Unfortunately, many game franchises have died off without a proper ending, leaving the story hanging. In this article we will look at the most needed sequels in the video game industry. Many of the sequels we mention were at some point in development, but not all of them.
The industry desperately needs a successor to Arcanum: Of Steamworks and Magick Obscura, which is a one of a kind RPG and one of the finest ever made. Traditional fantasy RPGs such as Dungeons & Dragons and Dragon Age are familiar, but Arcanum is truly unique, being a mix of that traditional fantasy and Steampunk. Magic versus technology.
As a result, the contrast in possible player character builds is unmatched; your character can be a more traditional sword and shield warrior, a mage skilled in whichever of the 16 spell colleges you choose, or one who strongly pursues technology and ranged weapons, including guns. Needless to say, we need a new RPG like this, with such a unique world. Steampunk combined with fantasy.
But Arcanum’s excellence goes beyond that. It is one of the finest RPGs ever made, having huge disparity in dialogue responses and quest availability based on your character build, and so many possible world and plot changes coming from this. It has many different races to choose from, and race strongly influences reputation and dialogue. So do the eight attributes and your own reputation. Reputation changes dynamically depending on what you do, like Fallout and Fallout 2 (obvious inspirations for Arcanum, as most of Arcanum’s developers worked on Fallout and Fallout 2 as well). The entirety of the game is rewritten based on your intelligence score, with very low intelligent characters being almost incomprehensible verbally and in their written journal like in Fallout 2, as well as much different, more refined dialogue responses for highly intelligent characters.
Quest design, for the most part, is also greatly superior to the RPGs of today, being more open ended, more logical, having less hand holding, not involving repetitive tasks, and having unique gameplay opposed to just combat or dialogue. Writing quality also stands far above the RPGs today, with its so much more detailed world and characters, and a thematically rich story as well.
Like other great classic RPGs, Arcanum was rich with unique style, seen as early as the game’s cinematic intro shown above.
All of these distinct, positive attributes we have described about this game and other great classic RPGs are now extinct from the genre. They no longer have a unique, unmistakable style like Troika and Black Isle Studios did. No longer do they have such a variety of possible character builds with the depth that allows them to be truly unique. No longer does anything about your character build greatly impact the course of the game beyond combat, and even those combat changes are far lesser nowadays due to the absence of depth and substance that classics like Arcanum exude. Role-playing is also a rarity in today’s RPGs, as they have hardly any or absolutely no unique dialogue depending on your character build, combined with fewer and more linear “choice and consequence.”
A masterclass modern RPG like Arcanum: Of Steamworks and Magick Obscura would help dig the RPG video game genre out of the dirt. But we need all of its excellence in a successor, and more. What more, you ask? While Arcanum blessed players with the selection of real-time and turn-based combat, age has taken its toll even on such a classic. Such a successor cannot be 2.5D, nor can it be limited to isometric view point; players must be allowed to choose on the fly between isometric and third person, and both must be as adjustable as in the Neverwinter Nights games but with greater responsiveness and fluidity. Such camera customization wouldn’t allow for just one third person mode and one isometric mode, rather you can customize it however you like, along with the ability to switch in-game on the fly. This would satisfy everyone, while isometric only satisfies only a niche.
Have a look at the camera options available in Neverwinter Nights 2, and the separate key bindings for each. We wish the same thing for a new Arcanum game, and every other tactical RPG.
Key binding options just for the camera modes.
As it stands, every RPG studio today has proven themselves incapable of making a new Arcanum game that is actually an improvement over the first. Yes, even Obsidian and inXile.
Even though Arma 3 is one of the best supported games out there, constantly getting engine updates and new, awesome content, the franchise would be better if the developers instead put their focus toward a sequel on a new engine. Why? Because Arma 3’s engine, no matter how many times they update it, is a seriously limiting factor. This type of game, a massive scale, complex military pseudo-similator, would benefit greatly from a better engine.
Arma 3 is incredibly CPU bound and severely lacking in multithreading/parallelism, so huge wars and battles are unplayable on any and all systems. Furthermore, the AI is terrible and apparently very limited by the engine (e.g., the ability to go undercover by wearing enemy uniforms had to be removed because the AI wouldn’t allow it to work properly). The engine also limits player mobility, considering that the closest thing the Arma games have to climbing is a clunky oversimplified vaulting mechanic.
It’s a shame because pretty much all of Arma 3’s flaws can be attributed to its engine. The actual game design and content is marvelous, industry leading. A sequel with the same modding capability, on Unreal Engine 4 perhaps, is in order. What’s certain is that a sequel would need an excellent Vulkan or DX12 implementation, otherwise it just needs appropriate climbing mechanics, much improved AI, and a similar amount of content.
