This is an amazing idea. With the Epic fail that Diablo 3 has been (sorry if any of you like Diablo 3) I am reminded of the Action RPGs which I have loved the most. Diablo 2 was one of my most favorite, but I don't think there is a single ARPG I enjoyed more than Arcanum. With the new technology and ease of accessibility for remakes, and the common demand and publicity that is being generated by GOG.com this is a project that I see a lot of potential to get kickstarted.
Edit: In reply to the people that say the game sucks and has no chance of getting kickstarted, I hope you are joking. Let me tell you what appealed about Arcanum to me. I am not saying that this has to be the case for you or anything else, I am just telling you what appealed to me:
1) The first thing that comes to mind is the amazing depth of dialogue responses. You know how people complain about TV and Movie productions that have bad writing? Well let me tell you that whoever was writing Arcanum did not have bad writing. There was never a sense that it felt forced or out of place. Not only the main story itself, but each individual interaction with each NPC felt like a completely unique and personalized experience in which there was a broad variety of things you could do.
Just in terms of continuing the discussion with an NPC there were three things you could almost always invariably do. You could continue the discussion, and get nowhere. You could end the discussion and get nowhere. Or if you talked to them just right, you could get them to say that one thing you wanted them to say. A fourth option is that they could kill you, or you could kill them. It always felt like between the two absolute ends to any conversation (life or death) there was a wide spectrum in between of choices you could make, which gave the user a very broad and free feeling to do what he wanted in the game and take the conversation where he wanted. But not only was there a free feeling associated with what you could do, there was a clever feeling too.
I loved how clever the responses were that you could make. It was like the team at Troika never ran out of good one-liners. It wasn't simply forced, cliche "I'm going to rip your head off" expressions, they were really creative. They actually had me falling out of my chair laughing most of the time. And it kind of caught you by surprise. You never expected to see them the way a conversation was going. You always expected the game to take YOU in some linear direction and not give you any choice, but time and time again the game proved you wrong in every dialogue, by giving you a choice to take the game in any direction that you want. It is this wide variety of choices in Arcanum that really made it fun to play. The world was so big and the individual chocies you could make were so vast, and there were so many ways to beat it. You weren't pigeon-holed or forced into one way of beating it. For example, if you killed an important quest NPC there was always another way to continue the storyline without them being alive. You couldn't screw yourself over by being a jack-tard (usually). So the dialogue was very alive and that was one of the things that added to the game.
2) You could do whatever you wanted without screwing yourself over. You had so much freedom, and yet you never could quite leave yourself without hope of beating the game. (Unless of course you pressed quick save instead of quick load after you died). It is truly this freedom and sense of large open world that gave Arcanum such a good feeling.
3) The main storyline was very good. It was actually very immersive (for me). The moment that *SPOILER* Kerghan met me on my way to the Wheel Clan was the moment I was hooked. I almost never get into stories because I am a very critical and stand-offish person. I scrutinize everything before I embrace it, which is one of my weaknesses. But this was not the case with the Arcanum story, and especially after Kerghan approached me. There was something about that dialogue, his voice, the writing that scared the shit out of me and also made me incredibly interested. The rest of the story flowed very well to the very end, and I could not put the game down. Kerghan's creepy speech still echoes throughout my head to this day. It was truly a good ending for the fantasy world that it was placed in. Kerghan's argument even sounded convincing, which was the strange thing. I wanted to join him at first. I felt the self-conflift within me as I tried to decide if there was something morally wrong with me for wanting to join with him. That is the sign of a good story that it makes you truly question yourself. If writing succeeds to do that, then it has succeeded at everything.
4) The sheer vastness of the world. I've already talked about the variety and vastness of choices, but now I want to talk about the physical vastness of it. The Arcanum world map puts World of Warcraft's Azeroth to shame. It is gigantic. And it is completely fully developed with different areas--forests, plains, mountains, etc. The fact that you could get stopped by bandits on the middle of the map, and be in an actual location (not just a randomly generated square of land) but an actual location on the world map where you could run off by foot if you wanted to, made it feel incredibly vast to me. Not to mention that they actually used the world map. From Cumbria, to Tarant, to Shrouded Hills and the mystical city of Qintarra (oh how I loved going to Qintarra) they used the map very well. Cities were placed in very spread-out locations from one another so that you had to use the world map. My favorite quest was the Ruby Glade. Getting that journal from the halfling and reading it, you felt what the father felt as his son was swallowed up by the hideous beast. It was like something straight out of a myth/fairy tale/children's story, it had that familiar tug on the human heart that identified with truths deeply ingrained into human consciousness through allegory, and it sucked you right in. Because of that depth, it was a thrill to see where the Ruby Glade was actually located, by the trundling sheep on the other side of the Grey Mountains, far far away. Immediately I was filled with a sense of intrigue. What could be in that far away land, considering how long it had taken me to get here. What could possibly be over there? Even when I got to the Ruby Glade, it was not the greatest thing ever, but my imagination had already done all the work and I knew I was in an awesome place. The game creators actually managed to get my imagination to come in to play, because so much was suggest by the vastness of the world that I created a bit of the game for myself.
5) Combat. I really enjoyed the combat. There was something very satisfying and fulfilling about it. Also, your success in combat felt earned. You never felt like the build was just given to you or it worked for you. Some skills sucked and some were great and you had to figure that out through trial and error.
6) Items. The items felt real, and it was exciting to get them. There was also such a vast variety of items that you just felt excited to get almost anything. (See a pattern here? Vast world, vast choices, vast items) You got excited when you found some soap in the trashcan. Then later you find out you can make a bomb out of it. Wow! What a great deal!
All in all, the game provided me with a positive, engaging, thorough, immersive, and fun experience. There are very, very few games that do that for me.
Now just so you all don't think I'm oblivious, I know there were bugs in the game. I know that some of the design was bad with regard to the combat system. Some people found those things to be really hard to look past. Me on the other hand, I found the game to be such a good game that all of that stuff was quite forgivable. The occasional bug in combat or spell tree with useless spells (air elemental anyone?) didn't matter to me.
So, for all of these reasons, I think Arcanum 2 could be a great kickstarter project. One of the things that has to happen for it is people with the original vision for the game make the sequel so that they can include the "feeling" and the things that people loved most about the first game, so that the second game is an equally positive experience, if not better than the first game. The vastness of the game in all areas (items, choices, dialogue, story direction, and builds) and the freedom that it offers the player to make unique decisions of his/her own without any coercion, plus the unique environment and world that is is placed in makes it a unique game unlike any other, with an experience to offer that is quite different from any other.
This will definitely make a great kickstarter project, if the fans rally together and raise support.