Fair to say.
Of what would have been mission stories in Hitman 2016 (where everything slightly involved/with unique dialogue was a mission story), Ambrose has :
- Slap competition/recruitment for Crest
- Chef poisoning for Crest
- Boat repair/sparks for Crest
- Sabotage communication/bridge for Crest
- Hippie meeting for Akka
- Agent Smith’s cage for Akka
- Hsu confrontation for both
- Radar tower lights for both
- Drop from the loosen mounting in the ruins for the Satellite Control
- The cave, grate/screwdriver, wire/knife, overload for the Satellite Control
Most of them are too short for what is seemingly the threshold for being a mission story in Hitman 3.
Since most are just one disguise-one action, or do multiple things but in only one area. Which is not only not involved enough for an Hitman 3 story mission, but wouldn’t have made the map tour, a part of H3 mission story design you smartly saw.
But it’s true that there are at least three that could have. Maybe. The Hsu one is the largest one. Along the radar tower light (which embeds itself inside the Hsu scripts). I even kinda think that it was supposed to be one, because you have Grey talking about it during it the way a mission story normally works.
I think the boat repair one also has some voice over.
All of them also has a challenge attached, sometimes multiple one along their steps. So players still have some guidance and other nudges.
I don’t really know why they completely forgo the mission story structure though.
Maybe it was because the mission was made with veteran players on their mind (which would explain some of the more obscure possibilities in the mission design, like putting an explosive in a briefcase, knowing that the cave stash when found is next to and in range of the Satellite Control Unit, a mechanic that once appeared in a cut challenge on Isle of Sgail)
Maybe it was because the most involved “hidden mission story”, Hsu and meeting, has multiple triggers and branches, and so forgoing the rather rigid structure of mission story would allow for more fluid exploration of the possibilities designed. (some not even in challenges: you can put the Hsu photo on Akka desk without all the previous hoop with the bar owner, you can trigger the radar tower lights with a sniper…).
I think that it also made the mission story end points infallible. There are always ways to start them as long as the target themselves are still alive.
So it’s this blend of scripts either too short to be mission story, or too complex and open to be be made justice if guided. A bridge too far is the only one i can see between the two, maybe with the vanilla radar tower lights meeting.
In general late Hitman 3 went with a deconstruction of its own mechanics. Like how the hippie hidden story mission ends with the target not calling her guards to leave, and them still watching over her, 47, and any sabotage during the meeting. So it might just be that.
Finally: welcome to the forum @IgnisIncendio !
Sorry your first reply is a wall of text.