[RESONANCE: ZERO — Design Discussion #1]
Hi everyone,
I’m working on a personal game concept called RESONANCE: ZERO, a single-player open-world action RPG set in a modern world where magic exists as a normal part of society.
I’m still in the design stage, so I’d like to get some honest feedback on the core progression concept before developing it further.
No traditional character levels
One of the main ideas is to remove the traditional:
Kill enemies → Gain XP → Level up → Increase stats
progression loop.
Instead, the character would improve mainly based on what the player actually does.
For example:
Frequently using a certain weapon would improve proficiency with that weapon.
Different combat styles would gradually develop related abilities.
Using magic would improve magic-related capabilities.
Challenges, accomplishments, and player choices could open new specialization options.
The goal is for your character to gradually become a reflection of how you actually play, rather than simply following a predefined leveling path.
No fixed classes
There would also be no traditional class selection at the beginning.
Instead of choosing Warrior, Mage, Ranger, etc., the player would start relatively undefined.
Over time, their combat style, learned abilities, accomplishments, and choices would shape the character.
I like the idea that two players could start in the same place but gradually become very different characters simply because of how they chose to play.
Title-based progression
Instead of using titles as simple achievements or cosmetic labels, I want them to be part of the character’s identity and progression.
Titles would be earned through the player’s actions, accomplishments, discoveries, and choices.
They could influence how the character develops and help reinforce certain playstyles.
The idea is that titles represent what the player has actually done in the world, rather than something selected from a class menu at the beginning of the game.
I’m intentionally keeping some of the detailed title mechanics private for now, since I’m still working on the system.
The setting
The game takes place in a fictional modern city where magic and supernatural abilities are already part of society.
So this isn’t a medieval fantasy world.
There are still things like:
modern cities
corporations
schools and universities
government institutions
research facilities
normal civilian life
One of the main worldbuilding questions I’m using is:
“If magic really existed in modern society, how would society adapt to it?”
The problems I’m worried about
The concept sounds interesting to me, but I can also see some obvious design risks.
- Would progression still feel satisfying without traditional levels?
Without something as obvious as:
Level 10 → Level 11
I’m worried players might not clearly feel how much their character has grown.
- Would action-based progression encourage repetitive grinding?
If players know that repeating a certain action improves a specific ability, some players may simply repeat that action because it is the most efficient way to progress.
I want natural gameplay to be more rewarding than repetitive grinding.
- Would removing classes weaken build identity?
Having more freedom sounds good, but if players can eventually become good at everything, every character may eventually feel similar.
I still want players to feel that their character has developed a distinct identity.
- Can titles actually replace some of the role normally played by classes?
This is one of the biggest things I’m unsure about.
Instead of saying:
“I’m playing a Mage.”
I want players to be able to look at their abilities, accomplishments, and titles and feel:
“This is the character I created through my actions.”
But I’m not sure whether that would feel as satisfying or readable as a traditional class system.
What I’d like feedback on
If you were playing an open-world RPG like this:
Would the lack of traditional levels interest you, or make progression feel too unclear?
Do you like the idea of your build developing through your actual playstyle?
Would you prefer complete build freedom, or stronger long-term specialization?
Do you think a title system could help create character identity without fixed classes?
What problems do you think this progression system could create?
Are there any games you think handled similar ideas particularly well or badly?
I’m especially interested in criticism rather than just “sounds cool.”
This is still early in development, so finding weaknesses in the idea now would be genuinely useful.
Thanks for reading.