While it may seem like I'm jumping the gun trying to talk about SC3 already, I'm trying to distance myself from the context of SC2. I almost jumped into the Legacy of the Void thread, but realized it was a lost cause when people were going on about "shattered dreams," about the projections they took from Dark Origin and how they did(n't) manifest in SC2. I've got my work cut out for me in such a context because I've got no knowledge of what those hopes might or might now have been. That, and some comments about storytelling in SC2 (not story, storytelling) got me wondering as well. Some sentiments I can understand. Some I don't. Some make me want to smash my head against my desk and...well, that's getting ahead of myself. So, I'm kind of venting my creative spleen here, but it's just as much gauging other people's thoughts as well.
And remember, this isn't just about story, but storytelling. It's actually the latter I'm more interested in, but...well, you'll see what I mean.
Story
To be honest, I don't think a SC3 is really needed. Assuming that LotV ties up the xel'naga/hybrid/Amon thread, then I don't think there's really anything that needs to be pursued, per se. Dark Origin (to me at least) made it clear there was more to come, but there's been no hint of future plotlines on that level. But, since it's pretty clear that the UED is the next logical plot point, and there's been multiple hints towards it, both in HotS and in interviews, I'll assume that a requisite of SC3 is that the UED has to feature in some form or another. Personally, I'm less than thrilled, what with the UED being the least interesting terran faction (to me personally), and feels like a part of the universe that could exist independently from the K-sector, and perhaps should. But factoring in game requirements, I have to assume that not only the UED would feature, but there would have to be protoss and zerg campaigns as well. And maybe a fourth playable race, but...well, more on that later. What I will say is that if SC2 used Reign of Chaos as a template, with storylines leading up to a singular climax, I think SC3 should use The Frozen Throne as a template - independent storylines that generally have their own climaxes.
So, what ideas can I take from this? Well...
Terrans
This is a bit more tricky than it would suggest. On one hand, there's the UED, which is a requisite for the plot. On the other, there's three terran powers in the K-sector. That thus leaves two questions in mind - what is the status of those powers, and what POV should a terran campaign be from? The UED? Or the K-sector terrans?
Concerning the first question, IMO, the Dominion shouldn't be the de facto terran power, or at least, not as it has been up until the end of HotS. I know this has been discussed to death, but at least in Brood War, there was little evidence of the Dominion undertaking infrastructural damage, and it ended with the declaration that Mengsk would rebuild it. In HotS, there's only a possibility that Valerian will be accepted as a leader, and even if he is, he's ruling over a Dominion that's completely shattered, both in terms of military, and in terms of infrastructure. IMO, there's no wriggle room out of this. Something's got to change, and luckily, unlike BW, we actually get to see the Umojan Protectorate in some form. And considering Valerian's part Umojan background, I think there's leeway for some kind of intergration of Dominion and UP powers...or something. I'm not expecting some grand alliance of powers because there's still the KMC to consider, but of the 'big three,' Umoja's probably in the best place. In WoL, the KMC was trashed. In HotS, the Dominion was trashed. Unless Umoja gets the same treatment in LotV, it's probably in the best place.
Concerning POV...honestly, I think it would be better to come from the K-sector terrans. Maybe the UED can take place in the prologue or something after the zerg invading Earth (more on that later), but otherwise, because we saw the UED perspective of a K-sector invasion in BW, it would feel like too much of a retread IMO. On the other hand, a UED perspective gives more leeway to vs. zerg/protoss missions.
As for the story itself...well, either way, the issue of the UED will have to be solved. So either the UED establishes a foothold on the K-sector that actually lasts beyond the game itself, or is defeated for the last time. Whatever the case, I don't think it should be "terrans of the K-sector, unite!" but more "what do we want?" The KMC worked with the UED before, would they do so again? Would Dominion citizens disgruntled from SC2 (or heck, even BW) welcome the new arrivals? Would Umoja, a (relatively) democratic power, even contemplate allying with a power like the UED? I know the UED should be light years beyond the K-sector terrans and the like, but seriously, I don't want another "let's all unite against our foe." It could work with the terrans as a whole, finally ending their struggles. I think it wouldn't be a bad idea to do that in some form. But it would be far more interesting to see them divided on the issue of what they want. Honestly, if I had to pick, it would be a case of faction a (UP and some Dominion) coming to an agreement with faction b (KMC and UED) - some kind of power sharing agreement. May be wimpy, but sometimes, it's okay to end with a whimper rather than a bang.
