First a link to the stream for those that have not watched it:
Devstream 281.
Secondly, i really enjoyed the stream and the thoughtprocess
Third, here are what i think of after watching the stream:
Concept: Material interaction!
Spheres, books and crafting dressers have never and will never make anyone a master carpenter? Or any other master for that matter. I can read a book a hundred times on how to make a dresser and i might have a better starting point, but if i have never worked with wood before, the end result will not be what i read it would be in the book.
I can then repeat the process many times and the dressers i build will become better in time, but it has nothing to do with the dressers or how many i build. What the key factor is in this example and all other masteries, is the material knowledge! So the better i know the material i work with, the better my technics will become to transform a raw piece of wood into something that can work as a dresser.
Therefor i see the logical aproach to the problem with classes, that it is based on material interaction?
Lets say that when we start a new game, we only have “workers” or simply hearthlings…
Then we sent them to chop down some trees and those specific hearthlings that do this will recieve some xp in the category of wood (or what is could be called)
Then we sent some to mine and they will get xp on stone… dig a hle in the ground? thats clay! Gather berries? Plants! and so on…
When a hearthling have recieved enough xp or knowledge on the wood material he gets a (Sphere? or lightbulb? an idea?) And can in someway unlock the capentryskill? The same with the other classes.
Then what if a hearthling gathers enough xp in both wood and stone? That might result in the knowledge to smelt ores? and doing that enough you can open up the blacksmith?
This could be expanded if new materials where added on a later date.
It even fits in to the biomes? So living in the dessert, wont give that many orpportunities to cut down trees? So the potter and mason will be easier to get… Just like it is now.
Figthing classes could work similar. The first attack of entlings give some fighting xp and then if the hearthling gets enough he/she might get an idea for a wooden sword or shield? Shares that idea with the carpenter through the chitchatter system and voila the carpenter just learned a new recipe? The more the hearthling fights with a shield equiped, the more ideas about defence he/she will get? Ending up sharing ideas with the blacksmith or engineer about platemail and towndefenses…?
EDIT: I want to add, that because a hearthling gets the xp to unlock a class, dont mean that he/she will become an carpenter. The player would need to choose that, and the “worker” could have xp in many materials and still just be a worker. The xp in for example wood, could maybe just have the benefit that the hearthling could get more wood from a tree or cut it down faster? Maybe replant it? Same with stone and mining… The spheres could then be what unlocked the classes?
Dont know if you can make use of this, but i wanted to share @Brackhar