
Manual VS Auto gameplay
In the latest episode of the Fateless Podcast, host Brad is joined by Simon and Dirk from the Fateless team, alongside special guest Kevin, aka Nubs/Nubkeks. The discussion covers a range of hot topics in the RPG and gacha gaming genre, from time investment in games to game complexity, manual vs. auto-play preferences, and the ever-divisive balance between PvP and PvE. If you're a fan of strategic RPGs like Raid: Shadow Legends, Honkai Star Rail, or AFK Journey, this conversation dives deep into what makes these games tick.
How Much Time Should a Game Demand?
One of the first questions raised was about the time commitment required for these types of games. The discussion highlighted the stark difference between games like Raid: Shadow Legends, which can demand hours of grinding daily, versus Honkai Star Rail, which has a more limited structure with restricted energy refills and periodic content updates.
Kevin noted that in Honkai Star Rail, players might only spend 15–30 minutes per day outside of major updates, whereas Raid can easily consume eight-plus hours daily due to its intense grind. The panel debated whether an hour of daily play should be considered a reasonable benchmark for engagement, agreeing that flexibility is key—allowing both casual and hardcore players to enjoy the game at their own pace.
Brad also pointed out the dangers of mandatory grinding, where players feel forced to play constantly to stay competitive. The panel explored how energy systems can be both a blessing and a curse, with some players preferring unlimited play while others appreciate limits that prevent burnout.
Balancing Complexity and Accessibility
A key discussion point was how games should approach depth and difficulty. Kevin noted that Raid's complexity has steadily increased over time, with features like speed-tuning, faction wars, and Doom Tower stacking layers of challenge onto new players. This led to a debate about whether excessive difficulty can alienate new players or if the sense of accomplishment from overcoming tough content is essential.
The team also discussed the challenge of game balance over time—as games add more content, they naturally become more intimidating to newcomers. Brad pointed out that successful games find a middle ground, offering complexity for veterans while easing new players in gradually.
Auto-Play vs. Manual Play – What's More Fun?

One particularly lively debate centered around the role of auto-play in gacha games. While some players enjoy manual gameplay for min-maxing, others see it as a chore, preferring to focus on team-building and strategy rather than micromanaging fights.
Brad and Dirk both agreed that in this genre, the fun lies in building and optimizing teams rather than actively playing every battle. Kevin added that while Raid's Hydra Clan Boss initially felt too random and required manual play, later adjustments made auto-friendly strategies viable, making the mode much more enjoyable. This sparked a broader conversation about how games should approach hands-on vs. automated gameplay.
Should Games Have Ultra-Hard Challenges?
A controversial topic that came up was whether games should include content that only a small percentage of players can complete. Some argued that players expect challenging content that provides a sense of accomplishment (similar to Dark Souls or Elden Ring), while others felt that if content is too hard, it can discourage players from engaging at all.
Simon brought up an interesting point about Fateless' upcoming game, where mastery rewards will be tied to completing difficult challenges. These account-wide bonuses will give players long-term goals while ensuring that difficulty doesn't become a barrier to regular progression.
PvP vs. PvE – What's More Important?
The panel then shifted to discussing player-versus-player (PvP) content, which often polarizes communities. Brad, who comes from a competitive Starcraft background, emphasized the importance of normalized PvP, where spending money doesn't create an unfair advantage.
Dirk and Kevin noted that while PvE is generally more popular in these games, well-designed PvP modes can provide infinite replayability, as players constantly develop new strategies to counter evolving metas. Honor Duels in AFK Journey were cited as a good example of a skill-based PvP mode, though Kevin argued that RNG factors sometimes undermine the competitive aspect.
The team also debated the best approach to balancing—should overpowered champions be nerfed or should weaker characters be buffed to counter them? Brad suggested that buffing underperforming champions is generally preferable, though some degree of nerfing is inevitable to maintain balance.
Final Thoughts
The episode wrapped up with a discussion on how these insights would apply to Fateless' upcoming game, particularly in terms of balancing difficulty, PvP, and mastery systems. The panel agreed that a successful game needs to strike a balance between grindy but rewarding gameplay, accessible yet deep mechanics, and engaging challenges without feeling overwhelming.
Kevin (Nubs) provided fantastic insights throughout, drawing from his experience with multiple RPGs and gacha titles. If you're interested in following more of his content, be sure to check out his work on Raid: Shadow Legends and Honkai Star Rail.

