Originally Posted by
Eantarus
The "responsive" part is what a lot of people dislike
Responsive would mean the world responds. Movement is one of the things all MMOs try to make VERY responsive. It's why people run in circles and jump about in MMOs. The immediate response of the character to input fabricates immersion in the (virtual) physical space of the game.
Originally Posted by
Eantarus
"action" game is defined as being one with active interaction mechanics, EG active blocking etc. Otherwise known as "stuff that doesn't work at all when lag happens".
I would term that "reactive". It requires "responsive" skills, but responsive doesn't require reactive. It is highly unlikely to become mainstream for two reasons: too ping dependent (expensive to support) and limited by age -- older players don't like it.
As time goes on older market will become bigger and bigger. Boomers are the last of the "didn't grow up playing video games", but they're just a part of everyone else's life experience. As gamers age, they're unlikely to enjoy fast twitchy games.
A lesser reason is that reactive play often requires people to have an encyclopedic knowledge of animation twitches. Filling your brain with that level of detailed nonsense chases adults away. No time for that kind of thing in adult life.
Originally Posted by
Annex
DDO is very much an "Action Game" and very little a "Role Playing Game"
It's a sliding scale. DDO is more action than EQ, but so far away from the "true" action games that DDO feels essentially identical to EQ to me compared to Tera or even to Aion (tab-targetted, but very responsive).
Pretty pixels to fool them all,
Shiney ADs to find them,
Storied action to bring them all,
And in the game world bind them!
Heh. Role-playing with forked story lines in an MMO is v.rare. SWTOR is the only one I know. It has unique forking story for each class. Light or dark or shades of grey as Sith or as Jedi is via accumulated story choices, not via one laughably hokey stereotype at creation. And, there are many many other choices.
Exceptional story depth exists in MMOs, too, but it's also rare. SWL has mind-bogglingly rich story, but it's still single-arc (or triple arc if you consider each faction).
Originally Posted by
Oxarhamar
animations are the actions Everything doesnt have to be instant
HA! I just won a bet with myself -- I figured someone would call the animations "actions". Didn't win the other bet, though I might still.
They aren't though. They're so slow that I think "huh .. what is my character doing .. is my character doing anything .. something is broken". I have time to look at the ping meter and other out of game metrics to see if things are still working. That never happens in an action MMO unless something really is broken. The bad ones make themselves so busy that there's no time for that thought. The good ones do it by ensuring the world responds immediately.
Originally Posted by
Weemadarthur
Vindictus was 3 years before Terra and that is most definitely an action MMO. I would go as far as to say it has probably the best action combat system
I never played it. Wish I had based on your description of it as "better than Tera".
Originally Posted by
Weemadarthur
the next generation of MMO's will have active combat to a greater or lesser degree
I agree The Big Streamlining will happen, but it won't happen soon. MMOs are past the Model-T era (M59, EQ), but still dealing with huge tail-fins or white-wall tires or running boards or big chrome grills or .. etc etc..
Where I see MMOs heading, quickly, slowly, eventually, like a crazed bumper car, is towards immersion. The focusing of attention on the game world to the exclusion of all else, particularly the UI. Dropping the tab from targeting. Shortening the active skill list. These are all prevalent in newer games and all have the same result: removing the UI from focus.