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Thesis paper on nanotechnology order capstone logistics interview questions kyo maclear virginia woolf essays I'm here with Joan NEET executive producer of sea of thieves Joe thanks for the time absolutely let's just stop what is the point of the game like what is my objective in sea of thieves ultimately is to become a pirate legend like this there's no Blackbeard in sea of thieves that's all anyone of exists in the game there's no black polo players going to become the legends of the world and that's ultimately your goal however you want to play whatever you want to do you see a thieves we're gonna try and meet those motivations for players if you want to be the kind of the player the player that goes out there just sinking other ship to becoming that kind of fearsome player in the world then that's totally open to you and we'll kind of reward that and I'll kind of award players progression around it but if you want to be the kind of the merchant or the person that just goes out seeking treasure all of those motivations will be met because it's a game with a lot of freedom it's a game but with a lot of choice for layers and you know you can approach it how you want because everyone's grown up watching movies or reading books and so everyone has an idea of what they would do in the corrugator very well and we really want to deliver that to players and ultimately make this the kind of the ultimate pirate experience as a game point I think there's a real gap in the market I think for for somebody to really nail the pirate game I love the sound of all of that because I'm a big pirate fan recently have you found that you've needed to temper expectations or something given you know we've had some big open sandbox sea world style games come out there weren't players more recently what so far see if they cease to be on track but how are you making sure that you know everyone singing under delivery I think show-and-tell is not a kind of mantra right so like when we talk about becoming a pirate lady who took quite a port high level around the equations around but when we're ready to show exactly what that means the players will talk about it in detail and we'll shop and we've been really good I don't know if you know much about our insider program we launched in December last year and it we started off with a thousand players and around for it about 140,000 now and we've been growing and involving the game experience with players playing but we've been very conscious to kind of to show stuff and talk about it at the same time and show you yes show and tell is how we and this whole closed out the thing has been really interesting because I've always thought of rare as much more of a sort of secretive lockdown company and you're not really showing stuff off until it's done this is a total change in the way that I feel like you guys develop games you know what brought that about and what's been the challenges or rewards you're exactly right like historically very secretive got it so the identity of ever been to rare they've got a book page you know everything I don't even know where you are I thought you were American what I meant British no I was very confused yes so but like hidden away in the middle of the English countryside in all right it's almost like a I don't know like a Bond villains lair or something kind of rare opposites but when we look to kind of what rare should do next we were very interested in in these shared world kind of experiences that were out there we looked at one of things like Daisy on one hand kind of reference because it was a really interesting game really interesting premise with loads of really interesting stories videos but we want it to kind of take what's special about those shared world games but apply they're kind of the rare magic and the rare approach to it but what one thing that is super critical for a game license is that we have our expectations of how players are going to behave in it but because it's not where it's fun of its co-op and it's also a shared world you have to test that stuff with players and so during the insider program meant that we could test off one of expectations and see if they were landing the players and if we need to do that we change negative but also it's a new idea like so rare obviously has a fan base that has made tons of different types of games over there over the years but for this we needed to build a new audience the insider program what that gives us is when we actually get to launch and we bring that kind of Lourdes the audience in we've already got a really big really supportive really engaged in kind of knowledgeable community whereas if we hadn't done that then we would have just been launching kind of lines and just crossing our fingers and hoping that we had a really kind of big day one launch and we had enough players and they were all there and they kinda got it I saw as well some things that I really liked you seem to be rewarding players we've got in early and have done things in the game sort of milestones they've sort of been inscribed in the game and yes history in some ways can you speak about that absolutely yes like we've been doing this since the start of the Alpha which is basically almost kind of building the law of the world around weights and because like I said it's no black beard there's no black Bell and we want to kind of build build the entire law in the history of the game around wares and it's not just players in the Alpha because obviously like some people get an early end there is still people waiting to get in and stuff and but we're gonna continue doing this as the game grows and it always be on launch and everything and we look at like what are cool things that are kind of touched our hearts or have made us think oh that's awesome we should do something around that and like from when we did the first ever alpha session with our first thousand players we were sitting there watching the telemetry kind of come in live in our boardroom and then after like four minutes we noticed someone going remove the head after four minutes like how how did they die same thing and to it's like that was the first person to ever die in our game and so I remember they gave me tigers hallouwe 1980 and so from the ferry at the dams where you go when you die we scratch their game tag into taunted the woods by the door because he was the first person to ever be there and there was nothing else to do there's no one else to talk to like they know in our heads in the law it's not the the biggest most amazing achievement to be the first person to die but it was really cool that we could film my players but then we've renamed taverns after one of our kind of really popular community members kind of in the forum and stuff called it like the Georgian cracking off drug I could clumsy George when we first put in full damage there was a player that I think they died something like thirty seven times in one session and we were like it turned out because we had what we haven't done is give players the ability to kind of eat bananas or something get health back so what he was doing was a people abused he would then kill himself so that he got back to full health and that was what he was doing we were all right okay so there's basically there's a skeleton kind of stuck into the ground with its just feet sticking out just on one of the islands again with his gamertag scratched into a rock next to it and and like we'll continue to do this as the game goes because I think it's a really powerful thing that we can that we can do that we can build this game around players and then everybody's got a chance to have a story around them like and and no one knows how to do it so they can't kind of game it on it's all way of giving something about it I'm so excited about that I can't wait until I am immortalized just by screwing up capstone ministries mp3 download State University of New York College at Oneonta.