It's certainly a part of it! Unfortunately there's even MORE problems to running a good campaign. It's hard to reward a player for winning, without starting a snow-ball effect where one side just crushes the other. It's hard to keep players (at least in my area) interested in just a single game for the time it takes to complete the campaign. It's hard to satisfy everyone's idea of what a campaign should include. And it's just hard to time it right! No point trying to get an Armada campaign up and running if the group is in a 40K mood, or vice versa. You've got to be able to strike when the iron is hot!
I think I've found a group and some other individuals that seem interested in doing more to stitch games together in a more continuing narrative.
I think that the point needs to be made that campaign really should be something other than something about competitiveness, but about collaborating in building a story. If it's just about the competitiveness, then we run into the problems we've been talking about. At the same time, it's not a roleplaying game, either.
I'm certainly open to ways in which the above schematic on how to deal with the specific type of engagement of an attack on a system can be improved. However, I'm not (yet) convinced by the aforementioned criticisms.
