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I think you need to consider that designing branching scenarios for every possible outcome would be an immense undertaking. The original Panzer General had some, but it was a simpler game overall. At the end of the day, branching campaigns are a lot of work for something that just a few players will experience.
I agree that at least a losing path for each campaign, with defensive scenarios, would have been interesting. But as I understand it the game was made on a budget, so they had to prioritize.
Nobody wanted to lose. They would not even accept a marginal victory. Everyone (barring a tiny minority) reloaded the game to guarantee a decisive victory. Almost nobody saw a large chunk of the content we created because they wanted to win big. As a result we decided not to do that and we put all our effort in content the player will actually see.
Your core force is the key gameplay dynamic. You take it with you and customize it and upgrade it. They are like characters in an RPG.
Beside the transition of the core forces however, secondary objectives often impact things which happen later in the campaign (ex: killing battleship at Pearl Harbor prevents them from taking part of Midway). As Iain explained, a branching campaign didn't seem like an effective use of our limited time and resources. The system does allow it however, so mods or (some) feature campaigns may contain branching. In fact, the Morning Sun expansion gives one more ultimate battle if you score decisive victories in the last 2 scenarios.
PS: The best way to look at a defeat is probably that you personally are relieved from command as a result of the mission's failure, rather than it always leading to a complete defeat of the nation you control. IIRC some missions imply this by saying "the responsible commanders have been reassigned to distant garrisons" :)
I love the game- but this is not realisitc---
Still, I appreciate that the game isn't just a string of predetermined scenarios thanks to persistent units, commanders and specializations. I think it's important for players like me who demand dynamic mechanics, choices and replayability in their games. I suggest implementing more and varied achievements as well, of varying difficulty levels, that's an easy way to give completionists more bang for their buck.
Yeah, it's terribly frustrating. To lose an entire campaign over something so silly and waste all that time, I've not played this game since. It's sad because I was enjoying it enough and now I don't play it.
i personally have no issue with how they chose to go...i love the secondary obj and im willing to win or lose on them...because in essence they are really the difference between a maj and a minor vic...
now if they could get the grand campaign working (maybe not as intended but as player wanting) then the game would rock