I realize there are a ton of different preconceptions on what makes an "action" game. For many, it means oversimplified combat where all combos step from a mere two to three action choices, trinity-less gameplay, and constant timing concerns. For me, it simply implies a higher standard of button efficiency, more frequent poll rates, enough server hubs to keep your average player's ping under whatever point makes a crucial difference (SE will say 220 is the bar for XIV, but that doesn't even allow for non-clipping on a single short oGCD, while sub-80 is necessary for double-weaves, which most melee rotations necessitate for optimal play; I get around 140 ms ping here, and sub-30 for every "action" MMO I've played due to the greater number, and therefore proximity, of available servers), and the mechanics in order to make use of that quality for added depth without added bloat. "Action conventions" to me alludes to things like a dynamic movement key (cover, close, dash, vault, climb, sprint), dynamic hotbar slots (auto-swapping based on combos and conditionals), timing and positional dependencies, momentum systems, ragdoll effects, damage-based interruption, a plethora of statuses (knocked down, airborne, dazed, stunned, bound), conditionals, "open" combos, "analog" resources, etc.

Assuming the target is still the same largely trinity-based gameplay we have now, what do you imagine might change or be added into the game if any "action" tools were added? How might the interface change? What about responsibilities, job mechanics, etc.?

I'll try and toss in my own example in a bit. Reserving next post.