It'll be interesting to see what a modern GOW looks like. In the current space of AAA, and to a lesser extent even indie games, perceived value seems to be a key influence in development. That is, as many on this forum have pointed out, most games released today are rather large or "open world" like, with somewhat nuanced RPG mechanics (looting, upgrade/leveling systems, etc). These games typically a) take a lot of time from the player, b) offer multiplayer or c) strongly encourage multiple playthroughs through even deeper RPG mechanics (dialogue choices that influence the story etc..).
Of course, SSM might follow the Quantum Break route and essentially ignore these traditions. Personally I don't want a multiplayer. The multiplayer in Ascension got old kinda fast.