The Secret World
Ragnar rock.
"We're very pragmatic when it comes to the control and combat system - we believe in focus testing as much as possible, especially with this type of game," explains Tornquist. "Right now we have a combat system implemented that we feel is pretty good, it feels right, but we are going to iterate on that... We are going to make it so it's not frustrating for the player, but at the same time we want players to be a bit more engaged than the standard way of playing MMOs."
Not everything has to be novel, however, and in terms of its geographical structure The Secret World is going to be a pretty traditional MMO. It will have huge, contiguous, open-world zones for hundreds of players (only instanced in the case of server over-crowding), where day-to-day missions and even some boss fights will take place.
There will be scripted, repeatable dungeons for party play in the classic style, as well as shorter instances or "mini-dungeons" that will form part of mission sequences, be tailored to you or your party, and be used as a storytelling device.
There are many, many more questions to ask about the Secret World, but we've only got time for one. With the level-free, seven-skill character template, it's clear that you'll be rewarded over time with a proliferation of options. But what about the vital component of any MMO, or RPG, or long-form videogame of any sort for that matter - a sense of increasing power? Tornquist gives an answer that should easily put the loot-happy MMO legions' minds at rest.
"It's a very item-heavy game," he says. "Our model there has been World of Warcraft and Diablo, there are literally millions of items in this game, and you can craft, and you can augment, and you can level up your weapons. There are a lot of ways to increase your character's strength."
And although clothing is purely a mode of personal expression rather than stat-bestowing armour, that doesn't mean it isn't a status symbol, that your avatar isn't, in Bruusgaard's words, "a walking achievement rack".
"Clothing isn't stat based, but it is given as rewards," explains Tornquist. "There's stuff you can buy in stores, but a lot of it is tied to mission rewards, to dungeons, completing a dungeon on hard mode might get you this unique outfit. It's about encouraging people to show off...
"That goes for effects on your character based on passives and actives, it goes for the weapons you have. When we have a game without classes and without levels, we do need to emphasise the itemisation and the ways you can make your character look cool over time."
With its streamlined and flexible character development, promise of abundant loot and avatar-pimping options, slick presentation shorn of the typical MMO interface-creep, strong sense of atmosphere and place and character - and of course, with its clever splicing of down-to-earth contemporary setting with catch-all dark fantasy - The Secret World is already a very appealing MMO. What's more, it's one that will specifically appeal to many who have yet to feel the draw of gaming virtual worlds, but that hasn't necessarily thrown the baby out with the bathwater.
How tight the combat and how solid the content that support this structure are will be the key questions now, and it sounds like, on the first count at least, Funcom is still looking for answers itself. Here's hoping it finds them, and lets us start looking for our own answers soon.
The Secret World is due for release on PC. It has no release date.