morolf: low-magic or no-magic fantasy settings. Age of Decadence had some flaws in its world building and backstory, but I found it refreshing that there was no magic in it.
kai2: Yeah, I'm a big Conan fan and enjoy low-fantasy (fantasy where magic isn't ubiquitous), but with games there seems a larger audience who are looking for high-fantasy like Warcraft. But, with the success of
Kingdom Come Deliverance -- a historical game quite often compared in style to
Skyrim -- there might be a chance for low-magic fantasy games.
I could, of course, ask what you mean by "high magic"; I can think of a couple different ways it could be done:
1. Powerful magic: There exists extremely powerful magic in the world. Said magic is often feared by those who are aware of it, and often magic is what allows people to become rulers. Everyday people might not use magic in their daily lives, but there is a minority who are capable of performing magical feats that are quite capable of ripping the fabric of reality in half. In this sort of setting, you can expect powerful mages to be the most powerful people in the world politically, ruling kingdoms or even empires. I believe some Dungeons and Dragons settings (I'm thinking Forgotten Realms) here would qualify.
2. Common magic: Magic might not be capable of ripping apart the fabric of reality, but it isn't rare, either. The common townsfolk have encountered magic personally, and many of them (perhaps even almost all of them) can have at least some magical ability. In this world, tasks that might seem mundane, such as cooking food, will typically involve the use of magic. Perhaps someone conjures a fiery spark in order to ignite a piece of wood, which then provides a flame under which food can be cooked, as well as keeping the house warm in the winter. Since magic is so ubiquitous but so tame, magic is not a prerequisite to becoming politically powerful; SaGa Frontier 2 explores this theme (where Gustave manages to become a ruler despite being unable to use magic).
One could, of course, combine these, but then you run into the problem that magic is so prevalent and powerful that it ceases to be believable, even after accounting for suspension of disbelief; when everyone can rip the fabric of reality in half, there's no reality left!
Then, in low magic settings, one can ask these questions in reverse; how common is magic, how powerful is the magic that is prevalent, and does the player have access to it? One interesting case here is the early part of Final Fantasy 6, where Terra (the first playable character) can cast spells, which is unusual in that setting. In fact, the first time you have her cast a spell in battle after Edgar joins the party, there is a scene where Locke and Edgar basically go "Wow!" at Terra's ability to use magic. (Funny sidenote: This happens even if they're dead. If Terra casts Fire on the party and nobody survives (this isn't going to happen unless the player does this deliberately), the scene will still take place (IIRC), and only after that scene will the game realize that the party has been wiped out.)
DavidOrion93: I would love to see a game set in the Isaac Asimov's world of robots/androids and its 3 Laws of Robotics.
Interestingly enough, I have thought about how a setting like that of the Foundation series could work in a SaGa-style RPG. Basically, I'd take a structure like that of SaGa Frontier 2, where you choose an event to play, and after that event, more events can open up for you to play, only the setting would be much more vast, with different events possibly taking place on different planets rather than just different kingdoms. On the other hand, the growth system would more closely resemble the first SaGa Frontier (though with more attention payed to game balance), with different races having fundamentally different rules for character growth.
That's not the only SaGa idea I have had; the other would be a crossover with the Chrono series, possibly called Chrono Trigger. This would be a retelling of Chrono Trigger, though possibly in a different dimension, with SaGa-style growth (with different races like SaGa Frontier and SaGa 1-2), and a structure more like the Romancing SaGa games. (I like to use the term "retelling" for a game that shares much of its setting and story with another game, but is so different that it doesn't make sense to call it a remake or a remaster; the Lufia 2 "remake" on the Nintendo DS would be a perfect example of this (it's not even the same genre!).