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Housing, mounts, and world interaction systems

Several non-combat world systems are discussed as part of Scars of Honor's long-term design direction. These include player housing, mounts, seasonal world features, and general world interactivity.

Player housing direction

Player housing is described as a desired feature, but not necessarily one planned for the initial version of the game. The possibility of adding it later in post-launch updates is explicitly considered.

A major design question is whether housing should be instanced or open-world. Instanced housing is described as a more controlled approach, potentially using exterior blueprints while allowing customization inside. Open-world housing is discussed as a more ambitious option that would give players greater freedom over placement and structure.

The main concern with unrestricted open-world building is player behavior and the risk of disruptive or unserious constructions. This concern is presented as one reason the feature is not treated as a launch priority.

Mounts as more than travel tools

Mounts are described as having a broader role than simple transportation from point A to point B. While travel remains one function, mounts are said to be planned as active parts of gameplay.

The recording states that mounts will participate in combat for many classes. It also suggests that mounts have roles in gathering and crafting, though the exact implementation is reserved for a later official reveal.

World atmosphere systems

The game is said to include a day-and-night cycle, seasons, and weather. Earlier prototype footage of a Christmas event and an early weather system is shown to illustrate that these world features have been explored for some time, even if the visuals shown are described as outdated.

Seasonal and holiday events are treated as important for community life. Christmas and New Year-style celebrations are specifically mentioned as examples of the kind of world events the game values.

Long-term engagement philosophy

The world systems discussion is tied to a broader goal of building a game that lasts beyond launch. The intended outcome is not a short-lived release, but a game that can support future patches, larger updates, and expansions.

This long-term view also appears in the treatment of housing and other systems: some features may be delayed if they are not ready to meet the intended standard at release.

Source

  • Recording: Druid Tank Concepts Review + First Time Runescape: Dragonwilds
  • YouTube: Watch on YouTube
  • Published: Sunday, August 3, 2025 at 9:31 PM UTC

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