We all bitch about the repetitive nature of MMO's, how we have to grind the same old mobs and areas and whatnot over and over and over again. Everybody talks about which carrots should be dangled in front of which player's faces to make them do these things a bit longer.
What is wrong with this picture? Why do players have to be given shiny items in exchange for playing your game? Isn't your game fun?
Well, in a way, it is. The first time you do it. The first time you use a skill, use a combination of skills, kill a particular enemy, solve a quest, clear a dungeon, defeat a boss, it's fun. It's new, it's unexpected, it was probably a nice scripted little encounter. But what happens when the player runs out of nice scripted little encounters? What happens when they reach the end of the story? The game has lost its appeal, and the player moves on to another game. Unless they can....
1) Play co-op with friends. It's fun. All MMO's have this one down, don't they? Oh wait, my friend who just started playing can't play with me because he is some noob level. And the LFG system sucks, so I can't find anybody new to play with either.
2) Play PvP. Yay PvP, players make the content for you! Again, most MMO's have this don't they?
Except, oops, we included a massive level and item grind to keep players playing to make up for our lack of features, which means nobody who likes PvP would want to PvP, which means many people leave the game after finishing the story anyway. Or, oops, again, we have a piss poor LFG system, so nobody can PvP even if they wanted to.
3) Complete the game on a harder difficulty. Challenge makes games fun.
4) Achieve a high score. Or, in its modern variation, achievements. Basically, any collection of ASCII characters that recognizes someone who is really good at playing the game, so that the player can feel as though their e-peen has just risen in size. Again, the challenge of getting the best achievements or the high score leads to fun.
Caveat to that: Saying "yay I've grinded 10,000 goblins" is not fun. Make it something challenging, not something time consuming.
5) Try different classes. Playing through the game with a different class gives the game heaps of replayability... you can re-use the same areas and storyline, yay!
Except.... Oops, I can't play through the game with this new class. Because I'm a healer and I can't kill anything by myself. Or I'm a tank and I do no damage. Or I'm a nuker and I have to pull stuff one at a time or risk being overwhelmed.
For solutions to this problem, see Diablo 2 (7 classes, all do plenty of damage and have solo survivability, but in groups can fall into various group-based roles to encourage teamwork), or Guild Wars (henchmen allow any class to solo).
The other setback is that a veteran player may not want to take forever to go through all that new content. In Guild Wars I can try out a max level character whenever I want to, and in Diablo 2 it would take a day tops to get rushed through the game to max "ish" level to try out a new spec.
All other online RPG's, go home, you failed on this one.
6) Generate their own content. Pfff nobody would ever play this would they? Nobody ever played Counterstrike, or Team Fortress 2, or Enemy Territory, or Defense of the Ancients did they?
Oh wait, they did. Now, releasing your source code and all is nice, but what's even better is cleaning up your level-making GUI a little and, boom, anyone can make their own stuff. Introduce an in-game rating system and you have yourself a bunch of happy little monkeys.
Reason this didn't work that well for Neverwinter Nights: every server had their own 'house rules' which players can't be bothered learning, sizable download just to try out each world, no in-game rating system, people have to provide their own servers which means the really popular worlds couldn't gain in popularity, etc. Avoid these mistakes and you're golden.
It doesn't have to be whole levels either. We've all seen the phenomenon that is Spore.
7) Leave for a while, and play casually. Seriously, everybody gets sick of playing the same game over and over. They might take a break for a couple of months. When they come back, if they've fallen behind the raid grind, or an expansion has come out that raises the level cap without adding a TON of new functionality for your character to acquire, or if it's impossible to just hop on quickly every now and then and do something fun, you have failed.
That last point is important. In order to be able to hop on and play every now and then, players need instant travel, or instances they can enter from wherever they like (yes, WAR scenarios are good in this respect). They don't want to log on and watch a great big winged beast that they can't control flap around for 15 minutes and then spam LFG for an hour to do what they wanted to do.
However, in lieu of all this stuff that is quite easy to implement, MMO designers instead.... make it take longer to do stuff. Make you spend months leveling up, doing the same things over and over again. Make it take forever for you to travel anywhere (if a player wants to take in the scenery, they will. Let me just get to where I want to go, thanks). Making it necessary to get a large number of people together to do particular content, and then making it really difficult to get a large number of people together. Etc.
The focus is not on designing a good game, not to let you have fun, but to make the company a lot of money. Wake up and smell the roses people! It's only when crap games like these stop attracting large amounts of money that developers will be forced to make MMO's that don't suck.
Thursday, November 27, 2008
Tuesday, November 25, 2008
Automatic balance
I've just started playing Left 4 Dead yesterday. Brilliant game etc, and I'll write a review when I've had more experience with it.
But I wanted to comment today on the ridiculously simple, perfect notion of game balance that they have achieved in PvP. For the record, my definition of balance is this: both teams having equal chances to win. As a rule, this is easy to do if both sides are the same (chess, mirror matches in many games) but difficult to do if you want to include variety in the game (aka fun).
So anyway, back to Left 4 Dead. One side is the survivors, the other side the zombies, and after the survivors make it to the finish or (more usually) are wiped out.... the teams switch sides. The human players switch to the zombies and vice versa.