Baldur’s Gate III: The Black Hound
Baldur’s Gate III: The Black Hound was at some point being developed by Black Isle Studios, not BioWare, making it even more promising as Black Isle Studios had proven to be much better writers and have a far better understanding of role-playing than BioWare. Most gamers today would not know this unfortunately, but Planescape: Torment is everything a BioWare RPG is (minus their recent SJW nonsense) and far more.
Baldur’s Gate III was to be a 3D pause-and-play RPG, a nice improvement over the previous 2.5D. Here is some known information on it:
[quote]May Farrow and her gang of raiders have spent weeks tracking down the black hound, the essence of May’s guilt for unleashing a great evil. The player character is resting by the firelight in an old barn to hide from the storm outside when a black hound arrives and after being shot twice by an arrow, it cries one last time before it dies on the player lap. May almost kills the player, accusing him of being in league with the dog (meaning she thinks the player character is another essence of her guilt) and almost kills the player character (PC) before the Riders of Archendale save the PC. They question the PC, take the PC to the magistrate, who question the PC further and inform the PC not to leave the areas of North Sembia, Archendale, Battledale and Deepingdale. Whenever the player then approaches somebody with great guilt, the black hound appears to him and eventually the players actions make the player the essence of guilt throughout the four areas mentioned above. As the player unravels more secrets, he learns that he can’t kill guilt, thus he cannot kill the black hound or what he has become (the player can physically die, but people won’t forget about what the player did). Eventually, he learns the tale of a widowed farmer’s wife, taking great guilt in her husband’s death as for some reason she believes it is her fault, she tries to resurrect him. She succeeds but finds him to be an abomination and cannot stop him, despite him being very weak at the time. Through the course of the game, the farmer is growing stronger and stronger off the guilt absorbed by the black hound through the player. The player learns of this wife being May Farrow, who believes killing the hound would be a way to stop the farmer, the hound however latched its soul onto the player and uses him as a tunnel to channel guilt to the farmer and as a guide to the world.[/quote]
It seems Black Isle Studios had the right idea (as they had proven time and again with their previous games), but this game along with Fallout 3 (now referred to as Fallout: Van Buren) died along with the studio. It’s a shame, because Black Isle Studios not only revolutionized RPGs in the 1990s era (along with BioWare of course), making the absolute best video game RPGs at the time, but they were paving the way for a new era (again, along with BioWare). Interestingly enough, it had no story relation to Baldur’s Gate II: Shadows of Amn, but did share some with Icewind Dale II.
With Baldur’s Gate III, amazing storytelling and copious amounts of role-playing were to be expected, along with a wonderfully designed world and breathtaking art design.
There is no consolation for its loss. Beamdog’s latest Baldur’s Gate, which is made on Infinity Engine no less (an older, lesser engine compared to the one Baldur’s Gate III was going to use, as it’s a 1990s engine), is not any sort of consolation whatsoever. This wonderful franchise is truly dead, and we wouldn’t feel comfortable with anyone picking up its remains.
We can at least look forward to an intriguing, faithful remake of Baldur’s Gate II: Shadows of Amn, called Baldur’s Gate II – Reloaded. It is currently in development as a custom campaign for Neverwinter Nights 2, one of the best RPG platforms around. Keep track of it on its Facebook page. It is in development but has a long way to go.
Dark Messiah 2
Dark Messiah: Of Might and Magic is a PC exclusive first-person fantasy action game developed by Arkane Studios and released in 2006. It is known particularly for its gameplay mechanics, which are some of the best ever designed for an action game. The use of physics, elements like fire, ice, and electricity, the amount of weapons and how unique the attacks for all of them are, the skill-based melee combo system that isn’t over the top, and the awesome spells are all incredibly designed. More games need to learn from it, as mechanically it still stands above every other first-person action game in so many ways.
It has two major flaws: The storytelling as a whole, and some of the late game enemy design. The story is drawn out and damages the pace of the game, it doesn’t take itself seriously at least but none of it is good. It is also harmful to the Might and Magic universe. Dishonored was created by the same studio, and it shares none of Dark Messiah’s flaws.
Dark Messiah is also a bit clunky by today’s standards, at least when compared to today’s greatest action games such as Dishonored, Dishonored 2, Shadow Warrior, and Shadow Warrior 2. The issue lies within its gameplay programming—random delays in between combat actions, and also a terrible simulation of range and distance (Goblins having the same range as everyone else for example).
While the Dishonored games are more fluid and far superior stealth games, both of them lack the advanced melee combat mechanics seen in Dark Messiah. We need a new Dark Messiah, but it doesn’t have to be within the Might and Magic universe. For the sake of Might and Magic and other established universes, it would be best if a new Dark Messiah game was set in its own universe.
