video Games, Valve has taken the initiative to improve the process for their games. Dutch and Belgium have threatened to prosecute gaming companies regarding loot boxes in games. Their ruling stated

“Loot boxes contravene the law if the in-game goods from the loot boxes are transferable. Loot boxes do not contravene the law if the in-game goods from the loot boxes aWhre not transferable.”

Dutch declared four games were guilty and two games are from Valve. The government declared loot boxes had monetary value content but didn’t properly showcase what you earned as it is based on chance. Earlier in June, Valve disabled opening loot boxes and trading gear in the Netherlands, Belgium and Deutschland in CS:GO (Counter-Strike: Global Operative) and DOTA 2 (Defense of the Ancients 2). 

 

 

Now Valve has taken another step for those regions. For DOTA 2, Dutch players can see what the loot box will contain before purchasing it. The game now restricts players by only allowing one box purchase at a time and removing the box opening animation.

Why these specific changes?

The removal of multiple purchases to prevent players from potentially mass purchasing boxes. Previously, multiple box purchases gave you small discounts or extra bonuses for more boxes. Regarding the animation, many loot boxes had fancy animations that were designed to make players feel good about opening them. Psychologist defines the feeling as ‘variable rate reinforcement.’ The adrenaline rush and the dopamines in your brain affect you more if you are unaware of the rewards but they are delivered on a periodic basis. Each game has their own animation and developers put extreme effort to make it look, sound, and feel amazing.

Do you want to see these changes in North America? Or do you think these changes aren’t the right steps to change loot boxes?

Sources

PC Gamer – The Joys of Opening Loot Boxes

Valve: CS:GO Forum 7/11 Patch

PCGAMESN – Removal of Trade in the Netherlands

Eurogamer

Eurogamer – Removal of Box Trading

Pokemon Let’s Go isn’t for Long Time Fans

*This article is my opinion**

I’ve been playing Pokemon ever since I was four years old. I’ve played every generation of handhelds Pokemon series: From Yellow to Ultra Moon. Like every longtime fan, I’ve been waiting for a new big entry into the series for the consoles and when the Switch was announced, it was a dream come true. “A console that can also be a handheld?! This is perfect for Pokemon!” When Pokemon Let’s Go: Pikachu/Eevee Edition was announced, I was ecstatic as every Pokemon players dreams came too. As the game comes closer to release on November 16th, I hear more news which discourages me from buying the game.

Back to Kanto in the Wrong Way

The first generation Pokemon are classics. Their designs are great, simple, and appeal to every age. What isn’t a classic is Kanto. While Gold & Silver are revolutionary for including the Kanto region thanks to Iwada, the appeal was because players just played the first generation and it provided more opportunities to explore than Johto. Players want to explore more than one region, it doesn’t have to be Kanto. I think going back to Kanto and only having Kanto is a mistake.

I think starting with the first generation of Pokemon and simplifying the genre for potential new players is good, I wish it wasn’t the next big Pokemon game. While Gamefreaks (Developers of Pokemon) have confirmed they are working on the next generation for 2019, I am worried they believe having one big region to explore is what fans want.

Image result for pokemon let's go map
The map looks amazing but if you filter through it, it’s just the same thing we have played before

Simplifying the Catching System

Pokemon Go completely changed how we catch Pokemon. Rather than clicking the button, we can now feel and throw the ball in Pokemon Let’s Go! However, catching them feels more like luck than strategy. While weakening Pokemon isn’t complex, it helps makes the player like they are working towards a higher success rate. The biggest annoyance in Pokemon Go is Pokemon running away after failing to catch. While curve throws and aiming are skill based, GameFreaks didn’t need to cut out the Pokemon battling portion. Both systems should be available but Junichi Masuda (Director of Pokemon) felt the game changes needed to be made for the Switch game.

Image result for pokemon let's go catching pokemon
Give me that Clefairy

Forcing Gym Battles to be easier

Siliconera showed a new screenshot regarding Gym battles. In front of most gyms, an NPC stands to give you advice on how to beat the Gym Leader with certain Pokemon types. In Pokemon Let’s Go, they won’t let you even challenge the leader until you have a Pokemon that is type effective against them. While it is great for new players to hear, it removes the freedom of gameplay. You should be allowed to challenge and play however you like in Pokemon. Letting players struggle should be an active learning experience.

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Translate: You need a Water or Grass Type Pokemon to challenge

Conclusion:

I hope Pokemon Let’s Go Pikachu/Eevee does well. While I will most likely skip this game, I love the series. I think it may be a test to see how players respond to the changes before they consider finalizing the details on Pokemon 2019. Many of the changes are controversial to longtime players like me but perhaps the sales numbers and review responses will affect future gameplay changes. I like Pokemon Go but I treat it like a different game than the main series. I prefer the style of a console game to be different than a mobile game.

The Pokeball accessory looks cool though.

Will you be buying Pokemon Let’s Go?

Nintendo Everything – Junichi Masuda Interview

Siliconera

Guerrilla Games, developers of Horizon: Zero Dawn, grows

Horizon: Zero Dawn was one of the best selling games last year. It proved new intellectual properties and new games can be just as successful as a big sequel. The game sold almost 5 million units and was nominated for many Game of the Year awards. Thanks to its success, Guerrilla Games have grown! They are jumping for 250 employees to 400 and are taking more space in the office they currently reside in.

The goals of CEO Hermen Hulst are to release big games in a shorter time. Horizon took over six years to develop. Their idea is to “release games in two or three years, both new titles and games based on existing titles.” Although they have not announced their future games, they have also worked on the Killzone series. I look forward to more games from Guerrilla that will make people go ape.

Sources:

Eurogamer

Horizon Zero Dawn Sales