Asmongold TV - This new MMO is coming out.. | Asmongold TV
Episode Date: October 8, 2025This new MMO is coming out.. Asmongold show for all of his stream highlights, competitions, reactions & more. ------------------------------- ------------- Keywords: gaming community, gaming hot tak...es, game criticism, gaming news, streaming moments, gaming podcast Learn more about your ad choices. Visit megaphone.fm/adchoices
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This is a new MMO that is coming out.
Here we go.
The void has consumed us all.
Is this the end?
Hope what divinity dwells in this madness.
Calamity bears not name.
Your face.
This looks badass.
I shall return you to the past.
No matter the cost.
We shape the future by a race.
own hand, Sentinel of Catera, I await your return.
That was fucking badass.
That was really fucking badass.
And they're having a demo for that shit next month, too.
There's a developer interview, watch that please.
Yeah, this is actually really big.
I didn't even know this.
I'm Kronoisei's Development, PD, Yun Santhetra,
my name is Don, and I'm one of the product managers working on Corona Odyssey.
Hi, Don.
We're doing Cronoids' day's
making
end content
not and the whole
project
itself are still
a great thing,
that's good.
Look at the
characters.
This guy's
absolutely
fucking massive.
Look
is insane.
The did you have
the super hot
characters obviously
yep
great.
With someone
with
a game
to
thank you very much
for
50 give this up.
Triedlyan,
sometimes no
no object
of any
much of sea
and nother
and nother
and the
human
monster
and coming
and
fishing
mhmore
Degrees
Limitless
adventure
unique to
MMR
RPG
that's one
of the big
things like
whenever
New World
originally came out
that was one of the
things that
made New World
really good
is that
people could
do professions
and other kind of
cool stuff
like that
and actually
enjoy it
I feel like
a lot of games
kind of ignore that now
that now.
Cron Odyssey's
a single fantasy setting.
I've heard that a lot.
I feel like it's obviously
got a lot of like Dark Souls inspiration to it.
At least to me, I think it does.
And StarCraft's
jug's chingonged
like
abdozing
being a human's
The cosmic horror vibe of Prometheus.
This kind of
this and situation
in Crohn Odyssey's
world
yeah, I could see that.
Damn.
That looks good.
It looks good.
Boyd'r's un-chromang of
Voidrisman's unknowinged
human beings known as the void
come to a head.
In the absence of divine order,
the boundaries between dimensions collapse.
This is a pretty common theme.
This is a pretty common theme.
We've got to the M.M.O.P.G.s.
Yeah, I don't know if it's really that much different, but yeah.
I get it.
I always get it.
You'll stand against
formidable foes,
tremendous
and
future to alter the fate.
I always get scared when a game invokes
time travel.
I always get very scared.
I think
I think the only time where it's okay
is if the game is built on it.
The problem is like whenever a story doesn't have time travel
and then it's introduced.
later on like you know with Avengers end game or like with warroads of Draynor and
wow our goal is to immerse players in back narrative where the must confront forces
part of the continent yeah sure
it's very tricky last deep-back yeah last depok i think did pretty well
made for long-demean-gifted game in crono trigger
as a great idea of time
So he just like a Chrono Trigger and he wanted to make a game like that?
Damn, okay.
Alright, all right, that makes sense, sure.
Makes a lot of sense.
The foundation of Kronautiscii's world building rooted in the themes of Cosmico and Space-time.
all-m-or-pgis-pergis-poreg
from the game-ed-a-pment-oer-pdictor
name,
gaming spacemned and pillage
was impossible?
It's not impossible.
Okay, let's see it.
So now we're going to see some actual gameplay, is that it?
The CronoGyceaignee is a technology
to showcase our technology.
So this is an Unreal V game?
Okay.
Okay.
Okay.
We're not even,
we've made in the world's
inter-isement
from a different
situation
Yeah, see that.
So,
I feel like a lot of games
that look really good
with Unreal 5
maybe aren't good,
but like there are games
that use Unreal 5
that are really good,
like Black Myth Wukong for example.
Unneurl Engine 5
that
fact is
Exproion 33.
But this is that also,
yeah.
Unreal 5,
oh, this is actual gameplay.
This is actually gameplay.
Yeah, this looks good.
Yeah, this looks good.
Yeah, this looks good.
One of the really
so that's
one of the really important things with MMOs,
and like this is what happened with
Throne and Liberty
is that Throne and Liberty
felt like shit to play.
Like just moving around in the game,
combat just felt like garbage.
Like that is the main thing
that you need to make sure is good.
Like I don't know how classic wow
still feels better than 95%
percent of MMOs that are out even now.
I'd say Lost Dark also does a good job too.
Haven't thought about that game for a long time.
So I used to go Black Desert?
In my opinion, and this might be a hot take,
I actually think that Black Desert's combat is antiquated.
I think that it is.
I think that there are things about Black Desert's combat
that are really good,
but I also think that it's clunky in a way
that could be improved and made better.
and not some of the gondon.
Chrono gate are
built
are made but they're not.
But they're not.
Sure.
Morrow
I will say that like if I look at the visuals here,
I mean like this looks fucking awesome.
Like this is exactly the kind of game
that I'd be looking to play, right?
This is insane.
...upon,
aupacang and a weaakam
to feel like
designed.
Sob,
that looks fucking awesome too.
awesome too. Look at that.
...enggiening is
the same thing is
...
I mean, to be fair, like a lot of games
with Unreal 5 look this way,
but at the same time, it's good that they look this way.
...
...this looks great.
But, this is great.
But, this is all the world
entities,
and other-worlded entities,
and great...
...are let's see them.
Et cetera's environment, too,
be able to
be able to
this.
This is
good, I'm good,
yeah.
Yeah.
Yeah.
You're not
a great-on-
world.
What the fuck?
What the fuck?
What the fuck?
What do you?
What do you?
It's not
can't be able to
the human
Yeah.
Some of the
art here is
amazing.
I love it.
We know.