It doesn’t even need the “Dark Messiah” handle; a name given to the game because the player character is precisely a dark messiah, but we will say no more on that. Really, we just need a new first-person fantasy action game with the same gameplay as Dark Messiah, but improved and more fluid. Preferably without its flaws.
If only The Elder Scrolls would learn from Dark Messiah. If it did, then it could fulfill the role of a new Dark Messiah game and then some. But it seems The Elder Scrolls would rather stick with primitive melee combat mechanics, no spell combos, and no integration of physics or elements into combat.
Only one studio should attempt a sequel to Dark Messiah, and that is of course Arkane Studios.
To clarify, the industry needs at least a spiritual successor to the Neverwinter Nights games, but it does NOT have to be a direct sequel. Preferably, it wouldn’t be. We need a new fantasy RPG, preferably Dungeons & Dragons (D&D), with the ambition of both Neverwinter Nights games and even more, including years of support/new content (expansions) to the point where one game itself becomes a saga. To this day, there is no RPG as ambitious or content rich as either Neverwinter Nights game. Each one contains the following:
- 3D with fully customizable isometric and 3rd person camera options.
- 100% unlocked moddability, including the same tools used to create the game.
- A primary single player campaign plus numerous expansions, each official expansion being the size of a full game.
- Full fledged, highly customizable and moddable multiplayer with many different modes, including persistent worlds, and also automatic mod downloading.
- Dungeon Master capability, a must for multiplayer. A Dungeon Master/Game Master is not a player or a client, he/she is a storyteller, using real-time tools to aid with storytelling, rules, level design, and encounters.
- A dozen races and many subraces in Neverwinter Nights 2, and Neverwinter Nights even lets you create your own subrace.
- Over a dozen classes (15 in NWN 2) and even more prestige classes (24 in NWN 2 with all expansions).
- Over 300 spells.
- Over 300 feats.
- 27 skills in NWN 2 Complete, used all the time. 29 in NWN.
- The most complete integration of pen and paper RPG content/rules out of every video game (e.g. stats, status effects of which there are 25 in NWN 2, feats and skills). We need even more. More skills, more classes and prestige classes.
- The ability to reach very high levels in some campaigns, up to level 40 in NWN and level 30 in NWN 2. A testament to the length of some of these campaigns.
- 40+ weapon types, with dozens of each with unique models and properties.
- 11 different types of armor and 3 different shield categories, with dozens of items belonging to each.
We need all of this and more in a new mainstream AAA D&D game. Why should this new game be D&D? Because it is already an established franchise with multiple campaign settings, it is written with infinitely more detail than an original video game universe. Paizo’s Pathfinder ruleset, with some modifications to better suit video games, is the best one to use, as Pathfinder is just remarkably expansive even by D&D standards, and is backwards compatible with D&D 3.5.
The following skills should be present in this game, and used almost overwhelmingly throughout every included campaign. The modifying attribute for each skill is written in parenthesis. The list is in spoiler tags because it is long.
We would also like to see the following classes and prestige classes in such a game, considering how Neverwinter Nights 2 has 15 base classes and 24 prestige classes. Most classes would be more faithful to tabletop D&D as well, meaning they have even more abilities than any D&D video game shows. Again, the list is in spoiler tags due to its length.
Base classes (16 total):
Prestige classes (32 total):
As for playable races, how about the following? Some can come from DLC, as asking for all of these at launch (26 races with 39 total subraces) is a steep order.
As the list above shows, we would like the player to be able to become a Lich, Awakened Demilich, or Drider if the player meets those very specific requirements. This would help elevate this game’s gameplay above any other RPG.
Also, the original campaign (and perhaps others) should learn from the outstanding Origins system of Dragon Age: Origins, which provides six different 90-180 minute playable introductions based on your race and class. This game should do the same, but not always that long and class shouldn’t be a part of it, only race.
Neverwinter Nights 2 has 40 different types of weapons, and Neverwinter Nights has even more, but a new saga like this should have even more. Here is an ideal list, again in spoilers due to its length. We also include proposed damage values and damage types (damage for small characters / damage for medium characters).
Remember, those are just weapon categories and types. Each of those listed would have dozens of unique weapons at least, just like in both Neverwinter Nights games. Unique not only in properties but models as well.
D&D’s Armor Class (AC) system actually isn’t very fitting for video games, since with this unified system a video game is not able to determine and thus display the difference between dodging an attack and absorbing the attack’s damage due to your armor being effective. This is an easy solution though, since D&D already includes a Damage Reduction system, which should be used on all armors. Armor Class should be renamed to Dodge or something to that affect, and it should be lowered by armor (except for the lightest sets), since in reality armor slows you down and makes you an easier target but absorbs the damage, the same for shields.
