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Open-world priorities, dungeon structure, and professions

The recording describes Scars of Honor as an MMORPG that should prioritize combat, economy, and the open world before secondary lifestyle systems such as housing. The game is framed as a social, group-oriented world rather than a lobby experience built around queueing for instanced content.

Open world as a core pillar

The open world is treated as essential to the game's identity. It is described not only as a place for questing and leveling, but also as the social space where players meet, relax, and create the sense of being part of a larger world.

This view rejects the idea of an MMORPG where players mostly remain in a city and repeatedly queue for dungeons. Instanced activities such as arenas, battlegrounds, and dungeons are considered important, but they are presented as additions built on top of a living world rather than replacements for it.

Dungeon philosophy and solo play

The recording revisits an earlier design discussion about solo dungeons. The speaker questions whether dungeons should be soloable at all, arguing that dungeons are one of the clearest expressions of cooperative MMORPG play.

A previously discussed structure is mentioned in which level 0 dungeons can use a dungeon finder, while level 1 and above require players to form groups manually. This is intended to preserve communication and social interaction at higher difficulty levels.

The recording also confirms that players should be able to run dungeons repeatedly without a hard daily limit if they want to.

Housing and building priority

Housing and building are described as non-core systems for the target audience at launch. The recording says these features are not essential to the game's main appeal and should not take priority over combat and other foundational systems.

Homes and building are therefore expected later, if at all, rather than being a launch focus. The game is explicitly not positioned around a housing-first audience.

Combat, economy, and open world as top systems

The speaker ranks the game's priorities in broad terms:

  • combat as the number one system
  • economy as the second major system
  • open world as another foundational pillar, even before some instanced content

Combat must be fun and engaging. Economy must remain fair and resistant to bots. The open world must support both progression and social presence.

Professions and gathering

Several professions are named as already present or in active development:

  • mining
  • herbalism (caption may reflect a work-in-progress profession name)
  • woodcutting
  • fishing
  • fletching
  • cooking
  • alchemy
  • blacksmithing

The recording also confirms that professions such as mining and skinning-style gathering are part of the game's plans, though the exact finalized list is not always stated consistently in the captions.

Gathering and crafting minigames

Mining and fishing are said to have unique minigames already implemented. These minigames are designed around timing, precision, and reflexes, with the intention of making the activity feel more interactive and conceptually tied to the profession.

The speaker acknowledges that some players dislike minigames, but defends them for two reasons: they make gathering more active than pressing a single button, and they help prevent bots from farming resources in a free-to-play economy.

Cooking is also mentioned positively, and blacksmithing, alchemy, and cooking are identified as crafting professions for equipment, food, and potions.

PvE and PvP balance

The recording rejects a purely PvE or purely PvP identity for the game. Instead, Scars of Honor is described as needing both. The intended audience includes players who enjoy PvE, PvP, open-world activity, and progression systems such as procedural dungeons and deeper character customization.

Additional world systems

A few other systems are mentioned briefly:

  • races have passives
  • voice chat is implemented
  • minions exist as controllable NPC-like units for bosses and player classes
  • the Necromancer class is expected to rely heavily on minions

Together, these details present Scars of Honor as a game aiming for a socially grounded open world with repeatable group content, active professions, and a launch scope focused on core MMORPG systems rather than broad feature sprawl.

Source

  • Recording: Why MMoRPGs are keep on Dying? CEO/Creative Director of MMoRPG Studio speaks!
  • YouTube: Watch on YouTube
  • Published: Sunday, February 1, 2026 at 8:30 PM UTC

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