Does there any
mentioned a pay to win?
I mean,
I think that's the main
concern that a lot of people
have
is like
if a game like
if a game like this is out,
is it going to have pay to win in it?
That's the big concern that I think everybody has
because it's a Korean MMO
and like most Korean MMOs
have like some form of pay to win in them.
That's I think the big weakness
that MMOs have right now.
Of course it well.
Well, I'll tell you this.
I think that if you're trying to make an MMO
that's like pay to win,
I think you might as well just give up.
Just stop.
You're not going to make any motion.
You're not going to do anything crazy.
It's just going to be another bullshit game
that nobody's going to care about.
People are going to lose interest in it,
even if it has good gameplay.
It's going to be by to play, apparently.
That doesn't mean it can't be also paid to win.
What sets Chrono Odyssey apart?
Okay.
Kron Odyssey's, we're
playing
the player's
self-and-move
and m-hom
orm-or-m
original MMO-RPG
MAM
Firm Aweighness
Firm
Upses
But the
But
Crone ODISai
this
...
...
...
Chrono tecter you're using,
you pretty much just go around and do whatever the fuck, right?
...andusage of the world,
you're doing the work in the
time in a hidden way or
...
...augue of the way of the way
...
...
...
...
... ...you simply completing class, players are witnessed the world changes.
So you pretty much can do it in any order you want.
That's fine.
...
...combe and tam-tom-tom-tom-tonging
...
... ...
Your own curiosity to be
So, maybe quest line
but not
Shire,
Meagoon, Field Bois,
Cunning,
and
various
contentes.
Okay, so
this is going to be
the traditional
probably
dungeons,
raids, and world
bosses, right?
Like, I feel like
a lot of these
games function pretty much
the same.
We're not
we're in
game in the
game in the
game
and development
experience points.
Yeah.
Chisic and
While players reach Maxalutu gathering and crafting.
That's good.
This is also like this insight is very good because I think that that's one of the reasons
why MMOs have stagnated is that they've become too focused on just combat and just gameplay,
whereas you have a lot of people that would play wow and do crafting and other things like that.
And I think that what really matters a lot is that you can go and look at all.
lot of Issaquai anime, and you can see how there are always characters inside of Isikai
animas that don't really actively play a combat role in the story, but they're integral to
the story. And so if you can't live out that fantasy in a video game, I think that the video
game is lacking something, because if you look at how popular Issaquai anime is as like a genre,
I think that shows that the, that's basically like a, like a confirmation.
that this style of game is something that a lot of people are looking for.
Sohueden cases
but ChronoDisei'saye's,
this game play?
This is a gameplay?
These are each other and
other,
and information,
it's like three alpha.
I mean, they should just take
exactly what New World did and do that.
Like New World did a great job at that.
Like, New World did a great job at that.
Game in games in a game in a lot of ways.
this way to grow up to
Also,
the information
to find out of
user's
self-
...
Minimimized
Guarison
MMO
RPG
character
character
...
...
...
I do think
tank healer and DPS
is like
I think that every time
that a game tries to avoid
tank healer and DPS,
it always ends up
with tank healer and DPS
in a soft version.
Like, it's just like
makes sense. It's what makes sense logically. Like the trifecta, yeah, it's like, I don't think that
any game really transcends this. Even like Lostark has support roles and stuff like that too.
Krohn Odyssey breaks away from the traditional model.
To all players to progress how they wish. I don't know about this. I don't know.
So this is an
one of a
one of a
one of
a one of
just a
simple
so this is
what's really
going to be
the determining
factor
is that
this is an
MMO
that plays
like
Elvin Ring
or Dark Souls
this
lives or
dies
based off
of its
connectivity
and net
code
if this
has
shitty
net code
like
like New World
did
it's a
dead game
like
straight up
it's a
dead game
if that has
getting that code.
System
through
a
key piece
to
do it
do not
to
not
not
user
like this is
a really
cool
idea
so like
what their
idea
like my
so like
I'm being
very
negative
about this
in a way
but I
want to say
that I do
think this
is the
future
and I'm being
extremely
critical
because I
want them
to do it
in the
perfect way
because I
know that
the perfect
way of
doing this
can make
an amazing
game
this.
this is I think that this is the rough draft of what I think the next big MMO will be as long as it's not a pay to win grind fest.
Actually even being a grind fest is okay.
Not being paid a win.
Being paid a win is not okay though.
You're never going to have a big MMO that's paid to win.
It's just not going to happen.
But anyway, having roles where like players can play like a bard role or like a healer role or like some support role or like a locking to
monster downroll that's very important to have but a lot of times it becomes extremely
formulaic and it happens instantaneously that it becomes formulaic
It's a better
It's a lot of
MMO
IPG's
a huge
big-gum
or
community
or
PVP
content's
BVP
way of
different
content
to
give
like
Corona
CoronaO
Corona
Odyssey is built
for
smaller
scale
game
Okay
okay
I'm
I don't think
that
players set out
either solo
with a small
group
gradually expanding
their party
over time
that's a good idea.
I don't think that you need really, really big groups.
I think that you should have that.
So there should be a couple of times, like, in my opinion, there should be, in an MMO,
there should be capstone level things that involve very, very large groups of people, right?
And so you think about, like, the great fantasy stories, like Lord of the Rings, right?
You want to be able to have a battle of Helms Deep or Ministerreth.
And so like for a big like PVP Castle Siege,
it shouldn't be about balance.
It should be about spectacle, right?
Spectacle, numbers, and strategy.
Also, you have world bosses and like guild bosses.
Like for example, if you had a guild boss,
that required a hundred people, let's say.
I'm just, I mean, it's probably too many, right?
Like 50 people, 40 people like in wow.
That would also be really cool.
But I think that the core gameplay should be about
smaller groups of people.
Because that way people can feel like they're playing a role
and you also don't have, because a lot of these
games have matchmaking too.
And so whenever you have large groups with matchmaking,
you create a sense of apathy
or like people are just lazy and bad.