Considering this, here is a list of armor types that should be in the game, including shields, as well as proposed damage reduction (DR) values. “DR 3 / Adamantine/Hellfire” for example means that the first 3 points of damage get absorbed by the armor and thus do not damage the player, but both Adamantine and Hellfire damage completely bypass the damage reduction and do full damage to the player.
Of course, there would be at least dozens of each of those armor and shield types, using different materials as with the weapons. Each material should have a unique look/finish and properties. The different types of materials should be as follows:
Weapon and armor condition should be a factor, although the game should be forgiving here like in Arcanum: Of Steamworks and Magick Obscura. Different types of damage will greatly affect armor condition, with bludgeoning doing more damage to armor than slashing and piercing for example, and acid being the most devastating. Likewise, striking flesh with a weapon would degrade its condition far less than striking stone or metal.
Furthermore, character size (determined by race and also spells that affect a creature’s size like Enlarge Person and Reduce Person) would determine whether or not you can wear a certain set of clothes/armor or wield certain weapons, as in Arcanum once again. Thus, common armors would be available in multiple sizes.
This new D&D saga should have two different gameplay modes for both single player and multiplayer: Real time with pause (aka pause-and-play) and turn-based. Turn-based would be the default selected one for multiplayer since it makes the most sense for this type of game, and turns would only be used in combat, not outside combat as seen in virtually every other turn-based RPG.
Using the Forgotten Realms campaign setting is a must, due to how vast and complete it is. But it should not stop there; through expansions and updates, we should explore other planes of existence like the old Planescape setting, and also other Prime Material settings like Greyhawk. The game should include most of Faerun and the other continents on Toril, as well as Sigil (the center of the multiverse), and various other planes such as the evil Lower Planes (hells) and their Gate-Towns, places in the Upper/Celestial Planes like Mount Celestia and Elysium and the Beastlands and Arcadia and more. Give us Limbo, Mechanus/Nirvana, Gehenna, the Shadow Plane, the Ethereal Plane, and let us freely travel to these planes and more via portals and spells. The art design of these high fantasy, otherworldly planes of existence can be amazing… if made by talented enough artists of course.
Great Wheel Cosmology, used by AD&D and AD&D 2nd edition. As you can see, video games have barely scratched the surface.
World Tree Cosmology, the model used by D&D 3, 3.5, and Pathfinder. Once again, you can see that video games have only just scratched the surface.
The city of Waterdeep, one of the biggest in Faerun. Needless to say, such a game must let us explore this city and the rest. It’s about time we get realistically sized cities in games.
Exploring all of Undermountain, aka the Underdark, is a necessity in such a game.
A party dialogue system would be an option for those creating their own campaigns. As for default campaigns, only those that let you create your own party would have this system. Multiplayer would use it. Every campaign should be playable in both single player and multiplayer.
Ideally, the game would come with a massive, open world campaign that lasts at least 80-100 hours, and that would be with minimal side exploration. Side exploration should take after the likes of Arcanum, Storm of Zehir, The Elder Scrolls, Fallout 2, but with even more depth and mechanics and role-playing, lasting for possibly thousands of hours after the expansion. Other unique expansions should be delivered over time, some of them introducing new campaign settings thus new worlds as mentioned earlier. Forgotten Realms to begin with, with some planar exploration as well, with expansions adding more of that planar exploration we talked about (taking after the old Planescape setting), and even other Prime Material settings like Greyhawk. Some expansion campaigns should be different in nature, perhaps one with multiple protagonists and more political emphasis and another with strategy game mechanics. Remakes should come in the form of expansions too, such as a Planescape: Torment remake.
The game’s engine/toolset would be modular, allowing creators to make a text heavy novel-inspired RPG like Planescape: Torment, or one with cinematic presentation, and of course a mix of both. This would work exceptionally well in-game due to the multiple customizable camera presets it should have, from third person to isometric.
These two images help demonstrate our disappointment with modern, inferior RPGs.
A dedicated server application is a must, and many multiplayer modes like co-op, arena, persistent world. Co-op in certain campaigns should be possible with more than one party. And of course, multiplayer requires a Game Master (aka Dungeon Master) with a powerful real-time editor, like in both Neverwinter Nights games. One player can take on the role of a Game Master; they will not be part of the game, instead they help tell the story and control encounters. The Game Master would determine what items are allowed and disallowed, as well as controlling the level and equipment of all characters (PCs and NPCs), controlling encounters and determining which should happen and which shouldn’t as well as creating your own on the fly, adjusting level design on the fly, opening portals to other places, aiding the storytelling.
