scifi wrote:well i would prefer no campaign than a hastly made shity one...
The basic point I'm trying to make is that it'd be so incredibly difficult to actually make a good linear campaign with a story that it might as well be impossible. Additionally, they aren't structured for it as a company. So, yes, I agree with you, I'm just asserting that a hastily made shitty one is the only one they could manage.
scifi wrote:..not that i would buy PA for the campaign to begin with.
Exactly. And no one else would. Maybe a few would, but they don't represent enough people to make an impact on sales or longevity.
scifi wrote:Come on dont go that route, we all know what PA is, its a game made to fill that void of a lack of a competitive RTS that has fun and replayable gameplay, that doesnt revolve only on predefined builds and settings like starcraft II does.
Its not a route I'm taking, its just what the industry has taken. Stories are simply held to a much much higher standard than they have been in the past.
scifi wrote:Why people stick with spring, we have 0 lore here, 0 esports, small playerbase, maybe its because spring provides some form of gameplay that no other game provides outhere on the market.
You may be overestimating Spring's playerbase in relation to how much money PA is shooting to make to maintain viability. Small playerbase and "people stick with spring" are unfortunately contradictory in this context. Its unrealistic to expect them to make the game that people who happened to really like TA and still play spring and actively dislike most other developments in the RTS genre when that playerbase isn't exactly very large. (Pretty tiny.) But, if they can appeal to that group while gaining new players by not doing silly things to drive them away (like SupCom did with its generally childish storyline that really contributed nothing to the series and basically killed it) then they'll do that.
scifi wrote:But surely you cant deny lore in games make people love them for ages to come, and as a game designer if you are thinking about having a good story to tell you dont design your units as souless robots with no character. If PA was going to have that, you would see them market it from the start.
Lore in and of itself is great, I'm by no means denying that. So is cheese. I generally don't like cheese in my cereal, though.
Lore and linear storytelling aren't the same thing. Lore is just the body of information surrounding the world in general. A linear storyline in a linear campaign isn't simple lore. Its a series of events that either means something or connects with you somehow. It isn't a simple regurgitation of information.
Also, PA is already going that route. The whole art style is a pretty big testament.
scifi wrote:Again we all know this, people just like to talk about the "what if scenarios" theres no problem with that. And tbh for a true TA2 what i like to call a triple A RTS you would have to have a great story line that would captivate and allow the developers to work that IP on future games.
Story doesn't automatically equal success. Total War, for instance. Basically no story. You could argue that actual history serves as its lore, but that's not a story. That's lore. We're talking about story. Specifically, story in a linear campaign.
Take blizzard for example, warcraft-> great lore.
Assuming that it is, in fact, great lore (I personally find it terribly nonsensical and generally impossible to connect with) as I said earlier, it only works for warcraft (specifically warcraft 3) because it wasn't macro intensive. It was so micro intensive that it was basically an RPG. PA is on the opposite end of that spectrum. It'd be incredibly difficult (essentially impossible) to even approach that level of storytelling with this gameplay-scale and setting.
What i think PA is, its just a flagship game for the company developers, its their first endevour as a group, and they are more concerned on making a game that lasts like 1, 2 even 3 years then move on to something else.
Longevity doesn't necessarily boil down to story. Lore can help, and lore would do fine in PA, but that's not something that makes a linear campaign with a story viable. You'd probably kill a lot of your longevity efforts if you put in a story.
A great deal of games (
especially competitive games) do just fine without any sort of linear story. In fact, if we're looking at Uberent's history, MNC is a great example. Starcraft 2 hasn't survived because of its story. Its lore helped a bit, but the overwhelming reason for its success is its esport's scene. (And, no, I'm not saying PA should embrace esports over everything else. Or even at all.)