I want this game to work, on many fronts. Thematically, I'll root for anything that breaks free of the scifi/fantast/WWII rut. Mechanically, real innovation in MMO combat has been overdue for something like a decade. I've pinned some hope on this game as a consequence, but the combat in that trailer is worryingly generic. If the devs are really taking cues from TF2, I hope they are paying special attention in the obvious place: the spy class. A game chockablock with gadget-rich, health-poor combatants who rely on evasion, surprise, and wickedly cool situational powers would evoke their theme perfectly. Make it look like yet another assault rifle pissing contest, and it won't stand out enough to be noticed.
And now, to rise to some bait...
Therumancer said:
Those who find RPG combat boring, are usually people who can't get their heads around it. The thing is that a player who isn't bright enough to be able to manage stats, gear, talents, etc... and wants immediate gratification from shooting people (and stuff) twitch style exclusively, wants what is fundementally a simple game of non-stop instant gratification. That kind of instant gratification is not served by a persistant world where there are variables well outside of the player's control, or where they might have to wander around and travel to find where something is going on.
As adorable as this is, you should really work on your reasoning (and your spelling) before dismissing shooter fans as too stoopid to appreciate the lofty nuances of action bar management. If you do something silly like ask people what they don't like about MMO combat, you'll find that the two big complaints are: (1) There's an actual equation to determine who wins, reducing most 'strategy' to looking up numbers and solving math problems, and (2) it's slow -- you make all the important decisions before the fight with no time constraints, so quick thinking is needed rarely, if ever.
In other words, both combat systems require brain power to excel. Good shooter players have to make good decisions with incredible speed, which MMOs neither demand nor reward. The TF2 spy I brought up earlier is a great example: twitch skill will get you nowhere with him, but all the brainpower in the world won't help, either, if you can't make good decisions quickly and under pressure. To be fair, good MMO players have to balance a vast number of statistics and boosts, which most shooters don't present you with. The two genres work out different parts of your brain, and which kind of exercise you prefer is a matter of taste, not intellect.
Therumancer said:
In the end though (for those that read this far) I think the biggest problem is that someone who can't have fun with existing MMORPG games, is going to find that the very nature of a persistant world is going to annoy them. It's not so much a matter of simply reconciling the "twitch" aspects, but also player reward, and the desire for immediate gratification against long term play. With no meaningful stats involved rewards that are anything but purely cosmetic are going to be impossible, people who aren't patient enough to slowly build up in an RPG are also going to be bored when dealing with a huge world and long periods of nothing happening for all intents and purposes.
I quote this because I think this is a really accurate picture of the problem you were bluntly prodding at with the "dumb twitch gamers lol" comment earlier. Current MMORPGs and shooters have very, very different reward schedules, and no one has successfully adapted the shooter schedule to a persistent environment. If you offer a shooter whose rewards are at MMO pacing, you're going to bore the pants off shooter fans. If you offer a standard MMO with the shooter schedule, you're going to run through your content too quickly and be unable to retain your audience.
However, I think there's a simple solution you haven't considered. In a game like Mass Effect 2, for example, you've got tons of quick-scheduled rewards as you blast your way through missions ("I pulled that guy out over a chasm, and Miranda bodyslammed his ass down into the abyss!"). You also have quest rewards, which are a schedule common to shooters and MMOs (the explosion at the end of a TF2 payload map and the loot at the end of an MMO quest are comparable in timeline). And you have long-term strategic goals to consider, like recruitment, loyalty, and ship upgrades.
A game like the Agency could (and should!) couple short-term gratification in combat with overarching strategic advancement in the MMO mold. Not just territory control, but territory deformation -- 'destabilizing' an enemy region to remove certain perks for the faction in control seems like a worthy goal for a spy agency, for example.