The fact you compared Flames of War to the offical campaigns is about as insulting to
as anyone's ever gotten. So allow me to top that.
You're absolutely right.
I'm talking about format not mission quality. A lot of the FoW missions are hit and miss but the general tone of the campaign is somewhat consistent with FS2.
We didn't follow their format. We made a new one. A better one. Transcend, as a storytelling mechanism, beats the canonical campaigns all to hell. Blue Planet has the variety of the original FS2 campaign (if not the length, perhaps its only problem), tells as interesting a story, and has a greater degree of characterization. Other mods I've worked on basically beat FS1/FS2 to hell in all possible categories.
Hmmn, I still disagree. The format is certainly different and the campaigns produced under those formats are good but its like apples and oranges. I don't consider one format better than the other. Transcend in my opinion is certainly nowhere as good as FS2, but that's personal taste. Some people love it, I do not. Blue Planet is a very enjoyable campaign, but it's not in the spirit of Freespace. Both are "good campaigns" by many standards but they're both so different in their approach to FS2 that I wouldn't compare them.
The thing is, no mod, no fanmade campaign has ever given me the wonder and awe of some FS2 missions like Into the Lions Den for example. That's unmatched by anything. The dream in BP came close, but . . . then it turned out to be just a dream which is a colossal cop-out. They haven't given me the same sense of desperation. I think voice acting is a huge part of it but it's not the only thing.
One of the biggest problems with fan made campaigns is that they just don't feel real. A lot of them for example like to have the same ships throughout for character development. But this leads to fundamental problems of believability. Look at the FS2 campaigns. There are what, 13 Sobeks which are named or appear in missions. But very few if any of them appear more than once. Why? Because when a ship gets hit down to 47% damage it goes home and sits in drydock for 4 months. It doesn't get repaired in two days. And it doesn't show up in the next mission back up to 100%. And honestly a lot of this character development isn't even necessary. Like in the main FS2 campaign, the second or third to last mission. I think the first Blue Lion mission the player is helping some convoy and a Sobek is defending and gets scragged in like 60 seconds, but for that 60 seconds, I care about that ship. It only has like 2-3 lines of dialogue but it's one of the best openings for a FS2 mission. A lot of campaigns, my own included have like 2 minutes of chit chat between pilots and one wonders if a lot of it is really necessary.
Or another personal peeve of mine is how some campaigns have turned the Lucifer into a self-healing organic ship like something out of Babylon 5. Whenever that comes to mind I think "oh, so we're not playing Freespace then are we?".
I've got my own campaign in the works, well on the back burner, but it's there. And I'd like to introduce new things and push the limits of the campaign too but I'd never consider it to be in the same calibre of the original campaigns. I only hope it's different and enjoyable.
In summary all I'm saying is that yes I recognize that mods have pushed the limits of story telling and that FSO has improved the engine greatly and so on but I've never seen or played anything that was a true successor to FS2 in all respects. And quite honestly I don't think anyone's trying to. People don't release a campaign and think "this is FS3." it's more like "this is my take on Freespace, or my tribute to Freespace, or my universe which is not really related to Freespace but I think is fun and exciting."