One discussion that comes up from time to time when talking about game design for MMOs is about combat pacing. That is, how long should a fight last, and how “active” should the player be? In fact, just last week a thread about this showed up on the forums over at Nerfbat.
Because I’m more interested in group play and social interactions, obviously my stance is to make fights longer and reduce the need for button pushing. I’m extremely fond of the old EverQuest design where fights were counted in minutes and players often had between 3 and 10 seconds between actions. In my opinion, this allowed for more tactical play, allowing you to see what was happening and consider your response as opposed to faster games where you tend to approach the fight with a plan and execute it, the individual fight lasting 30 seconds or less (excluding boss and raid encounters, which are obviously tuned to large groups and to last longer).
I also like slow combat because currently, unless you are playing exclusively with friends and using voice chat on a Ventrilo server or similar service, social interactions have to occur through the same keyboard that controls game play. If you are hitting a key to perform a combat action every 1 to 2 seconds, that doesn’t give you much opportunity to chat. The more “intense” the combat, the more “quiet” the game gets, and you have to practically stop playing the game in order to be social.
Anyway, those are my thoughts, also expressed in the thread. If you want to join in the discussion, I encourage you to sign up at the Nerfbat forums and do so.