At the end of the day, the terran campaign should be a terran story. Not the UED stumbling into the Brood War, not the fall of a power in the midst of the Great War, nor a battle that will be eclipsed by one against powers beyond human comprehension. The Earth/K-sector relationship is a terran one, should remain as one, and be given some closure as one. Heck, have Emperor Valerian end the story signing a treaty and shaking hands with a UED admiral. I'm all for something like that.
As for characters, I don't think many need to be catered over from SC2/1. While I'd like to see Valerian in a position of power in some form, others like Raynor don't need to factor in heavily. While I like Raynor and the Raiders, they don't have any real beef with the Dominion the same way they did with Mengsk or Kerrigan. Ergo, I think a new cast would be required.
The Zerg
Of the "big three," the zerg are the hardest to place for me. Partly because I don't know what LotV will have in store for them. Partly because I'm not sure what remaining plotlines can be pursued. It was mentioned in an interview that the zerg invading Earth is an idea that's been toyed with, but I'm iffy about that. Partly because we had our "moment of awesome" in HotS with the Korhal invasion, partly because it's an iffy scenario. If the zerg take out the UED, there goes my terran storyline. If the zerg fail to take out the UED, and Earth is the climax of their campaign, it feels like a wasted campaign. Apart from that though...
In all honesty, I wouldn't mind dropping the zerg. RTS/RTT factions come and go in a gameplay sense, and storywise, I just don't know what can be done with them. The primal zerg are interesting in concept, but any internal zerg strife would feel like a rehash of BW. Maybe Kerrigan is killed or something in LotV and the zerg need a new leader, but again, it feels like a BW rehash. There's no real reason for the zerg to go against the protoss presumably either.
I dunno. I just don't really know what can be done with the zerg storywise beyond LotV. Perhaps the game will give me some ideas, but right now...
The Protoss
Kind of hard to place as well, as we haven't seen LotV yet. I'll go out on a limb and assume that the xel'naga/hybrid issue is wrapped up, that the Khalai and Nerazim come to full terms with each other, and that Aiur is reclaimed. The campaign is practically based on the first two, and the third...well, from HotS, we know that every broodmother has joined Kerrigan. So the force controlling the zerg on Saalok is either a broodmother that's now gone, or Amon, who'll be defeated anyway. Or maybe reclaiming Aiur will be the focus of SC3 somehow, and the broodmother chose to stay for whatever reason, but as I've often said, Aiur can't be ignored forever. Sooner or later, that plot point has to close.
Apart from Aiur, there's one protoss plot point I think could be explored, one that could tie-in with a fourth playable race (more on that later), and that's the Dae'Uhl. Up until the Great War, the protoss maintained peace in their corner of space, watching over "lesser races" and intervening when they had to. With the protoss powerbase shattered...what are those lesser races doing now? What's the power vacuum like? What role do the protoss have in it, if any? I can imagine there's some lingering resentment there - if I'm race a who wants to raid race b, only for the protoss to ruin my fun every time, then you can bet that I'll get back to raiding as soon as the protoss have left the playground, and if they come back to the playground to take me home, I'll keep on the slide, thank you very much. And how do the protoss feel? They've probably done some good, but try telling that to the kalathi or tagal.
Personally, this is a storyline I find appealing. Post LotV, the protoss can ask, "what now?" The previous wars have been their World War II equivalent, and the protoss may see themselves as being in a position to be the equivalent of a colonial power again. But how would the equivalent colonies feel?
