I have noticed many games have attempted to build "open world" concepts, only to fail due to the limitations set upon them by the "box" of RPGs. we have not truly changed the underlaying systems of an RPG since DnD was invented, pick a class, level it, use the abilities specifically created for it, go from zone to zone designed for each specific range of levels (1-10, 10-20, etc) or make the levels truly useless by scaling all enemies to match (when you are level 10, so are the enemy mobs), the player is often also made out to be some super hero of their own story, a chosen one, as it were, even when they attempt to go wholely dark. in addition, most times armors and other equipments are built more as "stat sticks" to increase ones Strength, Endurance, Intelligence, etc. This System, while it has many advantages, it also has many flaws, the biggest would be that it ultimately always ends up being a linear story following a tower scheme, going from leveling zone to leveling zone to end game zone to leveling zone to end game zone, etc. depending on expansions. In a wider view of other genere's of gaming, shooters, racers, the new MOBA systems, outside of competition, what keeps people returning to these games, you do not, on a general basis, level up, or see new maps, or even really aquire new abilities, you are more often on the same maps, repeating the same actions. is it truly just the competitve system they bring that keeps those parts fun? or do we as humans actually have a desire to return to places we have explored before? we can see in games that have made a more open world system (skyrim) that people do enjoy going back to old places revisiting areas they would have, otherwise long since "outleveled" so how do we go about creating the solution to these issues while keeping the core of an RPG alive, to give players the ability, and control they desire over their characters, while being able to give them a story to enjoy, a world to explore. it is not as difficult as you would think. the biggest issue with this system is actually a developers point of view as it can hinder the value of what expansions would be, this can be offset with other current age systems, like an in game store for additional content patches. so how would one create a system that could do all this and still keep people entertained for years? to simplify the answer I came up with, without going into heavy detail to protect my creation until its ready to be released: - remove general level, replace it with individual skills gaining level upon 'use' player made abilities with simplified system variation to create balance. this also can extend the longevity of zones as people will not feel the absolute requirement to 'move on' to the new zones due to outleveling them. - remove classes, replace with role systems. I have brought it down to 2 / 5 roles to truly optimize the system: Tank, Healer, Support, Scout, Assault. this gives players a sense of uniqueness (a tank/healer would play differently to a tank/support or a tank/scout) while shifting the systems to allow for more "normalization" as such focusing on any given role would not create an imbalanced system (like in PoE, how some classes can be very weak compared to others, purely because of how they were created, like monk and ranger) There are other aspects to the system I am not solid on yet, but I wish to get feedback from communities on their thoughts upon these ideals. (or potentially spark interest from obisidian in the system, as I would happily work with them to make it into a reality faster then I am currently, as it is effectively just me working on it currently)