Why not? I think the problem with MMO's is that they are designed around the PC and mouse control. Take something like GTA4, which people will play on a console, and turn it into an MMO where everyone is online together contributing to the world...why should it suddenly lose it's appeal just because it's labelled an MMO? Likewise people play offline RPGs with character levelling, so the MMO concept of developing your character (which is only a prejudcied perception of the MMO idea, and who's to say you need that?) is something console players are happy to do.
I see nothing intrinsic in the nature of MMO, very large multiple-user games, that renders playing it in a living room with a controller a disagreeable prospect.
It's not really "oddly." As much as voice chat is great for small pickup groups, or could reflect a bit of local communication, MMO's revel in zone-wide communication, and the activity of potentially hundreds of people in a guild. Voice chat would have to be amazingly robust to handle that well, and...! It just falls down to complete chaos if you have that many people trying to converse at once. Hence text-chat is the mainstay, and friends/guildmates keep a Vent server or the like off to the side for their own purposes.MMOs rely on social ties much more so than any other genre of game. Chat through typing, oddly enough, seem to be the preferred method of communication. At least in traditional MMOs, as voice chat still seems to less preferred from the statistics I've seen (which may be out of date).
"I want to make this very clear," said lead designer Hal Milton. "This is not a microtransaction system within The Agency to allow players to buy weapons, outfits, or operatives to be effective within the game world. That's something that we're absolutely not planning on doing."
Much has been made of the opportunities for Facebook as a gaming platform, but alongside the rise of the metrics-focused social gaming industry and exploding casual user bases, few developers see any relationship between this burgeoning space and the traditional business.
But Sony Online Entertainment sees a way to bridge that gap -- it's extending its massively multiplayer shooter property currently in development, The Agency, onto Facebook with a social game subtitled Covert Ops.
With its ability to expose properties to massive social audiences, using Facebook makes marketing and community management sense for core IP -- that's half the genius of Facebook extensions on home consoles, since friends viewing the activities of other friends become aware of games they hadn't yet heard of and become curious about the gaming interests of their pals.
AFAIK the specifics haven't been nailed down yet, but I believe, maybe wrongly, that it's intended to be free-to-play, pay-for-perks. As it's not player-vs-player but more Guild Wars-y (is it really an MMO?), that's a workable system. Basically lots of DLC to monetise the ongoing experience. I dare say even if that is the plan, it could all change. I guess Free Realms is giving them a good idea of how much money can or can't be made from free-to-play titles.
Essentially, interactions with other players are instanced into online multiplayer matches (30 players max), as seen here. The results of these battles are said to be reflected in the game's hub world -- locations can be taken by "U.N.I.T.E." or "Paragon" in multiplayer and those locations will show up as belonging to one of the game's two factions. From what I played, however, I'm not confident that what I've come to expect from an MMO -- the feeling of being in one huge world with other human beings -- is present in The Agency.
Furthermore, aside from my aforementioned issues with how basic it is, "killing" someone requires a headshot. This component seems to add strange specificity to an otherwise frantic experience, making the game feel oddly disjointed. The freneticism of multiplayer certainly doesn't seem to jibe with the game's spy theme either -- in fact, everything I played felt distinctly "twitch" in nature. And though James Bond is wont to flip out and fire a submachine gun every now and then, I didn't really get much of a "spy" feeling from my time with the game.
It's depressing that they feel a need for PvP IMO. Aren't there enough games out there for players to fight each other?! The Agency for me has always been about forming a group an doing a mission against bots. PvP is irrevelant to that experience and if they do need to add it to tick boxes and get sales based on a feature-list comparison, that's a sorry state of affairs.Joystiq preview:
Doesn't sound too positive.