Like in LFR.
Multi-play to start and while.
And slowly,
in-one-nirlinginging-downing
way to move-up.
Man-Rap,
after-year-to-one-party
and together-old-so-a-king-old,
So, our mowom and tom-eming
and a maximum game
and courage,
we stick with a five-man party.
First, we also
the same MMO-R-Bitch
sort of
all the work
work for
different work.
But,
but it was
a hybrid class
was a
development advanced.
So,
Assessin,
or Ranger
kind of
and Ranger.
The Assassin and Ranger.
The same
the TengD
Hill
game's
from
so much
a little
play
can't
can't
I'm not sure the healers and tanks would struggle when playing solo.
I think unironically, Wow does a really good job at that now.
That like, helers and tanks don't have these big issues anymore.
They used to be really bad.
MMO IPG doesn't mean that players should always be in a party.
This is a huge thing too, is that MMOs don't understand that, like,
they draw a very, very high.
hard, they draw the wrong line between like group play and solo play.
I think that group, like if you want somebody to do group play,
having matchmaking for group play means that the group play doesn't matter.
Group play should only matter if you're finding a team to do something that's specific
with a specific goal.
Because usually whenever you're doing matchmaking with a group,
you're effectively just playing with NPCs.
The content, and this is also another problem with matchmaking gameplay,
is that matchmaking gameplay has to be designed to be so easy
that an average group of people that do not communicate can complete it.
Well, that's never going to create a good experience for a player.
So it's better to either create that content and make that content solo content
or to make it more challenging and more rewarding
and have it be for specific groups of players.
and the war on the user's what you want to
get to be
our goal
was a
conodicey's
a simple
skill-enegrored
in lieu of
skill-shaming.
In lieu of skill-shaming.
In the
MMO-RPG
like a
one-of-a-john-
two-of-easur
two-euroally
generally
during combat
I don't know if
really this would be a cool
thing or not.
I mean like
Throne of Liberty does this
and I don't really think this is
I think that being able
to do this should be something that's cool
that gives you a different type of gameplay
but you should be able to like lock
in and just use one weapon
because people want to fulfill one type of fantasy
like I think that whenever like you
you design a game you should look at kind of like
what people want to do
and a lot of people want to just be a mage
a lot of people don't want to be a mage and then go in
like there are people that want to play like in Final
Fantasy 14. People want to play Red Mage and people that want to play Black Mage. You should be able
to do both. That looks decent. So the game
The animations, by the way, are relatively good.
I think they're decent.
That's why we're introducing an elite boss early in the game,
so players who are only using a single weapon will struggle due to skill cool-downs.
I don't think that forcing people, so like this, I don't think is a good idea.
I think that forcing people into playing the game the way that you envision them to play the game,
I don't think that most players want to do this.
and I think the fact that you think that you need to add in a boss into the game in order to get players to do this
indicates that you're going in a way that you know you admit is oppositional to what players would prefer
and what players would want to do. I don't think that you should do that. It's a horrible idea. Yeah,
yeah, exactly, right? Now I'll let them cook. Okay, well, this is just what I think is going to happen.
I think the moment that you try to force players to play the game in one way,
you're creating a problem.
I mean, it's their vision.
Well, yeah, it's their vision.
This is my feedback.
They can say, fuck you, you don't know what you're talking about.
You're not making the game.
We are.
And I'll still play the game.
But I'm just telling you this is what I think is going to happen.
If you're using time,
it's not a good time of the situation.
This is used to naturally move to swap.
the importance of weapon-swain.
Easy-to-master,
and hard-to-master,
and everyone
can't even
can't even
get-eget-e
but more
deeper-down-
and the
technical depth and
game
using
using
means
new world
does this too.
We're
swathing
isn't just about switching
gear, that grants you
pass a bus.
It grants you passive us.
It acts you
Yeah, I'm very style
and other style is
and what
move to have
based play style
is quite
different.
Yeah, I'm very worried
about this idea.
The skill
and Horde's
government
way to
unknowing
human being
and technique
use.
I don't play gotchas
because they're built
from the ground up
as the antithesis
of having a main
when you're forced
to maintain
four characters
at all times
to stay on top
of difficulty creep.
Yeah.
I think that also
like people like
focusing in on doing
one thing.
Like for me,
like a new world for example um i wish that i could just focus on using one weapon and then just
build into just using that one weapon and i think that like giving people the option to do it is
really important because i think there's also people that think that's boring and they like being
able to use for example like i've seen so many videos in like new world back in the day
with people using the uh like the spear and the bow like that was super cool right and so like
So like that gameplay is great, but you, I think if you force that gameplay, it becomes problematic.
...their-fing-a-hanging process itself is a
more-game-you-old.
Simple gamer you are?
Yeah, gives for most people are.
One of skill is a lot of different
work,
...the-sioniontwe's key-to-use-o-o-ozo go ahead
...
...
...the-much system's the simple-suitment
...
is a newtow style to create
so much
sohue makes
decent.
I mean, I've wanted them
like this for a long time.
I remember seeing Terra back in a day
and I was like,
oh, this is kind of what I want to play,
but I just never did because I was playing wow.
John Tewan
Odyssey's
general content
to make
a very much
took on.
This CBT's
the one-in-to-kind
content
and gates,
okay, that's fine.
Party-on-Contentzor
content-in-kinds
All that seems good to me.
One-in-do-john-type content
In-Partent's content-eas-efficer
player's kind of
important
to make the content's
the key
player's
power and
progress and
development
This is also a big problem
that a lot of games have
is that they make the solo player content
easy and they make the group player content hard.
I think this is the bad way of designing a game.
I think that a lot of players
really want individual solo challenges that are really hard because it allows them like here's a good way
to look at it right is that like look i mean again you could go back to isa kai anime solo leveling right a lot of
the isa kai stories are built around one person doing things right it's not like i mean there's a group
that's usually surrounding them to an extent but it's also primarily one specific individual and so
you can't be a solo player
in a game
that's for single players.
