Three options:
1) A modern, destitute or war-torn nation gang story (Haiti, Somalia, Palestine, etc.) Not for the sake of controversy, but rather to have a game with GTA-like ambitions, but not set in a fictional America, with a character who longs for that perceived freedom while contending with existing (and very real) life-or-death struggles for safety, status, and even salvation. It'd be tough to publish, but it hasn't REALLY been done - aside from a military-POV shooter variant.
2) A Warhammer40K-style Space Marine recruitment story: savage beginnings, myths of star-gods taking the chosen few (as Valhalla, for instance), tribal battle as rite of passage, dying youth proves themselves worthy, taken and transformed by Space Marines (or whatever tech-superior faction monitors the tribes), put to work as super-soldier. The glamour of honor and glory wears thin, inner attrition causes crisis of faith. Later portion of game likely involves fighting over character's home, whether to obey and destroy/abandon it or fight for a losing cause and defend one's place of origin.
3) A development from movies like Event Horizon and Pandorum, but not in a System-Shock sense of horror-RPG. Rather, more like Pandorum, the character is a non-combatant (multiple classes available, none of them like guns) becoming aware on a space hulk (enormous vessel) with little sense of what's been happening. They are sufficiently aware to understand that they are on such a vessel (unless a 'primitive' trait is chosen at start...) and something is wrong. They are initially tasked with finding out what's wrong and what they can do, BUT the twist is that there are drastically different outcomes available. The character is able to escape the vessel; decide to remain aboard and integrate; decide to remain aboard and seize control; steer the vessel towards a habitable system; steer the vessel towards the original home; steer it into a star; or possibly embrace an onboard alien faith (because there have to be aliens in space, right?...) and transcend entirely, abandoning their existence and experiencing a completely different episode of gameplay. The point is, while the tried and true exploration and self-development formula of dungeon-crawling is present, the character's ambitions do not have to be noble or egotistic - there are other denizens aboard, and a 'victory' may involve befriending them... or inciting racial tensions and paving the decks with viscera...
1) A modern, destitute or war-torn nation gang story (Haiti, Somalia, Palestine, etc.) Not for the sake of controversy, but rather to have a game with GTA-like ambitions, but not set in a fictional America, with a character who longs for that perceived freedom while contending with existing (and very real) life-or-death struggles for safety, status, and even salvation. It'd be tough to publish, but it hasn't REALLY been done - aside from a military-POV shooter variant.
2) A Warhammer40K-style Space Marine recruitment story: savage beginnings, myths of star-gods taking the chosen few (as Valhalla, for instance), tribal battle as rite of passage, dying youth proves themselves worthy, taken and transformed by Space Marines (or whatever tech-superior faction monitors the tribes), put to work as super-soldier. The glamour of honor and glory wears thin, inner attrition causes crisis of faith. Later portion of game likely involves fighting over character's home, whether to obey and destroy/abandon it or fight for a losing cause and defend one's place of origin.
3) A development from movies like Event Horizon and Pandorum, but not in a System-Shock sense of horror-RPG. Rather, more like Pandorum, the character is a non-combatant (multiple classes available, none of them like guns) becoming aware on a space hulk (enormous vessel) with little sense of what's been happening. They are sufficiently aware to understand that they are on such a vessel (unless a 'primitive' trait is chosen at start...) and something is wrong. They are initially tasked with finding out what's wrong and what they can do, BUT the twist is that there are drastically different outcomes available. The character is able to escape the vessel; decide to remain aboard and integrate; decide to remain aboard and seize control; steer the vessel towards a habitable system; steer the vessel towards the original home; steer it into a star; or possibly embrace an onboard alien faith (because there have to be aliens in space, right?...) and transcend entirely, abandoning their existence and experiencing a completely different episode of gameplay. The point is, while the tried and true exploration and self-development formula of dungeon-crawling is present, the character's ambitions do not have to be noble or egotistic - there are other denizens aboard, and a 'victory' may involve befriending them... or inciting racial tensions and paving the decks with viscera...