The Fourth Race
I'm making a big assumption here. I'm assuming that there's a fourth race at all, that said fourth race isn't the UED in gameplay terms, and that said fourth race even gets a campaign. SC2 has had campaign exclusive units before, but they're not necessarily playable. But I'll assume that a protoss campaign deals with these "lesser races." I'll also assume that they get a campaign too, that somehow, the game structure allows for a fourth race to be balanced (or heck, have them replace the zerg for all I care). And also, for everyone suggesting that a fourth race be the xel'naga and/or hybrids...no. Just no. In an ideal world, they'd be wrapped up in LotV.
So what should this race be? Until recently, I saw the kalathi as the prime candidate - they'd had a fair ammount of lore given to them, and had the whole cultural contamination aspect with the protoss. Which, in hindsight, kind of makes them like the protoss as well given their relationship with the xel'naga. Besides, they've been confirmed to be knocked back to the stone age, so...gah!
The tagal are another option but chances are they're just as far down the tech tree as the kalathi. And apart from that, there's not really anything to go on bar races of dubious canonity. So, at the end of the day, we'd probably need something from the ground up.
Something else to consider is the inter-race politics. The protoss and terrans have inter-racial strife, and even the zerg have a few times. There needs to be a mandate for a fourth race to have that as well. In light of this, I kind of see a fourth race actually being a group of species rather than a single one, but more along the lines of the Covenant, Tau Empire, or Heirarchy, rather than, say, the United Federation. Some race getting to the top now that the protoss couldn't keep bullies out of the interstellar playground. I find this appealing because a) it gives a new type of factional strife we haven't seen in the setting before, and b) it allows this faction to be a mirror darkly of the protoss. The protoss maintained order through the Dae'Uhl. Who's to say that what they did isn't any different from the new status quo?
But there's another problem. A terran campaign deals with the UED and K-sector terrans. A fourth race/protoss campaign kind of deals with the same thing, with an older power (protoss/UED) and its relationship with a younger power (K-sector terrans/fourth race). I mean, if we cut the zerg out, it's ideal maybe, how the events are being mirrored. But then again, maybe it's a bit too similar?
I dunno. In all likelihood, any fourth race will be represented by the UED, the zerg will remain, and a story will be found for them somehow. But hey, this is just me. No doubt others will have their own ideas. Get the dreams out before they're shattered and all that.
Storytelling
Introduction
In 1998, three games were released that each took a different approach to games as a storytelling medium. These three games would be regarded as revolutionary, but each for different reasons.
One of those games was Metal Gear Solid. It had a defined character (Solid Snake), who developed throughout the story, said story being very cinematic in nature. Long cutscenes that represented gameplay and story segregation. Like a movie...though as some would say, perhaps too much like a movie.
One of those games was Half-Life. It had no gameplay/story segregation whatsoever. It allowed players to experience everything from the first person perspective, to attribute whatever personality they wanted to Gordon Freeman, who technically had no personality at all. Some called it a revolutionary example of what games could do as a storytelling medium, hailing Dr Freeman as the greatest videogame character of all time and Half-Life as an immersive game. Others argue that the things that make Half-Life immersive actually take away from any immersion, and that Gordon Freeman should not be considered as a character at all because he has no real character to speak of.
One of those games was The Legend of Zelda: Ocarina of Time. This incorporated elements of both approaches. On one hand, it had many cutscenes that lasted for minutes on end, seperating gameplay and story. On the other, Link was essentially a blank slate. He could do whatever he wanted, however he wanted, and have his personality, even name, imagined by the player.
The reason I use these examples is that I want to give an example of how different storytelling can be in games. That, and it was an interesting idea I found in a retrospective of how these three games, released in the same year, were so different in their storytelling methods, yet all three are still hailed as excellent examples of what the medium can do. Speaking personally, I like the MGS and OoT appraoches, yet despise the H-L approach. It's an approach that can work IMO (e.g. Portal), but so often, doesn't. Not even in the game series that arguably spawned it.