You can only be a solo
game player in an MMO
in an MMO. And I think that
that aesthetic is something that's compelling
to a lot of people. And so
if you give people the ability to live out
that aesthetic, I think it's a good thing.
But they need to have those challenges
like the Mage Tower in Wow, for example.
It's not Issaquai, but I get the idea.
Every Issaquai anime is derivative of
MMRP design it is pretty well not every single one but like 90% of them are
the
the pre-do gaites is here
kind of boyd's Sadoa's a
one-one-a-one
player is
so these are like dark souls bosses
this is good
this looks good
this looks good
the world's getting a special
and a big amount of
that's a real-time
content,
the trial or trials?
The time of trials?
Uh-huh
Uh-huh
In-huh
Puzzle,
chimic,
and
random-and-down
and
every
every new play
and
the game
that's cool.
So it's almost
like a rogue-light mode?
Code.
Yeah.
Party-on content is
non-party-based content
and teamwork and strategic coordination.
I hope they don't run into the same problem
that Lost Ark did.
Is that Lost Ark, I feel like after Volton,
they added a bunch of like mechanics into the game.
This is, like, I heard that they kind of went back on this,
but like whenever I played, they did this a lot.
Is that they added a lot of content and mechanics into the game,
that were effectively anti-solo mechanics because you can solo vault in pretty easily.
And I think that type of idea is a really bad idea.
Huge, huge bad idea.
It's better to let people like, because whenever you force cooperation and force teamwork, it's a bad idea.
Play severed steel.
I'll have to see what game that is.
I don't even know what the game that is.
I have no idea.
Severed steel.
Maybe I will.
Johnson's a different year to three-in-guyen-guyen
gatekeeping can be a problem. Yeah, and that's another thing too, is that
so, and this is another big problem that a lot of designers and developers don't understand,
is that they don't understand the second order effects of the way that they design a game
and how it will affect the player-based mentality of playing the game.
So in a general rule, the more that players get punished,
the harder players will try to avoid being punished.
what does that cause that causes you if you don't have light of salvation 30 for an example in uh
lost dark you don't get into a group because they're only going to invite people that have put
a thousand hours into the game two or three thousand hours into the game and so all of these things
and like this is like by the way that's like a super super really hard thing to do uh in the game it's like a
huge time sync and so that's yeah people just want to play the game right and so if you make like bosses
that require a tremendous amount of teamwork and coordination,
what you will end up doing is you'll make it to where the only way that people can play
the game is if they've already done this 50,000 times.
And it makes it harder for new players to get into it.
So it's very important that, in my opinion, bosses that are made for group content can still be soloed.
That's like a super, super important thing.
And this is also me speaking as like a person, the video that got me into
playing World of Warcraft
was a video from a mage called Fax Monkey
because I thought it was really cool
that you could solo the entire boss
in a dungeon or a raid.
I think the entire concept of that
is so fucking cool.
And so if you can't do that in a game,
I feel like that's a huge weakness.
And you don't want to have a game
that doesn't have that
because if you do,
then you create new problems
with how the community adapts
to that type of design.
The original MM-O RPG's de-gumo-lade
as a large-time-time-time-concuit
and even-unuch-front-connatured
to be able to play.
Yeah, this looks fine.
The reason-boast content is more-scale
to give-downeat.
This looks nice.
The city's of support-in-guardian
and match-so-sawns content.
This is a force-coordinated and
can get a new narrative
technology is
user's
development
but it's
a game's
the world
and the
American MMOs
love to have like these
big world bosses
and like field bosses
that's usually what they call them
that have like really really crazy rewards
like I remember whenever I played BDO
like Zarka I think was the boss
called that and like he would drop the best
weapons in the game and there would be like a bunch of drama
over that boss
these two-gaztec content
of the backhance-some
There's a long-like-like-tentz.
There's another one that's like a dim tree spirit or something like that too.
...goyer, too.
...yournuching-time content-euts-eat-contentzsue...
...a-drama content in a...
...partity content and...
...and team-work can play your role effectively.
...partty-one contentes
...the-team-team-team-team-team-weller
...weeusers...
...weeach each- ...the-one-ststighte...
...sean- ...a-one- ...
... ...aughty ... ... ...sesesesesesey...
So like this is always something that worries me is that like players can choose a combat style that fits their play style, allowing them to experience the game in a way that feels uniquely their own.
That means they're going to watch a YouTube video.
And so like if you're going to make a design like this, you have to make it to where you can swap seamlessly between things without any sort of investment.
So this is another big problem that a lot of these games get wrong is that if you make a system that locks you.
you into a certain build. This goes back into what I said originally is that the harder that
you punish players for making decisions, the harder players will try to make the right decisions.
And when a player needs or feels like they need to use a third-party resource to make a decision,
I think that the game has reached a shortcoming.
You're saying, everything thrown liberty is wrong?
Yeah, it's a good start, yeah.
So,
the goal-jerkot-in-Refatting content
in the game-germ-jerkens'
content-eastern
open world
to trymom-allied
to play.
Game-in-in-in-jerk
So, here's the difference
between Eldon Ring and
Chrono Odyssey.
Whenever you enlist the help
of other people, when you play in a group,
you then now have to put
the needs of the many
over the needs of the mini,
the few. Why would you invite a person playing into your group who is not maximizing their potential
and their efficiency over a person who is? Why would you, and whenever you're playing classic
wow, invite a ret paladin over a warrior? You never would, because it's an automatic
disadvantage. So the difference between Eldon Ring is because in Eldon Ring, you create the
challenge and difficulty yourself. The difference in an MMO is that that challenge and difficulty is
offloaded onto other people, which causes a social expectation that people will play in a certain way.
...belarrested
this is a character's development with more deep
more than more than a more than a different
example.
It's a labyrinth.
The city-gain is a dethrling
to doodeling
this dungeon is the present space for this
mowledged
discovery.
You all like the world had this.
This is really cool, by the way.