A highly tweaked Unreal Engine 4 would be an ideal engine for this (and most kinds of games in general), emphasizing Vulkan or DX12 to aid with performance since such a game would be huge in scale with massive amounts of characters, controlled by a very advanced AI simulation akin to the A-Life system of S.T.A.L.K.E.R. but more advanced. This simulation AI would greatly affect gameplay and storytelling on both a micro and macro scale. For example, the city of Luskan is known for its scheming, dirty politics and assassinations. If playing a campaign in this game set in Faerun, politics would happen dynamically, in real-time, separate from the player’s influence. Say a quest involves travelling to Luskan to meet with someone in office; this official won’t always be the same character, and different characters have different motivations so what starts off as one quest turns into many possible quests, depending on which person sits in office. The same for rulers and lower lords. Truly endless potential!
Yes, we are asking for a lot, more than has ever been done, but it’s all reasonable (when you consider the importance of expansions) and we should always look to improve, not regress. Why is it that after a decade, there are no other single player RPGs anywhere near the scale of either Neverwinter Nights game?
As of right now, no studio seems capable of doing such a concept justice. Not Obsidian who is on an apparent downfall without Chris Avellone. Not inXile, based on how Wasteland 2 and Torment: Tides of Numenera turned out; the former starts off strong but the story goes nowhere, pacing becomes monotone and tedious as main quests devolve into menial tasks. The latter is poorly written, amounting to nothing more than a hollow pretend-copy of Planescape: Torment rather than an excellent spiritual successor like Neverwinter Nights 2: Mask of the Betrayer. Divinity: Original Sin, especially its Enhanced Edition, has excellent gameplay mechanics, co-op, extensive mod support with a full SDK, but very little role-playing and a very weak story.
Truthfully, we need the talent of more than one studio right now for such a game, as well as development leaders like Chris Avellone.
We have already mentioned Fallout – Van Buren previously. Another thing to make note of is that Obsidian Entertainment pitched a sequel to Fallout: New Vegas at some point. Either one of these, but preferably the latter, could have been the sequel we want and deserve.
The Fallout franchise technically lives on through Bethesda Game Studios, creators of Fallout 3 and Fallout 4. But these are not 100% satisfactory sequels to Fallout, and that’s putting it gently. They’re more like spinoffs; they’ve had their fair share of lore butchering moments, and most of all the role-playing capability and writing quality and style (or lack thereof) are so far beneath those of Fallout, Fallout 2, and Fallout: New Vegas.
A new Fallout game developed by Obsidian with all the brilliance of New Vegas and more of Fallout 2’s brilliance (role-playing and quest design) is what we need. Chris Avellone should be a lead designer, and the game should continue the action RPG style seen in all recent Fallout games, as it should be published by Bethesda Softworks but without rushing Obsidian this time. Preferably on id Tech 6 engine as well; Creation/Gamebryo engine needs to be buried. In other words, a better version of Fallout: New Vegas with almost the same amount of role-playing as Fallout 2 with similar open ended quest design, with greatly improved action FPS/TPS gameplay, all on id Tech 6 running on Vulkan. This is the sequel we need.
Unfortunately, Chris Avellone is no longer a part of Obsidian, and as a result Obsidian’s last two games have suffered greatly. Pillars of Eternity amounts to nothing more than a mediocre RPG by 1998-2006 standards, and Tyranny is awful by any standard. Still, a new Fallout might reunite the greatest RPG developers.
Everyone saw this coming. The last part of the Half-Life franchise, which is Half Life 2: Episode Two, ended with a cliffhanger. This was in 2007. Almost ten years later, we have nothing more. Initially there was supposed to be a Half-Life 2: Episode Three, for which everyone already knows the basis for the plot. There was also supposed to be a Half-Life 2: Episode Four: Return to Ravenholm developed by Arkane Studios.
Years later, we all figured Episode Three and maybe Episode Four would just be integrated into Half-Life 3 to make one epic shooter adventure. After all these years, all we have gotten are silence and jokes and memes.
Half-Life 3 is never coming. Valve doesn’t want to make it, and that’s about all there is to it. But the industry needs it. Both Half-Life games are exceptional shooters by any standard, imagine how much more incredible a sequel can be with modern technology, since the Half-Life games made it a point to demonstrate how cutting edge technology can improve gameplay.
The Metro franchise consists of Metro 2033 and Metro: Last Light (and Redux versions). Two survival FPS games based on a novel. The latest Metro game was Last Light, which released in 2013. The redux versions of both appeared in 2014.
It is expected that 4A Games is making a sequel, and we all hope it is larger in scale and more open. But so far the only new title they’ve announced is some VR game/tech demo. Still, the demand is there, and as long as 4A Games is around, a new Metro game will come.