Of course, in 1998, another game was released that I'm sure I don't have to tell you about. In 2010, another game was released that was a sequel. Looking at these two games, they approach storytelling very differently. The 1998 game utilized silent player characters, talking heads, use of the game engine for key moments, and had cinematic/story segregation. The 2010 game didn't utilize player characters the same way (arguably not at all), used cinematics to convey key events rather than the game engine, and had cinematic/story intergration. It's probably no secret which branch of storytelling I prefer. But this being a discussion, I'd like to consider the following aspects and see what other people think:
Player Characters
...Gah.
Okay, let me make this clear. I don't dislike player characters in theory. I don't dislike Commander Shepard, or Link, or player characters where I have a personality of sorts to work with (I bring up Link because he was given more of a personality in later games, just not in Oot itself). What I do dislike about player characters is when they go down the blank slate route. All the Gordon Freemans and Jimmy Pattersons of the gaming world, with all the Lone Wanders and Dragonborns not being far off. I dislike them, I despise the method of storytelling, and it's a method I feel deserves to be put in a grave with Gordon Freeman's name on the top of the gravestone. It's a method I feel stems more from technological limitation of the early decades of gaming that has somehow carried on to this day.
But, of course, not everyone thinks the same. So in our hypotehtical SC3 game, what storytelling medium would you prefer? Do we want to be "the commander" or "the executor," free to form our own reactions to the going-ons of the higher ups? Or do we want our protagonists to be the Raynors, Kerrigans, and Zeratuls of the setting - defined characters in their own right, but not defined by us?
To me, the answer is yes to the second option, no to the first option, and lots of head banging if the first option is implemented. I don't care about the magistrate. I don't care about the cerebrate. I don't care about "immersion" that I've never felt. I do care about established characters that actually have personalities. But then again, to each their own.
Cinematic Intergration
The way I see it, there are three types of cinematic intergration that I could see existing. But first, I want to provide a scenario.
Look at the cinematics of SC1. Quite well rendered and executed for the technology avaliable at the time. Now imagine the game without them...
...if you've come to the same conclusion as me, you'll realize that the story could have those cinematics removed, and lose basically nothing. If Lester and Sarge were gone, would we notice? If we didn't see Fenix's goof at Antioch, would we really lose anything that the green text doesn't already convey? If we didn't see the marines on the Amerigo, would we miss out on key plot points? My answers to these are no, no, and no. Apart from the ending cinematics of each campaign in SC1, you could take the cinematics out and lose nothing.
Now look at the cinematics of SC2. Try taking them out of WoL and/or HotS. Now try to have the story function without them...try to have Raynor say "oh BTW, Zeratul visited me." Try to have Kerrigan kill Warfield in-game using the game engine. Yeah...good luck with those facial expressions as a game unit.
To me personally, the cinematics of SC2 are so superior to SC1 that I find it very difficult to comprehend how people can think otherwise. Whatever you think about the action or lines, as a whole, they're far more important to the story than in SC1, which can exist independently. Yet people have argued that this is what makes the SC1 cinematics better. That they are independent from the main storyline. That it's far more compelling to see the macro-perspective of Aiur's invasion with a bit of Overmind, rather than the micro-perspective of Kerrigan's place on Korhal with only a bit of zerg. I know that there are those in the games industry who dislike cutscenes in any shape or form (the same bastards that propped up Half-Life...gah), but it's a philisophical notion I can sort of entertain. Do you take something out of a game when you don't rely on game mechanics to tell a story? Is Stukov's death in BW more compelling because it's in the game engine? Or, by choosing to stick to such old formats, are you shooting yourself in the foot?
There's kind of a happy medium between the two I guess. Tiberian Sun of the Command and Conquer series used live-action cutscenes for the SC2 equivalent of cutscene storytelling, while having side-cinematics that exist outside the main storyline as a SC1 equivalent. I don't mind this approach, but I sooner remember the SC2 equivalent rather than the SC1 one. So, for a hypotetical SC3 game, I'm firmly in the camp of a SC2-style of storytelling. But this being a discussion, other viewpoints are welcome.





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Basically the briefing rooms thing was the only important thing I said.