I like stuff like this.
This is great.
This is a moment of the warringed
from the battle of the fear of
making to feel
this is awesome.
This is awesome.
The first clear
when it was
a special
opportunity
and the new
information
there is
also,
Time Portal is
the player
can
experience
experience
The
Quagor-idonged
to a
time
on a
any kind of
any
chichy-
story
or story
or
can
this
through
the
world
into
more
more
up
deep
up
and
sub
the
time
and
the
time
and
bounties
are
very important
too
I think
for games
and again
like this
fits into
like the
idea
of going
after a bounty
every
single
MMO
Isakai
any
of these
things
I mean
even
Westerns
right
you go to
the end
you go to the Adventures Guild, and you pick up a bounty and you do the thing.
Right?
This is the role play.
And I think that it's very, and also, by the way, this is probably the way it was like in
1300.
Like it was like you go to an end.
Okay, what needs doing?
Okay, you go do the thing.
In a lot of open world in the user's
a unique-month-sturement.
This content is,
this question is,
and a very much point of the user's
a bangiang-songer-seeing
to find out of
certain human-huechews
and in a certain
new region and find out of
and the hidden
the secretive of
the mostpioning
to the monster's
non-sioning
threat
players play as a peacekeeper
it's about
killing things and getting rewards
Game to more
more
more
That's what matters.
Kronodicei's
system
is a
So here's what matters.
Alright, so now we have the real
This is the game.
All right, where could the pay to when be?
Okay, so processing level,
processing mastery
after gathering, butchery,
titanium sickle,
meteorite sickle,
okay, all this seems fine,
Swordsman experience,
Jewel Sock and Abute
with a very low chance upon inquiring.
Okay, it's still,
seems like there's nothing upgrade percentage chance.
Yeah, but we don't see anything that you can augment that with yet.
There's nothing in this right now that looks pay to win.
This just looks like new world.
This literally is like new world.
This just looks like new world so far.
Let me go back.
Optional materials.
That scares me.
I hear that word.
optional materials that scares me a lot.
Uh-oh.
I don't know about that.
There's a percentage?
Where's the percentage?
I don't see a percentage here.
I think that percentage upgrade possibilities are not a problem either.
Fundamentally.
Okay, equipment score.
What did that just do?
Okay, so it had magical damage and it has these different buffs on it.
Players can develop their character freely.
Okay.
Equipment Score 44.
Okay, so all of these things are randomized.
That's fine.
That's okay.
That's okay.
The process of
the way of the
issue is that if you can use
real money to influence the outcomes of crafting.
Crafting that's random is fine.
Crafting whenever you can influence it with money is not.
It's
Not a
degree of
And this
This is going to be
Onsenan
Superful
Player and
Rewarding
itself
Sure
Sure.
...
It's
Korean
It's going to be
paid a
win?
No,
guys, no, no,
no.
This is going to be
the only
Korean
M.O
that's not
pay to win,
okay?
I can just
feel it.
This is
going to be
the one,
all right?
They've learned
their lesson
from all the
other games
and they know
for sure
that's what it is.
Like,
yeah,
for sure.
There's also a lot of cheating involved in MMOs, like Korean MMOs.
It's crazy.
I didn't even know about this.
A lot of cheating.
Enhancements?
Oh, no, no, no, oh, oh.
Do you want to enhance the helmet?
Okay, this should be...
Okay.
...toe, okay.
It's fine so far.
It's fine so far.
It's fine so far.
We also reduce the risk tied to enhancements.
So you know when progression slows will be another way to grow stronger.
Just do not have reverse progression.
If you have reverse progression, like, people are just going to quit the game.
Like, BDO is a good example of that.
Like, the first time I had my, I combined my earrings together.
I got two of those, like, witching earrings from, like, that fucking, that, like, a skeleton place.
And I combined them and they broke.
I was like, I'm quitting.
I'm done.
I don't want to play this anymore.
This system is
Both systems are
connected
Yeah.
The war
Their team
more
more
become around
and not come around
and
new-
joint-duncting
user
also
chit and
just
enough
character
can't
become
non-consensual
PUP
KILBDO
I think that
an
MMO
like
I have a
very very
like
I don't know
what the
right decision is
but if I
had to
lean on one side
or another
I think that at least the majority of the game should not have non-consensual PVP.
Because whenever you think about it, when, who do, basically non-consensual PVP means that you're making a player do something that they don't want to do.
At a very fundamental level, that's a bad way to design a video game that people have to choose to play.
creating friction in a game is important in order to make it feel better,
but at the same time,
whenever you create so much friction and you give players the ability to impact other players' experiences,
the extremes of that can cause them to quit the game.
Like, for example, in classic wow, if you keep getting ganged in Strangle Thorn Vale
and you can't do any of your quests, you're just going to quit the game eventually.
A lot of people are just going to stop.
playing because why would they want to keep playing this game that they just keep getting farmed in?
And it's not like you're not going to overcome this, right? You're not going to like,
there's like a level 70 or level 60 hunter there and you're a level 35 warrior. You're not winning.
That's it. Like you're dead. Somebody quit there? Exactly. Yeah. PUP opens up cheating too.
Well, it's more about like whenever you give one player the ability to impact the experience of another
player in the game. You have to make sure that that's done in a way that is as, like, it's weird, right?
Because, like, you have to allow negative interactions to occur, but the severity of those
negative interactions is very important. And the frequency of those negative interactions is very
important. Like, for example, if you kill somebody, like, once an hour, it's not a big deal, right?
but if you're getting killed for an hour, that is a big deal.
Because there's a lot of people that are casual players that, and again, the people that
want non-consensual PVP want to kill people that don't want to PVP.
Logically.
Logically, of course, that's the case.
Who else would want it, right?
And so if your goal is to create content and create a situation where players can,
basically take advantage of something that another person doesn't want to have happened to them,
but they have to let this happen to them for this situation.
You are creating a toxic atmosphere.
The food chain kind of?
Yeah, exactly.