Even though Rainbow Six: Siege came out recently, it is not much of a Rainbow Six sequel. We need a true sequel, a universal improvement to the original Rainbow Six, Rainbow Six: Rogue Spear, and most of all Rainbow Six 3: Raven Shield. These three shooters are significantly more tactical than any other FPS outside of the Arma franchise. Their single player campaigns resemble a strategy and tactics game like XCOM: Enemy Unknown and XCOM 2, although the only micromanagement is with soldiers which is akin to XCOM’s armory. Soldiers wounded on missions would take time to heal; how much time depends on how wounded he/she is. You fail the game when depleted of soldiers.
In a proper sequel, single player would consist of mission after mission, in randomized order though just like XCOM, so that it’s different every time you play. Each mission would have a thorough breakdown/briefing, and allow you to use the pre-mission planning screen. Most missions would let you use multiple teams (up to four), but they’d allow you to use less for the sake of player choice. Mission outcome would affect future missions and also public reception/panic level, so every mission is intertwined in this way.
The pre-mission planning of Rainbow Six 3: Raven Shield.
Playing the missions wouldn’t even be mandatory, as is the case the classic Rainbow Six games. You can create a mission plan and hit execute and hope for the best. But obviously, most players would play the missions. Before playing a mission you must set up your team(s), and optionally outfit each soldier. Soldier classes should be implemented, similar to the XCOM games once again (e.g. medic, support, demolitions, sharpshooter), and a ranking system should be present (Private, Specialist, Corporal, Sergeant, etc).
Soldier customization would have tons of content, it’d be inspired by the likes of Rainbow Six: Vegas, XCOM 2, and Arma 3. Players should be able to customize appearance (preferably to a greater extent than the aforementioned games and more like Dragon Age: Inquisition), first/last names and nickname, biography, nationality, voice, attitude, hat/helmet, upper face prop, lower face prop, torso, arm set, individual shoulders/arm pieces, leg clothing/armor, pattern/color for all clothing/armor and weapons (RGB color sliders and preset camo patterns), and of course loadout.
Soldier ‘customization’ in Rainbow Six 3.
A glimpse at soldier customization in XCOM 2.
The game should have so many clothing/armor options and weapons, and more with updates. Loadout would consist of primary weapon, sidearm, grenade, and utility (which would vary per class).
As for mission design, they would each be objective based tactical FPS, mostly in an urban environment. Shooting controls should bear resemblance to Red Orchestra 2/Rising Storm with its leaning, first person cover system, crouching and prone stances, the ability to set up bi-pods, but also with automatic stages of leaning in all positions like in Ghost Recon: Wildlands. But the squad command system (the one that only applies for your team) would be just like SWAT 4. Other SWAT 4 inspiration would come from the tactical equipment available in the game; toolkit for lockpicking, zip cuffs for subduing people, C2 breaching charges for doors, different kinds of nonlethal grenades, optiwand/snake cam, door wedge, and also riot shields and drones and battering rams and more new things.
Like the classic Rainbow Six games and also strategy and tactics games, you wouldn’t play as just one character, rather you can play as any soldier on any of the teams. Team commanders would have a squad command system taking the best features of Arma 3’s and Rainbow Six’s. If you die, you will automatically take control as someone else. If the commander dies, the next highest ranked person takes charge. But even regular soldiers should be able to issue the basic Rainbow Six commands, in the event your team is left with just Privates for example.
While the squad command system should be powerful, giving you full control over everyone beneath your rank, because of the ability to switch characters in real-time (like in the classic Rainbow Six games) this means the player doesn’t have to play as a squad commander. Instead, the player can play as anyone of any rank. Uncontrolled AI would automatically follow the pre-mission plan, if one was set. An uncontrolled squad commander’s AI would thus give out commands as necessary, ordering the player around if the player is currently a lower ranked member in that squad.
Physics/destruction would be a big part of the game too, like with Rainbow Six: Siege and XCOM 2.
All single player missions/maps would be playable in multiplayer, both in co-op and in versus. Or you can play the entire cumulative campaign in co-op or versus. For this, we are taking from Rainbow Six: Siege and Vegas. In multiplayer, players can play as team Rainbow or the terrorist team. And you know what? This should be in single player as well, as a separate campaign essentially. Play as terrorists or as team Rainbow. Other multiplayer modes would be included, taken from Rainbow Six: Vegas, such as: VIP/Assassination, Retrieval, Attack & Defend, Team Deathmatch, Deathmatch. A free dedicated server application is a must, that goes without saying. All the necessary customization seen in Rainbow Six 3 (below) is also a must.
