Proper class systems are sadly overlooked in a lot of modern open-world RPGs, especially those from the action-oriented camp. A game like God of War Ragnarok, despite having clear RPG elements, will never allow you to fundamentally alter the experience by playing as a new class, for instance. It makes sense for a game like that, but there are other instances where RPGs can and should go all-out with genuinely interesting classes and archetypes.

The qualities that make an RPG’s class system “good” can vary depending on who you ask. Some players prefer flexibility, building their own unique archetype within vague or broad guidelines. That said, there’s a case for rigidity as well, since restricting certain weapons, gear, or abilities to a starting class can be a huge boon for replayability. Both approaches (not to mention all the ones in between) have merit, and the following games make that clear enough.

Elden Ring

Kick-Starting Player Freedom

Although it lacks the traditional, fixed class structure of other RPGs, Elden Ring’s player-driven class system shouldn’t be overlooked. At the start of the game, you can choose from a number of archetypes that determine your starting stats and gear, although the differences are relatively minor. Here are some examples:

  • Hero: Starts with high Vigor and Endurance, and very high Strength.
  • Astrologer: Starts with high Mind and Dexterity, and very high Intelligence.
  • Prisoner: Starts with moderate Mind, Vigor, Strength, and Endurance, and high Intelligence and Dexterity, but low Faith.

In another game, Hero would be the barbarian/warrior class, Astrologer would be the sorcerer/mage, and Prisoner would be a battlemage, but because Elden Ring is so open-ended, these starting points serve more as suggestions or inspirations for the player’s own creativity and intuition. For instance, you might start as the Hero but choose to invest in Intelligence down the line, resulting in a battlemage build that’s tilted atypically in favor of melee combat. Indeed, Elden Ring is a sterling example of flexible classes done right.

Click on the game with the higher OpenCritic rating.

Dragon’s Dogma

Deeper Than You'd Think

Classes, or Vocations, are central to the Dragon's Dogma experience, far more than the game's actual moment-to-moment combat. When you start the campaign, you choose between the basic archetypes of Fighter, Strider (rogue), and Mage, though these can be further specialized as you progress. For instance, you can eventually become a Magick Archer or Mystic Knight, which combine the qualities of Strider and Mage and Fighter and Mage, respectively.

This blend of class-leveling and class-combining makes for a decidedly original, exciting take on the fantasy job/class trope. On top of this, Dragon's Dogma's various Vocations genuinely feel different to play, as spell-slinging is considerably and meaningfully distinct from attacking with daggers, which is much different from using a sword and shield, and so on. It seems like Capcom gave a great deal of thought not only to how these classes would feel to play, but also how they would feel to develop and evolve over time.

Xenoblade Chronicles X: Definitive Edition

Definitively Satisfying

The Xenoblade Chronicles franchise has long had one of the best job systems in the JRPG space, and Xenoblade Chronicles X: Definitive Edition is arguably its best implementation. The game boasts a number of unique and compelling jobs that the player-character can switch between and progress independently, and experimentation is strongly incentivized: maxing out a job's level lets you equip its respective weapons to any other job, making for an ever-expanding build-crafting sandbox.

In JRPGs, a "job" is essentially the same thing as a class, with the main difference being that jobs can usually be swapped between with relative ease.

Thanks to the smart gameplay changes made in Xenoblade Chronicles X: Definitive Edition, like BP re-speccing and shared XP, leveling up jobs is more satisfying than ever. In an RPG as massive as Xenoblade Chronicles X, such considerations go a long way.

Like A Dragon: Infinite Wealth

It Ain't Much, But It's Honest Work

Here we have another impeccable job system, albeit one that succeeds more on the back of flair and style than galaxy-brained complexity. Like its predecessor, Like a Dragon: Infinite Wealth bases its jobs on, well, jobs. Players can choose from archetypes as exotic as Chef, Linebacker, Housekeeper, and Detective, although more outlandish options are available as well. This all heightens Like a Dragon's fundamental absurdity.

Even the way you unlock new jobs, by going on Alo-Happy Tours of Honolulu, is flamboyant and charming in a way that only Yakuza games can be. This isn't to say that Infinite Wealth's class system doesn't have mechanical depth—it does—but its colorful, surprising showmanship is what makes it truly special.

Dragon Quest 3 HD-2D Remake

A Refined Version Of An Old Template

The original Dragon Quest 3 set a gold standard for classes when it was released, and you can still feel its influence today. Dragon Quest 3's freeform party-crafting means that composing a strong team is mostly up to the player. That is, the player's own forethought, creativity, and critical thinking are what give way to clever builds or character synergies. By combining different classes and personalities (which affect stat growth and development), Dragon Quest 3 cedes even more control to the player.

Like Xenoblade Chronicles X: Definitive Edition, Dragon Quest 3 HD-2D Remake retains what makes the original game's class system work, but with extra bells and whistles. For instance, the HD-2D Remake adds a completely new class called Monster Wrangler, as well as new cosmetic customization options for party members.