But when somebody's at the bottom of the food chain,
don't expect them to continue reproducing,
a lot of those species go extinct.
And that's what happens, right?
Is that the food chain, you know, the top of the food chain eats the bottom.
and then the top of the food chain
doesn't have anything to eat yet
anymore because they're gone
because they've gone extinct
and then the game dies.
That's what happens.
That's why you have PVP servers.
Yeah, I think
PVP servers would be one way to solve it.
White 90s for plebs.
Well, I want a game to be successful.
And any MMO,
if an MMO is not focused
first and foremost on the casual player experience,
it will fail.
The way of
way of
the same
the same
the roadmap
all right
here we go
this
this is
cock and ball
torture
will be the first
test
done
give you
give you
give us
feedback
and
give up
backioning
yeah
yeah
one of the
core elements
we're focusing
on during
this CBT
period
is improving
the
multiplayer
experience
and MMRR
RPG
should be
all about
playing together
and we want to make sure that's reflective in Chronol Odyssey.
We'll be working on content density to make the world feel alive
and continuing our efforts to make exploration more immersive
and ensure there's a strong sense of discovery.
Like that looks amazing, by the way.
Like just that visual right there in the background,
that's incredible.
Like just make that, that's what people want to play, right?
That's awesome.
Journey throughout the world.
In Chrono Odyssey, there's no right or wrong way to regret.
Is it a script?
What's wrong with that?
whether you enjoy crafting, gathering, exploring, questing, or simply engaging in combat.
The game is designed to reward you for playing your way.
That's probably true to an extent, but there will always be limits to that extent,
and the limits to that extent are what defines whether a game is good or not.
I think that really the best game to do this, at least out of the ones that I've played,
classic wow. I think the way that classic wow designed its endgame system is probably the best way
to design an endgame system, but I would have preferred slightly more solo content. I think
you need more solo content at file fantasy 14. That's all right, but I think I like the crafting
and everything in wow better. What if I play like a retard where I get rewarded? If you're
playing a group and it's matchmaking, yeah, probably.
world to sender into
MMO RPG
TREG is
the most
in the same
think
that's
so
that's
somebody
brought up
this point
and like
fighting a
boss
in Chrono
Odyssey
with a
group
should feel
like
a multiplayer
hunt and
monster
hunter
I think that's
probably a good
way to look at it
with a little
bit more
interplay
between the different
characters
to
make,
to continue
to continue
and a different area and
use-time-like-time-line-contenters
content-ed-en-backed
the time-evolve-the-con
time-id-down,
not,
the future and present
time-recent,
and that's fine.
That's fine.
And,
any more than usual structure,
the time area and access
the next.
U.S.
user's in a way
kind of torn on that.
Um, I'm, like, I'm kind of torn on that.
honestly our goal is in to keep adding systems without due cause
user's surely a Korean MMO will not add systems for no without due cause surely
want players to shape the world and feel like their own actions are truly immersed in that
process again I think this is also a double-edged sword and so like this is also another
big problem that games like this can run into is that if you have a world that
server-based events are triggered by activities that players on the server do,
you run into the problem that if you have a dead server,
a lot of functionalities of the games simply do not exist.
Like, for example, like how many anixia buffs happen on tichondrius,
or not tichondrius, on Farrellina versus like some random dead server?
And so once human?
Yeah, exactly.
And so like it's very important to make sure that like you have both of those happening.
moving from one objective to the next in a straight line.
We want you to embrace the spirit of exploration, share your discoveries with the community,
and find your own way through this vast, mysterious world."
In-Chaird, in the first series of
"...if they want to do that, you have to avoid...
So if you want to do this, you have to avoid making sure that there's no fast tracks.
So like, for example, New World is a great example of doing this wrong, is that New World had an
expansive questing system and world building system, but everybody in New World just was doing
the town board quests on repeat. The reason why is because they were the most rewarding. So if you want to
create a good MMO and you want people to do a variety of content, you have to make sure that you
create rewards in the game that follow that content. Like, again, the way that you design
rewards in the game will be how people play the game.
Yeah, this will be
And then,
more reasons and class and
and time-up
Yosote's
Yeah.
Yeah,
this looks amazing.
Cron-Odhistay
development
users'
your own
your own
your own
feedback
feedback
feedback
Yeah, I just
Yeah, I just
Yeah,
It looks nice.
Yeah.
It looks nice.
Yeah.
global appeal, bringing players together from diverse backgrounds.
I'm going to tell you right now, like, if you want to have broad global appeal, you can't have pay to win.
You will never have a successful MMO that's on the level of like World of Warcraft with pay to win in it.
Nobody will respect any accomplishment in the game.
Nothing will matter in the game.
It will just be bullshit.
Like you'll always keep, by the way, you'll always make it, you'll keep an audience, right?
It's not like you won't have an audience at all in the game.
There will be people that will play the game, but it will be a very minority audience.
And you will never achieve a transcendent level of success.
Is it wow also pay to win?
Yeah, yeah, sure it is now.
But like it wasn't for a very long time.
It'll die slowly.
Yeah, because people lose interest.
Because like they'll, the problem is that people are smart and well, they're smart and they're stupid.
But in this way they're smart.
They will look at the amount of time that they're spending in the game.
and the amount of money that they can spend
to achieve the same outcome of that time
and that will work as a demotivating force
against them playing the game
unless they're super hardcore
or they have a lot of money
which will then act as an even more demotivating force
for the people that are not super hardcore
and or do not have the money.
That's it. That's it.
I want to say
I'm going to see you guys
many good
I'll be back
I want to say also
I am been
extremely critical of this game
and the reason why
is because I think this game
probably has one of the best shots
of being actually good
like this is one of the only games
that has an actual shot of being good
and so I'm being extremely critical
about it
because of that reason
like that's the
that's the 100% reason why I'm being critical.
If it wasn't for that, I wouldn't really give a shit,
and I would just say it doesn't really matter, who cares?
Combat isn't good, so pass.
