The Myth of Mono

The gaming world at the moment usually gives you a template of either a specific hero where you traverse the world the developers created for it’s convenience or a barrage of stereotypical classes of symbolism hemorrhaging your brain.

What if we took the beauty of anti symbolism to create classes, a story which never really needs to play in order to finish the game and NPC’s that are recurring to learn from your behaviour ?

Example:

tree classes, same personality(hates everything except themself). Either an assassin, brute or a techie. The techie is this 2 meter woman, the brute is this small rat-like creature and the assassin is strong Guts-assassin edition.

You are presented with a world, nothing special except you don’t like anything with it.
You have every single weapon and skill you want when you start the game.
You are allowed to change the dynamic of the powerhouses(or overtake them).
The remainder people left after your first conquer will change their way of approaching you depending of you’re choice of weapons and tactics.

I’ve already written an idea for my AAA project implementing this. This is a very, very nice way of approaching things I believe, question is if somebody is willing to pay for it =)