ORIGINAL: Reg
I feel that the campaign engine would definitely benefit from the introduction of a decision function where if the scenario result is a success then progress to scenario X otherwise progress to scenario Y.
This should be a relatively simple to implement (ha ha, how many times have you heard that [:)]) and would allow the campaign flow to reflect actual player results. The down side would be additional work on the part of campaign designer as they would have to create scenarios for every eventuality (which may or may not be played) but they could make it as simple or as complex as they like. Alternate paths would enhance re-playability. [:)] If you wanted the current method of preventing progression on mission failure just loop back to the same scenario.
These scenarios would will still rely on pre-designed OOBs and will not reflect casualties from previous games which I believe is not such a bad thing. They had a campaign system in Steel Panthers World at War (SP-WaW) which was based around a core force which carried through from scenario to scenario with casualties carried forward, replacements (influenced by previous game results) and supplementary one scenario only forces. However in practice this turned out like watching a train wreck in slow motion. Once you had bad luck in one scenario and took heavy casualties, you entered the next scenario under strength and likely to lose even worse than last time. This just kept snowballing until defeat was inevitable. Play balance by the designer was difficult to achieve as the opposite was also true, a quick win and light casualties results in a pro player bias for the next game.
Just my thoughts,
This is something I've thought about quite a bit. Continuity and feeling the impact of prior choices, successes or lack thereof is a really cool game feature. The downside, as you allude to, is that it will (literally) exponentially increase the amount of work scenario designers need to put in to produce a playable campaign.
Using the example of the 1980s mini-campaign in The Silent Service, that currently runs at 6 scenarios. If you were to have 1 starting scenario and then offer two unique choices for each subsequent scenario, you would end up having to make 32 scenarios in total. As a measure of how much work that is, the 18 scenarios in The Silent Service took me over 6 months of averaging 20+ hours a week working on them, as well as a lot of support from the Dev team and Beta testers. Even the thought of producing a 32 scenario campaign fills me with dread (and I had a blast producing The Silent Service). You could share some scenarios or make other modifications to reduce this number, but it is still a very big endeavour.
I would like this functionality, but I also think we need to realistically acknowledge (as you did) how much work would go into using it.