Such a game should of course be heavily moddable with the ability to make your own missions, like the classic Rainbow Six games. So it should come with the SDK. Unreal Engine 4 is again the best engine to use here. It’s a fantastic game idea that amounts to an improved version of the classic Rainbow Six formula, and such a sequel (even if indirect) is long overdue.
SCP Containment Breach
SCP Containment Breach is an awesome free game made by fans of SCP Foundation. But it has one gaping flaw, and that is the fact that it’s built on an old, unstable 2001 game engine. It is limited to running at 1080p windowed on my PC.
So it’s time for a sequel on a new, quality engine. I’d be fine with the same exact game on a new engine, but better yet a sequel should take after our dream SCP game described here, which takes inspiration from SCP Breach for Garry’s Mod. For convenience, we’ll quote ourselves below.
[quote]Our idea for an SCP game also takes inspiration from SCP Breach for Garry’s Mod. The player would not only play as D Class personnel in our dream game, but other roles would be available to them. In single player, you should be able to choose between D Class personnel, MTF guard, MTF squad commander, and Chaos Insurgents whose primary goal is to steal SCPs. In co-op, you should also be allowed to play as the SCPs themselves, like in SCP Breach.
But our idea is more than just a containment breach. Things can randomly go wrong during guard duty, and a containment breach CAN occur… or it might not. If not, then you may randomly get a field mission to contain an SCP. Such a field mission would be like a tactical shooter and hardcore survival game with unique mechanics involving the nature of that SCP. Your job would be to contain the SCP, whether it’s an escaped one or a new one. New SCPs would be rare and more of a challenge since nobody knows the nature of it, although we should point out that we don’t need new SCPs written for the game; by new SCPs we simply mean new within the game, one that isn’t contained during the game, but it would be one of the SCPs listed on the website so seasoned SCP fans would know its nature.
As for the story? That comes from the SCP itself. Every SCP is a story. Again, read the articles. We would not include poorly written ones, only good or better. Multiple stories in one game, each with unique thematic elements, as well as strong doses of survival horror (on a level above any other game, SCP Containment Breach provides a good glimpse) and action. What a game.
Imagine capturing an escaped SCP 173 for example; we already have these mechanics in Containment Breach. It can’t move while in a direct line of sight, but as soon as direct line of sight is broken from everyone, it moves almost instantaneously and kills almost instantaneously. Our game would have more SCPs than Containment Breach has, all of the highly rated ones would be present.
If playing as a class D personnel member, just like SCP Containment Breach but again scaled up and higher quality, you would be forced to work with SCPs. Again, the order is random. The game would be procedurally generated. Something may or may not go wrong, although the game code would guarantee something goes wrong eventually regardless of who you play as. The story of the SCP would still be present, but told differently, more directly from the class D personnel member’s point of view, as these inmates are only giving the bare minimum of details in order to work with the SCP in question.
Regardless of your player character, it would have many different endings, depending on how the player plays. Note that in our game idea, containment breaches would be procedurally generated and randomized like in SCP Containment Breach, and containment breaches would share most of the same possibilities regardless of whether you’re playing as class D personnel or a guard/agent. So everything we’re about to say about containment breaches applies to both “campaigns.”
During a containment breach, if the player is able to make contact with (other) guards and help them assemble and contain SCPs, then it can end fairly peacefully. It would depend on your ability to fight off and contain the SCPs. Or the player can simply escape from the facility, but conditions outside of the facility would depend on how quickly you escape; if you escape quickly then the situation outside should be under control (to varying degrees but nothing too crazy would have transpired in the outside world), although if playing as a guard then you will be severely reprimanded to say the least (probably reassigned to class D personnel). Everything would be dynamic; the AI battles outside, the chance of success or failure.
If you take too long to escape however, or if your re-containment attempts fail, then you may find yourself at a K class end of the world scenario. In these types of scenarios, the game becomes a post-apocalyptic experience. Your goal would be to find and activate SCP 2000. This would be an utterly epic quest; very lengthy, incredibly challenging, but absolutely epic. It must turn into an open world survival experience at this point, with SCPs rampant. Think SCP Containment Breach (again, play it or watch YouTube playthroughs if it doesn’t run) but in a large scale open world environment. We can only barely imagine what it would be like to enter SCP 2000 and activate it, but it would be an utterly awe inspiring moment.
Or perhaps your escape leads you through SCP-093 or one of the other SCPs that lead to some alternate reality? It should be a possibility. Perhaps the player prefers to remain in one of these alternate realities, and their game ends there. Either way, this would undoubtedly be the most intense game ever, right alongside our dream S.T.A.L.K.E.R. game.
