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As far as a full-fledged story mode/campaign...I honestly think that is beyond Tripwire's capability if they still want to implement a proper survival mode.
What do I suggest instead? Complete commitment to great modding tools and workshop support for the community. Look what was done in KF1: we got incredible "campaign" maps like Road to Perdition, RE1 Mansion, Candlesmoke, and more. Even in KF2 (and despite substandard mapping support) we saw a bit of this with maps like The Mission and The End.
This community is brimming with creativity. Talented mappers are waiting. Give them the power to make great story maps, as they had in KF1!
Unreal's Blueprint allows designing such objectives quite easily.
P.S. Back 4 Blood sucks.
I love this idea. Multiple objective maps that tie together thematically and include a mini story (à la Left 4 Dead) would be great fun, especially if the objectives tie together across maps as you suggest.
Again though, is this within the scope of Tripwire's abilities? They rarely produce more than 2 maps per update, and I imagine they would want to spread their content across multiple game modes.
They can reuse existing maps as a part of a new campaign by adding new objectives to them. Back 4 Blood did the same by putting the Gas Station in almost every campaign. It felt cheap in B4B since it positioned itself as an AAA game. However, it would be perfectly fine for KF3 - as a mid-budget indie title.
Imagine if KF1 had L4D-style campaigns:
As you see, each update brings 1-2 new maps, but the entire 4-map campaign.
Makes sense to me!
That being said I would like more modes than just survive. I like the idea of objective mode and trying to inject some story just through VO, and of course, something other to do than just kill zeds. But it seems like they either design the maps around objectives, and then have probably awkward maps for survival, or get very basic and uninteresting objectives in maps designed for survival mode. But I think if they designed much bigger maps it would be less of an issue, and have more ability to do interesting stuff, both map design wise and objective wise.
I agree with you. Absolutely no cutscenes or in-your-face "story" needed in KF. As far as objective maps, I look to KF1, where I thought the mode was done quite well.