Skip to main content

See also:

'Wolfenstein: The New Order' creative director on a potential sequel

The developer behind Wolfenstein: The New Order has "a clear idea" for a potential sequel.
The developer behind Wolfenstein: The New Order has "a clear idea" for a potential sequel.
Photo courtesy of Bethesda, used with permission

On Tuesday, Jens Matthies of MachineGames said the company has a clear idea for what they would do in a potential sequel to "Wolfenstein: The New Order," which they developed and released this year through Bethesda.

Interviewed by Patrick Klepek of Giant Bomb, Matthies discussed what MachineGames wanted to accomplish in their "Wolfenstein" revival for past and present gaming platforms. In general, "Wolfenstein: The New Order" received favorable reviews with the PC version scoring an 82 on Metacritic. As they talked about the surprise reaction from gamers and critics had with the latest "Wolfenstein" game, Klepek inevitably asked Mattheis if MachineGames had any plans to potentially develop a sequel.

"We would love to do a sequel," Matthies told Klepek. "We have a very, very clear idea of what we accomplished with this game, and what we want to accomplish with a sequel." Matthies continued by discussing the game's three-and-a-half years development timeline and how MachineGames were able to polish the title more than they've done on previous worked games. However, they still have new ideas on how to take "Wolfenstein: The New Order" further in terms of gameplay and storytelling, if they were to work on a sequel.

Earlier in the interview, the lack of multiplayer in "Wolfenstein: The New Order" was discussed. Considering past "Woldenstein" games featuring multiplayer and game publishers viewing the mode as a necessity to keep gamers don't from trading in their purchase, it was shocking to hear "Wolfenstein: The New Order" would only be single-player. Matthies answered by praising publisher Bethesda for trusting MachineGames in focusing only on single-player.

When we told them that the best game we could make is a single-player only game because we can keep the whole team focused on the core experience, they were perfectly fine with that. You hope that it’s going to work out well when you enter into a partnership with a new publisher, but you never know until you’re doing it. That was one of those moments where we felt like we really ended up with the right people.