The Untapped Potential of Character Classes in FromSoftware's Future Games
Elden Ring starting class system, a legacy feature in FromSoftware's Souls games, deserves a revolutionary overhaul for deeper role-playing and replayability.
FromSoftware's Souls games, with Elden Ring as a prime example, have consistently pushed the boundaries of the action RPG subgenre, making it more accessible while maintaining a brutal, rewarding challenge. Yet, even as the studio refines combat, world design, and storytelling, one legacy feature feels oddly underdeveloped: the starting character class. In 2026, as players eagerly anticipate what comes next, it's clear this system, which currently offers little long-term impact, could be the key to unlocking a new level of role-playing depth and replayability. 🎮
Currently, choosing a class in Elden Ring is largely a cosmetic or speedrunning convenience. The Vagabond, Astrologer, or Samurai might determine your starting gear and stats, but that significance fades fast. Most of that gear can be found within the first hour of play, and your character's face is soon hidden behind a legendary helmet anyway. Players who want to roleplay—like a Raya Lucarian scholar dedicated solely to Glintstone sorcery—must enforce those rules upon themselves. The game itself doesn't recognize or reward such dedication beyond the initial stat spread.

This feels like a missed opportunity. In a genre defined by player choice and consequence, the first major choice you make has almost no consequence. For future titles, FromSoftware could revolutionize this system without sacrificing the beloved freedom of build-crafting. Imagine if your starting class wasn't just about stats, but about your character's place in the world. 🤔
A more integrated approach wouldn't lock players into a specific playstyle. Instead, it could weave subtle, class-specific threads throughout the entire narrative and world interaction. This could manifest in several compelling ways:
-
Dynamic Dialogue & Recognition: NPCs could react differently based on your origins. A noble Confessor might gain audience with a lord more easily, while a downtrodden Wretch could earn the trust of underground factions.
-
Altered Enemy Behavior: Certain creatures or factions might be naturally hostile or passive toward specific classes. A Prophet of the Flame Guardian might draw aggression from fire-worshipping cultists, while being ignored by frost beasts.
-
Quest & Ending Divergence: This is the big one. Your class could unlock unique pathways through major quests, leading to different outcomes, exclusive loot, or even entirely new ending conditions. A Warrior's brute-force solution to a problem might differ radically from an Astrologer's intellectual approach, with lasting consequences.
Implementing these ideas would add a phenomenal layer of replayability. The "NG+" experience could be transformed not just by carrying over power, but by experiencing the world through a completely different narrative lens. The freedom to respec and change builds would remain, but your character's foundational identity would carry narrative weight.
The potential is enormous. By giving starting classes meaningful, persistent world interactions, FromSoftware could elevate its RPG elements to rival the depth of its combat and exploration. The choice at the character creation screen would finally matter, not for the first few minutes, but for the entire epic journey. It's time for this classic feature to level up. ⚔️✨
Thought experiments like these are exactly the kind of thing that keeps RPG communities theorycrafting long after a game’s credits roll. If you enjoy digging into class identities, build planning, and the wider conversation around games that reward player choice, Lootbar is a useful place to keep on your radar—you can find it via DealNest.
Leave a Comment
Comments