It's going to be all about open world now. PC's finally have the power to support the massive worlds we've always wanted. Look at what they're doing with Star Citizen or Elder Scrolls Online. For shooters that means sandbox games like DayZ, or MMO's like Planetside.
Unfortunately the old arena shooters don't work well with the open world concepts. But we can still have arcade shooters. Planetside is basically XMP as an MMO. I'm ok with this. Frankly, I don't see how you ever top what UT and Quake did. If they ever made new ones I would rather it just be HD remakes.
What about Cliff Bleszinski's concept of "SciFi-rim"?
My initial reaction was one of utter revulsion (I don't even dislike The Elder Scrolls as a concept, it's just the way Bethesda makes them turn out in practice, and... Gamebryo ). However, I got over this knee-jerk reaction as soon as I started seriously considering the idea. An open world Unreal.
Part of what made Unreal so incredibly awe inspiring was how it broke out of the whole corridor shooter mould. It had plenty of corridors and tighter indoor environments, but these were alternated with wide-open outdoor settings, the scale of which totally blew my mind. I don't see why you couldn't pull off an open world Unreal with while still maintaining that 'Unreal feel'.
A vast open world Na Pali, dotted with Nali temples, alien facilities and the decaying hulks of spaceships that have succumbed to the planet's tarydium-charged magnetism. I even had a dream on seeing a burning cruiser plummeting from that unmistakable Unreal night sky and disappearing over the horizon, waiting for me to seek out and explore it's wreckage - that's one way they could withhold some areas and story elements until later in the game*.
The more I think about it, the more sense it makes. Skyrim's success shows that single player games can still be successful and extremely profitable. Imagine an open world game like Skyrim, but:
- With Unreal's world
- With Unreal's atmosphere
- With Unreal's scale (Skyrim might be mountainous and open world, but it has a 'cosy' feel to it a lot of the time in terms of the buildings etc.)
- Unreal's pace (no faffing around with sprint keys, just the Unreal gallop 24/7)
- Unreal's loneliness (no followers, no friendly town around every corner, maybe a Nali outpost or two)
- Unreal's interiors (a quality-over-quantity, tailored approach to wreckages/structures, as opposed to Bethesda's almost copy-and-paste undergrounds which feel like the same old prefab rooms/corridors shuffled around for each cave etc.
- Unreal's story fleshed out. No spoon feeding, player actively seeks out storylines from logs etc. (this might be a serious issue for the 2014 gamer, but again, Skyrim was popular with it's books and all. I'm sure the Nalis and dead crewmen have a lot to tell)
- Built on a high quality, next gen engine that's actually finished and capable of really doing 'open world' justice.
- No level ups or any of that bollocks
There are plenty of potential problems of course. An open Unreal consisting of a bunch of thankless fetch quests would not do. What do you guys think?
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