I'm assuming the OMG acronym is a joke, but it's funny how many people seem to forget that online multiplayer existed before MMOs.
*shrug* It's a company that has, to date, produced nothing but MMOs (and one spin-off project that consisted of commercializing their MMO graphics engine). They're now taking a franchise focused on single-player offline play, and converting it to mainly-multiplayer and 100% online. Naturally one suspects the end product may end up looking a lot like an MMORPG.
The interviews suggest their goal is something like a standard Neverwinter Nights storyline, and you can play through it solo or with other online players, with the latter being the expected mode. Sounds like a traditional CRPG except for the online requirement, but the devil's in the details. Let's say you've got a party consisting of Alice, Bob, Charlie, and Dave. They play every weekend. They go through the first 4 quests, leveling up, advancing the plot, all that good stuff.
But now Dave is going out of town and can't make it for a weekend. Alice, Bob, and Charlie are experienced tabletop gamers and know that nothing kills a campaign faster than requiring every player to be present for every session, so they go ahead and play through the 5th quest.
What happens next week when Dave returns? Does he get credit and/or XP for that 5th quest even though he didn't participate? What about loot--do Alice, Bob, and Charlie get 4 players' worth of loot, and do they have to face 4 players' worth of opposition to earn it? Or does Dave fall behind on gear? Does Dave have to do the quest on his own? What if he makes different choices than Alice, Bob, and Charlie made? What if he can't do it without Alice, Bob, and Charlie to help him--can they go back and do it again with him? What if Dave decides he'd rather play with Egbert, Francine, and Gerald, does he get to take his character when he goes?
Tabletop games have come up with a variety of answers to these questions, and often rely on the DM to custom-tailor the solution to the group. Given the company's background, I suspect there will be a strong tendency at Cryptic to fall back on the traditional MMO answers without really thinking about it. If they do, we'll end up with a game in which each quest is a disconnected entity, with very limited impact on other quests; in which characters can go back to help others do quests that they themselves have already done; in which characters are readily portable between groups.
At that point what you have is an MMO in all but name. Maybe it lacks some of the grindiness, maybe it has a more intimate feel and is more amenable to roleplaying... but the strength of the traditional offline CRPG, which is the tightly integrated plotline and ability to "remember" player decisions, is lost.