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Open world, social structure, and economy

The recording presents the open world as essential to Scars of Honor’s identity as an MMORPG. It is not treated as a backdrop between instances, but as the main place for exploration, social presence, and downtime.

Open world as a social space

The open world is described as the place where players should socialize most naturally. Exploration-focused players are explicitly recognized as a meaningful audience, and the game is said to need space for unwinding between dungeons, raids, battlegrounds, and arenas.

The desired atmosphere includes informal social moments such as gathering with friends, waiting for group members, or simply spending time in the world without chasing efficiency.

Realm identity and recognizable players

The recording favors realm structure closer to older server-based MMORPGs rather than heavy sharding or node-style instancing. The reason given is social memory: players should be able to recognize recurring names, remember helpful strangers, and build a sense of local community on their server.

This persistent social visibility is treated as something many modern MMORPGs have weakened.

Economy as a player-driven ecosystem

The in-game economy is described as something developers can support but not fully control. Their role is to provide tools and prevent destructive behavior such as botting, hacking, and item duplication. The actual market is framed as a living system shaped by players.

Player-to-player trade and an auction house are treated as mandatory parts of that ecosystem.

Crafting links to other content

Crafting and gathering are described as connected to dungeon play rather than isolated side systems. Alchemy and consumables, especially potions, are presented as important for dungeon runs. This implies a loop in which life skills feed directly into combat content and market demand.

World bosses and future systems

Open-world bosses are mentioned as part of the game’s broader world structure. Other world-facing systems, such as kill zones or more specialized PvP-resource areas, are still described as under discussion rather than finalized.

Housing is mentioned only indirectly, in the context of not wanting to overextend version 1.0 with too many systems. The broader philosophy is to establish a smaller number of polished core systems first, then expand later.

Source

  • Recording: Scars OF Honor - Game Feature discussion, what SoH will be like?
  • YouTube: Watch on YouTube
  • Published: Sunday, February 8, 2026 at 9:06 PM UTC

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