Also note that if you were to die at any time during the game, that would be treated as an ending, even though you’d be able to reload a save point just like SCP Containment Breach.[/quote]
S.T.A.L.K.E.R. 2 was a work in progress, but is now cancelled. Here is most known information on it:
If GSC under Sergei Grigorovich were to just continue with this idea, it would surely be a masterpiece. Of course there is always room for more.
Star Wars: Knights of the Old Republic III
Every Star Wars fan owes it to themselves to play the Knights of the Old Republic games. Star Wars: Knights of the Old Republic is the ultimate traditional Star Wars experience, taking everything known and loved about Star Wars and delivering it in an interactive video game RPG format. Star Wars: Knights of the Old Republic II – The Sith Lords is Star Wars taken to completely new territory, far deeper and more philosophical, as explained in our article about the best video game stories. Knights of the Old Republic II’s ending clearly sets up for a third and final game, which never happened.
The entire plot for Knights of the Old Republic III is already out there. It has been done by other Star Wars works. We just need an excellent, well-written and well-designed RPG to come and deliver it to gamers. It would have two protagonists, the one from the first game and the one from the second. So it should let the player create each of them. Gameplay mechanics should simply be essentially the same as the first two, but with the ability to use point-and-click movement, isometric camera, and with party AI customization, to improve the flow of tactical gameplay.
EA now has the rights to make Star Wars games. Today’s BioWare would not do Knights of the Old Republic III justice; it’d certainly contain a fair share of poor, contrived writing, and dumbed down gameplay with horrible design choices, not to mention SJW appeasement.
The Elder Scrolls VI
A new Elder Scrolls RPG is inevitable, but with Bethesda now focusing on new IPs, and with the mistakes made with Fallout 4, we feel the need to reinforce the demand for a new Elder Scrolls game and set some guidelines that should be followed not just to satisfy us, but to maximize its sales and positive reception.
The Elder Scrolls V: Skyrim is one of the best selling and longest lasting games of all time. The quality of the world (which is far from flawless still), amount of content, and modding potential keeps it alive five years later. Keep its best aspects and improve upon it. If Bethesda has any common sense, they won’t force a voiced protagonist upon a game like The Elder Scrolls which has ten playable races. We need to role-play, and Fallout 4 is far too restrictive of that.
The Elder Scrolls VI needs to take place in one of Tamriel’s more exotic continents, or perhaps more than one. The last two games in this franchise, Oblivion and Skyrim, have been tame in this regard, unlike Morrowind. Time to spice things up and wow people. Ideally it would release with one or two, and the rest would be added via expansions, so that we can have all of it in one game.
For The Elder Scrolls VI, the main area where Bethesda needs to improve (after engine that is) is role-playing. You can play as anything you want in the previous games, do whatever you want, yet the world hardly reacts at all (and on this note, Morrowind does the best job here out of all TES games). Quite the opposite of Arcanum: Of Steamworks and Magick Obscura, Fallout, Fallout 2, and Fallout: New Vegas; RPGs with similar freedom but with actual role-playing depth.
The game world should respond realistically to who you are and what you do. It would be nice to have a great campaign again, like that of Morrowind, as Skyrim’s is terrible. Furthermore, the game should add even more open world activities and questlines, and most of all add some real role-playing depth. It’s nice to have ten races, a bunch of classes, and so many different things to do in the world, now finally make the world, characters, and quests respond realistically to all these things, like Fallout 2 and Vampire: The Masquerade – Bloodlines.
Combat should also be improved drastically, as it is a major focus of these games yet melee combat and physics are subpar. It should have melee combat mechanics much like Dark Messiah: Of Might and Magic, with even better use of physics, and spell combinations with realistic elemental effects like dynamic fires, dynamic freezing of water, electrifying water, and more. See our previous Dark Messiah sequel page in this very article for more insight into these concepts, and for more details about an ideal Elder Scrolls sequel, read this.
Vampire: The Masquerade
Vampire: The Masquerade – Bloodlines is one of the best and most unique RPGs ever made, so a sequel is in order. It is a single player story-driven action RPG based on the tabletop RPG called Vampire: The Masquerade. A sequel should be of the same style as Bloodlines, with the same gameplay fundamentally and only natural improvements such as in AI, fluidity, melee combat, shooting.
Bloodlines already has so many races to choose from. What would be an incredible addon is the ability to play as a werewolf, and of course the campaign would be totally different.
Moreover, the writing quality and style needs to seriously follow the example set by Bloodlines. The scale should be even larger with less loading screens and much more detail and exploration.
And why not take from Vampire: The Masquerade – Redemption, with a plot that spans from the medieval time period to modern day? So much potential with this RPG and this setting.
That’s all we have today. Share your ideas about much needed sequels in the comments below!