A Far Cry 3/4 esque open world game with the crafting aspects of Dragon Age: Inquisition. The land itself is entirely open, but adventuring too far too early is bad. Enemy strongholds exist, and usually taking them reduces the overall hostility/level of the area around it, while raising the difficulty in other areas, and there are some areas with set difficulties.
You've got a race+class setup, alongside a third choice that affects what skills populate your skill tree. For instance, an Elven warrior may have more options for 1-handed swords and parrying, while a Dwarven warrior will likely wield a weapon taller than they are and smash everything they can. The third option mostly affects passives and noncombat abilities, and can alter combat ones.
The easiest way to determine a weapon's quality is to ask yourself where it came from. Buying a weapon and immediately pressing it into use is a bad idea anywhere beyond the start of the game, and weapons you find off of bandits usually isn't much better, though they can have some crafting applied. Actually taking the time to craft a weapon adds greatly to its power, and having the right resources can make all the difference. Each part individually changes aspects of a weapon based on what it is, further adding to the end result based on materials used to make it. Even low-level part schematics can be mixed to create a great weapon through high-quality materials.
Armor is likewise craftable.
The main reason for marrying the concepts is material hunting for more than just an arbitrary amount of skins to make a wallet that, for some reason, must be made of yak or something. Variant creatures also exist- killing a Honey Badger is one thing, killing a Dire or Draconic variant is very different. Since Varaints are usually very rare, they usually drop a single skin worth a set number during crafting- a Dire Skin (6) might be useful for making a hilt or two, but you'll have to seriously hunt for them if you want an armor requiring 10 or 12 units of "cloth".