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I actually covered why they should have a more complex class system in the first piece of advice I gave.

Though, If you pay attention to the current state of the gaming industry you would know that A: Games with a gimmick, good story, or mindless violence do well; B: Games that are not innovative fail; And C: Although Old school can be fun you have to improve to succeed. What does this mean? Well if they are making "a simple dungeon crawler" It could be lame and boring if it's all repetition; however, if they were to have a broad class system and some back story to help the game along the repetition could be forgiven. I know I'd forgive a repetitious game if I can do it differently each time I play.
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