I think the combat looks good.
And so, yeah, it fell this much because there's potential.
Yeah, and this is why I care a lot about it, right?
It's because I want to see this game succeed,
and I want to see it do well.
And I talked to them on Twitter.
I haven't talked to these people at all.
I've had no communication with this developer.
And so with a lot of the combat, I can just look at, I guess this is just the, I'm assuming this is just the highlights of the combat.
Yeah, yeah, here you go.
So, like, a lot of this combat, I feel like the majority of it just feels and looks a lot like kind of like BDO in a way, like a better version of BDO, which is a good thing.
Like, I don't think that's bad at all.
And so, like, this type of gameplay, et cetera, is totally fine.
But you said you know more in the public?
I know.
I know when the CBT comes out.
Yeah.
That's what I know.
That's about it.
And, like, I know the day it comes out.
But that's literally it.
And anyway, like, what do you think of the Tides of Annihilation?
Well, that's a different game.
But, like, my point is with this is that, like, this type of gameplay, etc., is, this is good,
especially for it being in pre-alpha.
But I really think that they should look at
fighting monsters and stuff like this.
Look at games like Monster Hunter
and like don't make it to where you need coordination.
Like for example, like let's say with this boss,
like theoretically, there's like, you know,
four of these platforms and each player needs to stand
on one of these four platforms.
This is a recipe for making your game die.
That this is like, it's like a fucking,
your speed running making the game.
game die. And so
Lost Arc, yeah, do not do that.
You have to make these bosses
really badass, but you have
to let people be able to solo them.
That's it. Again, a
Korean MMO, pay to win incoming, and it's an
MMO on controller. Yeah, I don't
know yet, but I don't think that it
being on controller has any sort, like, I mean,
Final Fantasy 14 was on controller,
and I think that's fine. You can only
see how their physics looks. It's just going to be another
Korean cash grab. Come on, bro.
I don't, I'm not convinced.
of that yet.
Like, I mean, I think that there's a high probability of that happening.
And honestly, this is the problem that I think that MMOs have right now,
is that MMOs have so much investment and money and time that needs to go into creating
them that I don't think that you can create an MMO in a way that players want to play it.
Like, this is going to sound crazy, but I don't think that there's going to be an MMO that has
even cosmetic transactions, that will be transcendently level success like World of Warcraft
Classic was.
Because people just don't want to play that shit.
And so I feel like that's the main issue is that like right now with like, and I think
this will change with generative AI and with technology as time goes on.
But right now, we're in this place where these video games cost so much money to make.
They need to make their money back by creating systems that end up alien,
players. And I think that's the big weakness that MMOs have right now, is that if there is any way
that you can use money to influence the way that you play the game or what is existing in the
game, I think that the game is running into a huge problem just right there by itself. And the
reason why is because people play MMOs to get away from the fact that life is pay to win.
nobody wants to go and play a fucking video game where a guy that's a stock trader or a Saudi Arabian oil prince
just one shots you and outperforms you or has to spend 5% of the time that you do because they have
more money than you do Elon Musk right yeah exactly like this isn't a fun game for you and it also
makes the players feel like shit too it makes anybody feel like shit and so that's a big problem
Unless it's riot MO.
Well, I think that riot MO is the same thing.
I think they have the exact same problems.
And so, yeah, that's Elon's dog shit games.
So that's not my point.
Who cares?
There's nothing to do with it.
My point is that with this game,
if you have any way that you can accelerate your gameplay
or you can have things that look cool
because you've paid money,
this really hurts the MMO experience.
It is a tremendous damage.
to the MMO experience, and I think that more people need to realize that. And I think that the reason
why they don't is because they don't understand why people play MMOs. I think one of the very big reasons
why people play MMOs is because they are looking for a world that has a reward structure that is
different than real life. They're looking to play in a world that is rewarding based off of time spent
rather than people known.
They're looking for a world that's,
you know,
they want to escape reality.
You cannot escape reality
inside of a video game
that constantly reminds you
that you don't have X, Y, and Z thing
because you can get this thing
through things that you get in reality.
And I know it sounds crazy,
but I think this is so fucking important.
And a lot of developers,
I think that, again,
it's hard to get people to understand something
that their paycheck depends on them not understanding.
I don't know the way to make a new video game
that doesn't have these problems.
If I did, I'd make it.
But I do feel like that is one of the biggest setbacks
and the big problem that these MMOs don't have right now.
What MMO games exist that fit this criteria?
Classic World of Warcraft.
Period.
You can't buy anything?
You can't have anything, you know, like done.
There's no store.
There's no cosmetics.
There's nothing.
All you have in that game is what you earn.
I don't know if that was 20 years ago.
Exactly.
Yes, a game made 20 years ago.
And that's my whole point.
That was the last time that MMOs mattered.
Every MMO that's come out after Classic Wow has been less than a 10% of the impact of
classic wow. They're nothing compared to wow. It's not even remotely close.
Like, I don't think people realize, like, World of Warcraft was more popular than Minecraft at its
peak. It was the game. No other game has even come remotely close. I would even say that no other game,
every other MMO put together, has not even come close to World of Warcraft at its peak.
The Glory Days? Yes, exactly. What year?
2004 to 2010.
Those were the
like basically the original trilogy
of the game
before it turned into bullshit.
Those were the days, right?
Unironically, they won't understand
they weren't there?
Yeah. MMOs, you need to make sure
that MMOs can reward people.
And here's also another reality.
And I'm going to address this
and then I want to move on to something else, okay?
But it's the last thing I want to talk about.
the ability to spend 12 and 15 hours in a video game is a privilege in itself in the same way that the ability to spend 12 and 1,500 in a video game is a privilege.
For example, if you're 16, the ability of you to spend 10 hours is a lot higher than if you're 26 or 36, but you can spend more money if you're older.
The reality is that MMOs are not fair because you're competing.
like if you're a 45-year-old family man,
you're competing against somebody
that's like some kid that doesn't have a job,
you can never beat him.
