And that's really how most game's stories are. They follow a preset linear path. You're along for hopefully a well-written ride backed by the compelling gameplay. The fact that you're following a linear path doesn't make a game less replayable. The only variation you could really have in many games is the way you approach fights and the difficulty you play at. That doesn't make the game any less imminently replayable. I don't know that The Order will deliver in that regard, but that's how I would expect it to fulfill me.
Except that games aren't just stories, games have gameplay, the act of playing the game can have little variety or more variety depending on how the game is designed. Which is what people are referring to when they ask about replay value. Games that adapt the moment to moment gameplay to over the story have more variation than those that don't. To bring up the uncharted 4 example again as it's a similar game. Here's 4 different ways of how the gameplay has variation based on player actions based on how they're advertising the game anyway.
Drake starts out in an area
-he can take path A or path B, both lead to the same place but lead to different experiences
Drake gets past path A or B and encounters a group of enemies
Small example of Possibilities
-He can go in rambo style from the start
1.He can use his tools such as his new grappling hook to steal a weapon off of an enemy
2.He can get into melee grapples with enemies
3.He can start to regret his decision after taking damage and go into stealth style to sneak past remaining enemies
-He can sneak past
1.He can stealthily knock out enemies who get too close
2.He can use the climbing mechanic to use the environment to his advantage so that he remains unseen
3.He might get caught which will force his hand.
^ Just this small amount of possibilities, (and that's not all of what i've thought of in my head) increases the replay value of the campaign because general play isn't affected by the story. This is what the average person would want to hear about when they ask about re
play value. This is also what separates games from movies and books. Or more linear games from games like say TPP or Unity, (both coincidentally having cutscenes where the characters basically say, "Do what you want.") Now I haven't played the Order yet, but based on the streams i've seen, it doesn't seem like it would have a ton of variation during general play on subsequent playthroughs because the story is a high high priority. Then again, it wasn't advertised to be like that in the first place. But that lack of variation might turn some off.