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We're talking about what is most important in the game. In some games, it's the storyline, meaning you play to complete the game. In others, it's the combat. In the third game, for example, the storyline/world and the combat had almost equal weight, while the fifth game is more focused on combat. This is evident in the character progression, creature upgrades that offer many tactical options, and the world itself, which was hastily put together.
Comrade, have you fallen from the moon? What combat are you talking about! That's in Tri-D, with no storyline and just pixels, but in Ashan, there's a whole world. A well-thought-out, adequate, justified, and logical world, far from the ideal of the Professor, or, let's say, Dungeons & Dragons, but still better than that nonsense! And many other nonsensical things. I don't really like combat; I prefer meaning. So, in Ashan, there's a world with factions, with history, with changes (yes, in the sixth game, the Necropolis and Human factions were changed precisely because of the history, while the Orcs were changed due to geography, and the Demons, who knows what for). These changes depend on this history. With a beautiful legend, not just a simple "ancient beings arrived and populated the world." Dragons already hint at something classic. The creation of the world itself is reminiscent of the great Professor! And with all this, the balance has been improved, new diverse abilities have been added, both for units and heroes, an alternative path has been created, in general, new tactical possibilities have been added, along with the integrity of the world and the storyline, and not the worst graphics.
А что я здесь делаю то?