According to director Ryan Barnard, Skull and Bones doesn’t have much of an impact on the storyUbisoft is positioning the game as a live service title, but we expected it to have a massive single-player campaign and lots of narrative-driven content. Rather, the focus seems to be on “players creating their own stories”.
Skull and Bones is not story-driven
Talking with True Achievements, game director Ryan Barnard has clarified that Skull and Bones is “not a narrative-driven game.” In an interview, he revealed that the focus seems to be on progress above all else.
In the game you will meet important NPCs called Kingpins. With the Kingpins, you’ll learn their own stories as you forge closer ties by signing contracts with them. There’s an underlying story in the game where we build lore for the entire world, but that’s not the main focus.
We want players to be able to create their own story and choose the type of pirate they want to be. That said, what drives you through the progression system we call her Infamy is the fact that you have access to in-game blueprints that provide different types of ships, weapons, and armor.You travel and explore the world to become effective against new enemies
It’s a shame that Ubisoft leans so heavily into the GaaS aspect of Skull and Bones. When the game was first revealed, most players seemed excited to see the title expand the naval portion of Assassin’s Creed IV: Black Flag. There were expectations that he would be a more spiritual successor to Sid Myers Pirates.
Instead, Skull and Bones seems to focus more on grinds and microtransactions. Unfortunately, the more we know about it, the more it seems to be DOA after a troubled development cycle, and even some of its developers doubt it’ll be a hit.
For more news, check out the August 2022 PS4 and PS5 release to see why “gamers” are upset about GTA 6’s female protagonist.