So a long time ago I used to play traditional RPGs, ala Final Fantasy (People call them JRPGs now right? I never liked the term myself, but whatevs) I feel that the genre has stagnated to the point of being unplayable, and it seems like a lot of other people share my feelings on this from what I can tell. I won't get into why that has happened, I'll just talk about this little project I've been working on as of late that. So the first idea was to solve my major gripe with jrpgs. Character growth, be it grinding, getting equipment, completing side quest, etc. So many problems can arise here. Over leveling and ruining the game. Getting bored to death fighting the same enemies over and over for items or exp. Okay, so how about a game where your characters start at max level and enemies are cursed, when they die you lose exp, and eventually levels. Why you say? It makes every battle important, and adds a ton more for the player to do. You have a large group of characters and can switch between them at any time, even mid battle. Characters in reserve lose much less exp than characters fighting. So before a battle ends you can switch characters around to manipulate the exp loss. The problem with this though is that enemies get more dangerous as time passes. Meaning you need to take out the bigger threats optimally. Also, enemies drop currency, so the pain of lost levels doesn't hurt quite as much. More importantly though, the Thief class can use steal to get even more currency, but again, this takes turns you could use for killing, so it requires a thought out strategy. Even more important though, when you defeat certain bosses, all your characters regain lost levels. The catch here is that these bosses constantly spawn minions, that when killed drain exp, and only when the boss is dead do you restore levels. So again, not only do you want to win, but you want to win as efficiently as possible. Essentially, the battles are on a timer. The scariest part is that just like a normal RPG, the higher the level, the exponentially more exp you need. So as you level down more and more, it starts happening faster and faster. Using a lower level character in a boss battle is risky if things get out of hand. This leveling system adds a risk/reward system to side quest. Yeah sure, you will get some super special item,weapon etc, but you're going to fight more battles, and risk more exp loss. The currency you collect can be used to either create a level restoring consumable, or a cursed weapon with special advantages. With good use of exp spreading, theft and well done boss battles, it's possible to retain high levels throughout the game. This isn't required to beat the game, but it can certainly help with post game challenges. Only the hardcore should apply for that. The character design is crucial here. All the classes have unique abilities, and at least a few of them can be helpful regardless of level. The classes all have certain roles, but are still flexible to deal with different situations. If all goes smoothly the game should be playable in 16 years. I could elaborate on more but I've rambled enough.