You will never beat him.
But the reality is that
that's at least a world where that kid can win.
Because the real world, that kid can't win.
If you can't give that kid a world
that they're going to win in, they're not going to want to play the game.
Why would they want to invest their life into the game
if they can't beat people in real life.
They would beat them in real life.
Exactly, right?
And so every competitive game is like that nowadays.
Exactly.
And so I can't win in either.
Time is money.
Yeah, time is money. Yeah, exactly, right?
And so unless you pay on to play your account,
MMO fatigue is a thing.
And you've got to separate cohorts.
Yeah, exactly.
But the kid doesn't have money and the company wants money.
Exactly.
But the problem is that those kids that are playing the game are the backbone of the game.
the majority of people will not spend a bunch of money and this is another thing is that whales
what a whale can't exist in an ocean that's empty of other fish a whale has to exist in an ocean
that has tons of other fish in it also and so the problem is that whenever you're making a game
and you design it for whales what ends up happening is that in a lot of cases you only have
whales and that's the big weakness that you have is that you need to create to create
create an ecosystem. And this is a problem that, for example, mixer had with streamers. You can have
the biggest, the strongest, and the tallest sequoia tree in the world with ninja or shroud. But if you
don't have the shrubs, the bushes, the squirrels, the, you know, snakes, the bugs, and everything
that create the ecosystem for that sequoia tree to exist in, you can put that tree out in the
middle of a desert and it's going to die.
And I think
the exact same thing is true with a lot
of these games.
You need to create an ecosystem
and a player economy
and a player social hierarchy.
And if that social hierarchy
is derived from real money,
you've failed as a developer.
And your game will fail as a game.
That's it.
And so like I can
talk about this for fucking hours.
Because and also a lot of the things that I understand about like, you know, like, the reason why I think I get a lot of things right with like, you know, like world events and stuff like that and I can predict things is because I've played these online video games my entire life.
I played these my whole life.
I've done this my entire life.
And I've seen how people react to this stuff.
And this is at the very, very base level.
This is what people will do if there are no consequences and it is the true window into the actual impulses and the actual driving forces of human behavior.
Because what somebody does when they don't have an incentive to do it, that's what matters.
Connect the skin airbox nature of MMOs to human nature?
Yes.
And do you think some cosmetic microtransactions would ruin that economy?
Yes.
unequivocally, yes.
A lot of people like MMOs, I'm just going to say it.
A lot of people like MMOs because they provide an even playing field
that real life does not provide for them or has not provided for them yet.
If you're a young kid, the chances of you, you're a 16-year-old loser,
you're not going to be taken seriously in life and in the world by anybody.
Nobody's going to give a fuck about you.
But if you play a video game,
and you can achieve that level of success.
That is one of the only places in the world
where a young guy or girl
can get any degree of success in the world
that is meaningful around like an open world, right?
In an open space against adults as well.
It's really true, right? Exactly.
Yeah, it's guaranteed success.
And so, um, fat checks are hot.
Well, what I'm saying is, yeah, girls do play the game.
And I think that they do it for the same reason in a way.
If you are 16 years old,
you have probably no.
skills, no value, you're a loser, you're worthless, you're level 16, who wants to invite you for
a dungeon group, nobody. But if you can play another game and then level all the way up to 60 in
that game, well then that gives you the advantage. You see what I'm saying? And that is, that is the
target market for MMOs. And the MMOs that forget that and they forget that those people are the
bedrock will fail. And I understand.
understand that I'm saying this in a way that kind of sounds bad.
And that's why I'm saying it in this way.
Because this is the rawest and most direct way for me to explain this that is fair and honest and direct.
This is what motivates people to play.
And also like another one last thing is the cosmetic idea.
And then I want to move on.
I'm going to watch this video really quick because obviously a lot of people were wanting
me to watch it.
But before I do that, I want to see.
say that the cosmetics and why the cosmetics are so important is because think about how much money
somebody spends on a cosmetic in real life. Like, you know, people buy pants that are $2,000.
They drive cars that are $300,000. If you have a Lamborghini, it doesn't matter if it goes 200 miles
an hour. If you drive it 200 miles an hour, you go to jail. So there's no actual advantage to
having a Lamborghini in a functional way. Same with like having a really expensive watch.
You can check your time with with this. You can go get a watch for $5 and it's going to tell you
the time just the same as a Rolex will, really? I mean, outside of like maybe like, I don't know,
maybe you get it wet. It maybe doesn't work, right? And so anyway, the majority of things that
drive people are cosmetic in real life even. Like for example, having a hot wife,
having an expensive, cool-looking car, having a nice house.
Like having a really big expensive, cool-looking house,
how much of this is function and how much of this is form?
The majority of it is actually form.
They don't really care about how many rooms it has or anything.
They care about the perception that they are wealthy.
And it's the same as the car.
It's the same as clothes.
It's the same as anything.
So once you understand that humans operate,
under a premise of
if people can perceive value in something,
then it has value.
Value is completely subjective in this regard.
And cosmetics subvert that completely.
Because if somebody can buy something
that makes them look cooler than you
that you've had to earn in a video game,
now you're the loser because you don't have the cool thing
and they do even though they didn't earn what you earned.
Now you're stupid.
that's the reason why cosmetics are bad for video games.
You see what I'm saying?
This argument works against you, actually,
because people could simply do not value payable cosmetics compared to earned in games.
People do not value payable cosmetics compared to earned in games.
That is not true.
And I think a great example of that is if you look at real life,
people think you have a really cool car if you have a really expensive car.
They do.
they think that's awesome.
They value it because of what it represents.
It represents status.
People care about status.
And that is what the cosmetics imply.
And so it doesn't matter whether it's a Lamborghini,
Thunder Fury, Blessed Blade of the Windseeker,
gladiator title, or a supreme T-shirt.
All of these things imply status.
and if you allow status from the real world to intersect and to cannibalize status from the game,
you will demotivate people from playing the game.
That's it.
