Here comes a topic that I’m rather passionate about.
Back in the old days, Real-time Strategy games generally displayed a good balance of singleplayer and multiplayer. Games like Total Annihilation, Command & Conquer: Tiberian Sun, and (what else?) Starcraft managed to provide a fun experience both online and offline. By the time games like Red Alert 2 came out, the single-player campaigns were getting shorter and shorter, but they still managed to be fun and exciting.
I’m not sure where things changed. I know that Warcraft III did both online and singleplayer well, but that was Blizzard, and they have a track record of not skimping on anything. All of a sudden, though, we have RTS games like Command & Conquer: Generals, which sported a measly 21-mission campaign with almost no story, and Rise of Nations, with its Global mode-only campaign.
At first, it sounds like a novel idea, right? Instead of being just the lackey who follows the higher-ups’ orders, you get to be the one who calls the shots on the global level. There were several games before Rise of Nations that used Global campaigns, such as Emperor: Battle for Dune, but Emperor had sporadic “scenario” levels sprinkled in between. The system was far from perfect — for example, it was easy to just rush to the enemy capital, and fending off enemy attacks on your territory was a simple matter. Rise of Nations brought in several other factors, such as overrunning, which allowed you to defeat an enemy without combat, and a global resource sysetm.
Fast forward to today, and you see games like Battle for Middle Earth, Dawn of War: Dark Crusade, and Star Wars: Empire at War following this basic pattern. However, I’m concerned that this approach encourages developer laziness. A good example is the Universe at War Masari campaign. The previous campaigns were linear, but this part shifts into Global mode. Because the enemy never fights back, it essentially becomes a series of skirmish battles. (At least that game and Empire at War have a semi-linear campaign mode.) Actually, scratch that; that’s what practically ALL Global Campaigns are. Sure, there are a couple pre-deployed structures here and there, and differences in the number of starting units, but the excitement, the feeling of prevailing despite overwhelming odds, is gone — replaced by tedium.
And that’s the problem with Global Campaigns: they’re easy to make so they’re popular with developers, but at the same time it reduces singleplayer to a series of skirmishes. If I wanted that type of battle, there’s multiplayer, which provides the same experience minus moronic AI.
It goes beyond just Global Campaigns, though. The original Supreme Commander’s campaign was badly designed, allowing you to just turtle in your base and build an overwhelming force of units. Dawn of War and Company of Heroes just had one campaign for one side (although I’ve heard good things about CoH’s campaign). The only game that actually tried for a long campaign was C&C 3: Tiberium Wars, but inherent game design flaws took out much of the strategy (and now they’re selling out with a Global Campaign in the expansion, Kane’s Wrath).
I’ve heard it complained many times that Single-player campaigns are outdated by modern standards. They say that it’s just a repetitive formula of Turtle -> Build -> Attack. Well, first off, I’d prefer that repetitive formula over an endless string of skirmishes against the CPU. Second, if it’s just that formula over and over again, that’s the designers’ fault. It proves my point about how the lazy option has won.
If the idea of a single-player campaign is outdated, then it’s not because the idea is inherently flawed; it’s because unlike multiplayer, singleplayer didn’t modernize properly, and thus we have these lazy Global campaigns and these ****ty linear campaigns that only increase the stigma against the traditional campaign (that actually forced you to lift a finger to make). There appears to be hope with Starcraft II (far) on the horizon, but if I find out that the nonlinear campaign in Starcraft II is actually a bunch of skirmish battles, then I’ll be forced to label Blizzard a sellout (which I don’t want to do, but if they screw up the campaign, that snowballs with WoW to earn my irritation).
If I ever become a game designer, I’ll make sure to create an RTS that has an actual campaign instead of the junk that’s been **** out in recent days. If not, well, there’s always Stencyl.