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Gathering, crafting, and the rejection of autoplay

Scars of Honor's gathering and crafting direction is presented as an attempt to make professions actively engaging rather than passive background tasks. The stated goal is to avoid systems that can be reduced to a single click or automated loop, and instead require player attention through minigames, audiovisual feedback, and progression-based variation.

Autoplay is explicitly rejected as a design solution. The argument given is that if a system needs autoplay to remain tolerable, the underlying activity should be redesigned to become interesting instead.

Internal playtests and profession polish

The team reportedly runs regular company playtests with a specific focus. At the time of the discussion, the world is being populated with crafting and gathering nodes, and these sessions are used to evaluate the game as players would experience it.

Particular emphasis is placed on small details such as:

  • how the UI connects to the 3D world,
  • how sounds are represented,
  • whether animations feel correct,
  • and whether gathering and crafting interactions feel polished.

The intended standard for professions includes minigames, dedicated animations, visual effects, and UI support.

No autoplay in MMORPG systems

Autoplay is described as having no proper place in an MMORPG. The criticism is not limited to combat; it also extends to gathering and crafting. The reasoning is that a game should not ask the player to automate the parts that are supposedly meant to be played.

The design stance can be summarized as follows:

  • if gameplay is boring, the solution is to improve the gameplay;
  • autoplay turns interaction into passive consumption;
  • passive consumption is closer to watching media than playing a game.

This position is applied even to professions such as fishing or resource farming, where some players might accept automation.

Profession minigames and progression

Gathering and crafting in Scars of Honor are said to use minigames so that the player remains engaged. These minigames are tied to skill progression rather than remaining static forever.

The described progression model includes:

  • harder interactions when the player is not sufficiently skilled,
  • different rewards as progression increases,
  • different resource requirements for later crafting,
  • and movement across different nodes rather than repeating the same ore indefinitely.

The system is not intended to become the fast-paced core of the whole game, but it is also not meant to be a trivial click-and-wait activity.

Cooking profession example

A specific example is given for cooking. A heat-based functionality seen in the comparison game is said to be something Scars of Honor plans to incorporate into cooking minigames. This suggests that profession gameplay may include timing or temperature-management mechanics rather than only recipe selection.

Reward structure and grind philosophy

The broader progression philosophy is that effort should feel meaningful. Slow or demanding progression is not treated as a problem by itself; the problem is uninteresting repetition. Grind is considered acceptable when the underlying activity is engaging, whether through combat or profession gameplay.

This approach is linked to an older MMORPG reward model in which time investment and focused effort make milestones feel earned rather than instantly granted.

Source

  • Recording: What things from Runescape you would like to see in Scars OF Honor?
  • YouTube: Watch on YouTube
  • Published: Sunday, August 17, 2025 at 9:12 PM UTC

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