Unlike anything else, SC manages to combine both Daikatana AI and Privateer 2 AI.At the moment there is nothing else in SC that compels me to say "its unlike anything else" since it's barely functional...
Lolno. Detail is what procedural generation makes trivial — doubly so if it employs prefabs, which is why CI¬G chose that tried and tested decades-old methodology.Transitions isn't the primary difficulty. The detail is.
That was made abundantly clear from the post. What part was difficult to understand?What narrative?
CIG have proven themselves to be very bad at their jobs.
The simple fact remains: SC looks like it was made in the 2013 engine it was made in… except made badly, because CI¬G has not been able to iron out even fairly simple things like animations, smooth movement, camera movement, or any of the other fundamentals needed for their game. They also haven't been able to keep up to date with visual quality, most notably in characters, and almost every feature they try to highlight as some fancy new never-done-before exploration of fidelity turns out to be just off-the-shelf plugin solutions provided by others (that CIG, not being very good at their jobs, fail to integrate properly).
The only thing other games can learn from SC is how not to do things, because the entire history of its development is just a very long tale of tumbling down the fumble-tree and hitting every single branch, leave, twig and bud.