If the info is elsewhere on this, I apologize, but can we expect books 2 and 3 to be more significant in terms of gameplay hours than book 1 (which took me about 2 hours, and I was taking my sweet time)?
I'm not sure how they will work out. I'm writing Book 2 and 3 myself and the tools are somewhat more powerful now than when Book 1 was made. The campaigns weren't really designed to be a major feature of the game so it really depends on what the community is looking for.
It's no secret that WOM is a sandbox game at heart, so how about creating a campaing that blends into that?
When there is a good system in place, why not use it?
I don't think the whole campaign should take place on one map. I would prefer a Warcraft 2 system, where for instance you have one mission where you have to create a navy to cross the ocean to get to... whereever the next mission is.
Too bad the only good spots with access to the sea are currently in enemy hands. Oh snap. What could we possibly do about that?
Then the sandbox game kicks in. Well, we could just annihilate anything that stands in our way. Or we could help the blocking force by fighting their enemies and eventually ally with them, gaining access to the sea.
Maybe we could research or quest for a high level wind spell so we could cross the "stormy region" that blocks our piddly sea ports from the main ocean we need to travel to...
A strictly scripted dealy like WOM Book 1 simply stands out like a sore thumb. It doesn't mix well with the whole premise of the "real" game and most importantly - doesn't allow the player to create multiple solutions to the problem. Not if there is exactly one scripted condition like "Kill Hairy the Troll over there" and nothing else would work at all.
Even if it doesn't have copious amounts of voice/video acting, Starcraft 1 or Warcraft 2 are still games I replay because the maps offer a variety of challenges.
(Starcraft 2 less so. This one is almost always about getting rushed to do xyz, replacing gameplay with hectic.)
With a one-map campaign, like in WOM Book 1, you build a power base once and then it's mop-up time 'til the end.
The whole building an empire bit is effectively gone for the remainder of the campaign.
And with different maps you can do a lot more funny scenarios, like having to melt an iceberg with massive fire spells to clear a road block.
Use raise/lower land or "Build" a dam structure to divert a river and flush out a hostile race of poisonous giant ants. Or merely go kill them...
I'm sure SD can come up with better ideas than these that I just made up on the spot.
Kill unit a, move to square x/y, talk to actor b.
Those really get old after a while and no amount of creative writing can hide the... Kill / FedEx Quest.