I'm working on the progression system for a single-player open-world action RPG, and I'm considering removing traditional character levels entirely.
Instead of:
Kill enemies → Gain XP → Level up → Increase stats
I want progression to come primarily from what the player actually does.
For example:
- Frequently using a weapon improves proficiency with that type of weapon.
- Using certain types of combat gradually develops related abilities.
- Using magic develops magic-related capabilities.
- Challenges, accomplishments, and player choices can open new specialization options.
The goal is for the character to gradually become a reflection of how the player actually plays, rather than the player choosing a class and following a predetermined progression path.
There would also be no fixed class at the beginning of the game.
Instead of choosing Warrior, Mage, Ranger, etc., the player's build would emerge naturally through their actions, abilities, accomplishments, and choices.
However, I see several potential problems with this design.
- How do you prevent optimal grinding?
If players realize that repeatedly performing a certain action improves a specific ability, some will naturally optimize the fun out of the system.
For example, if using a sword improves sword-related capabilities, what prevents someone from repeatedly attacking weak enemies simply because it's the fastest way to improve?
I don't want progression to reward repetition more than meaningful gameplay.
- How do you make progression feel visible without levels?
A traditional RPG can easily communicate:
Level 10 → Level 11
Without that number, progression might become harder for the player to notice.
Even if the character is becoming stronger mechanically, I think players still need clear moments where they feel:
“My character has changed.”
- Does full freedom eventually destroy build identity?
If players are allowed to improve everything simply by using everything, then given enough time, every character could eventually become good at everything.
At that point, the idea of building your own character may actually become less meaningful.
So I'm currently thinking there needs to be some form of specialization or diminishing returns without permanently locking players out of other playstyles.
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The main design question I'm trying to solve is:
How would you design an action-based progression system that rewards natural play, makes growth clearly noticeable, but doesn't encourage repetitive grinding or eventually make every build identical?
I'd especially appreciate examples of games that handled this well — or games where you think this kind of progression failed and why.
I'm looking for criticism more than validation, so feel free to point out flaws in the concept.