Career-focused, maybe sandboxy
I'm looking for a long-term game that's focused on the PCs' individual careers and plans in a somewhat simulationist way. They might be space pirates or superheroes or cyberpunks or wizards, but the main thrust of the game is individual PC development and their personal legends.
Ideally not a one-on-one game, but one in which the PCs are free to work together, against one another, or alone at different times for different reasons. There can be subplots and the story threads, but the main "plot" should be the characters' growth as they go from beginners to masters of their fields.
Examples of what I mean:
Sci Fi game where the players are crew on the same ship, military or civilian, starting off as Ensigns or the equivalent. They perform shipboard duties and deal with shipboard problems, trying not to get killed on the rare away missions. As they advance in rank and get noticed by the bridge crew, these missions grow more frequent, and their duties become more important. Optionally this might start at SPACE ACADEMY or whatever.
Cyberpunk game about low-lifes trying to build their reps pulling jobs for and against the megacorporations. Sometimes together, sometimes alone, sometimes finding themselves on opposite sides of a firefight. No offense, brah, it's just business. The career path here is mostly your reputation, and you'd better hope your skills keep up. Optionally this would also work as a modern day criminals sort of game.
Fantasy game about wizards vying for influence and mystic power. The PCs are apprentices in the same land, perhaps trained by the same old man. Eventually he dies or vanishes or whatever, and the PCs must replace him in advising the kings, lords, peasants, etc on all matters mystic and magical. They must hire adventurers for quests, study ancient lore, and take part in (or ignore) the kingdom's politics. Wizards are powerful, and everyone will want to use them. Optionally there could be no NPC human wizards.
Superheroes game. PCs get powers. Might be heroes, might be villains. The focus on the game is them learning to use these gifts, then what they choose to do with them, and the public's image. Mixture of being celebrities and the rest. Optionally, they could be the setting's first supers, and their every choice influences what people believe about them.
Anyway, point is that plot/metaplot should take a back seat to where the players go with who and what they are. There are a ton of other possible game ideas.
Systems: Fate, GURPS 4e, ORE, Storyteller (new), Shadowrun 5e, M&M3e