Not only is this ridiculously fun, it completely removes any unfairness towards one team being able to score points more easily than the other team. The game seems not too unbalanced in that respect anyway, but that's beside the point. If the game were completely unbalanced so that one side were much better than the other, it really wouldn't matter. Both sides would get to compete equally over the course of the match.
Imagine this idea applied to other games. Take Magic: The Gathering for example. In constructed format, both players get to choose their decks before the game starts. This ensures an absolute ton of variety, however, there are often rock-paper-scissors match-ups where one fellow would have to be very lucky to pull off a win. If the players swapped decks after a game, this advantage/disadvantage disappears.
Now, some players might say - "if I'm a pro deck builder and the other guy is noob, I lose any advantage that my superior deck building gives me??" Well.... yes. If you're a better player though, you'll win anyway. But, if this is seen as a big problem regardless, a handy compromise could be made: In a game where 3 matches are played, you could play 2 games with your own deck and 1 game with the other person's deck. This would go a good way to evening up the balance while still providing a bonus to the guy with the better deck building skills (just not as big a bonus as previously).
The technique can be extracted to many other games. A notable example I can think of that suffers from Rock Paper Scissors is Guild Wars Guild vs Guild battles.
Now, extracting the idea to an open RvR game like WAR (was supposed to be) would be more difficult, and would require the game to be designed for it from the ground up... as a starting point, a proper LFG system would be required to *ensure* even numbers on both sides. People may or may not like swapping bodies with the other team, but I'm sure there's a good way to do it that would allow maximal balance with minimal fuss.
Any thoughts on these ideas?
But I wanted to comment today on the ridiculously simple, perfect notion of game balance that they have achieved in PvP. For the record, my definition of balance is this: both teams having equal chances to win. As a rule, this is easy to do if both sides are the same (chess, mirror matches in many games) but difficult to do if you want to include variety in the game (aka fun).
So anyway, back to Left 4 Dead. One side is the survivors, the other side the zombies, and after the survivors make it to the finish or (more usually) are wiped out.... the teams switch sides. The human players switch to the zombies and vice versa.
Not only is this ridiculously fun, it completely removes any unfairness towards one team being able to score points more easily than the other team. The game seems not too unbalanced in that respect anyway, but that's beside the point. If the game were completely unbalanced so that one side were much better than the other, it really wouldn't matter. Both sides would get to compete equally over the course of the match.
Imagine this idea applied to other games. Take Magic: The Gathering for example. In constructed format, both players get to choose their decks before the game starts. This ensures an absolute ton of variety, however, there are often rock-paper-scissors match-ups where one fellow would have to be very lucky to pull off a win. If the players swapped decks after a game, this advantage/disadvantage disappears.
Now, some players might say - "if I'm a pro deck builder and the other guy is noob, I lose any advantage that my superior deck building gives me??" Well.... yes. If you're a better player though, you'll win anyway. But, if this is seen as a big problem regardless, a handy compromise could be made: In a game where 3 matches are played, you could play 2 games with your own deck and 1 game with the other person's deck. This would go a good way to evening up the balance while still providing a bonus to the guy with the better deck building skills (just not as big a bonus as previously).
The technique can be extracted to many other games. A notable example I can think of that suffers from Rock Paper Scissors is Guild Wars Guild vs Guild battles.
Now, extracting the idea to an open RvR game like WAR (was supposed to be) would be more difficult, and would require the game to be designed for it from the ground up... as a starting point, a proper LFG system would be required to *ensure* even numbers on both sides. People may or may not like swapping bodies with the other team, but I'm sure there's a good way to do it that would allow maximal balance with minimal fuss.
Any thoughts on these ideas?
Sunday, November 23, 2008
Review old games
Several people have responded to Zubon's challenge to review old games with awesome gameplay, so I thought I'd throw my 2c into the mix with these mini-reviewlets:
Betrayal at Krondor: RPG by Sierra based on the world of Midkemia created by Raymond E Feist, one of the greatest fantasy writers ever in my book. One of the best RPG's I've ever played, second only to the Baldur's Gate series, and only then because of the dated graphics. Viewpoint is first person for navigation, and third person turn-based for combat. Although turn-based the combat does not take too long, and is simple without being shallow. The game has a really well done story but still manages to encourage free roaming and a really sandbox feel to everything. There are no levels - skills are improved as you use them, and spells are acquired from scrolls found on your adventures. Solutions to problems are solved with brains as much as with brawn, and often cause you to think outside the box, but in an intuitive (not frustrating) way.
Well worth a look for only ~ 20 Mb download and will give you tons of play time. The graphics are the only downside, but are much better than any other first person party-based RPG from the same era, and honestly still don't bother me to this day.
Sword of the Samurai: I can not put into words how brilliant this game is. You control a young Samurai lord in Feudal Japan who eventually rises through the ranks to try and become Shogun. The game features three distinct modes of play - RTS battles with your army to control territory, third person sword duels, and top-down shoot/stab-'em-up where you take on hordes of lesser warriors. You can gain honour, recruit troops, dishonour your enemies, slaughter bandits by the dozen, assassinate anyone standing in your way (don't get caught!), rescue fair maidens (who you then marry and get cranking out heirs for you to play with when your current character becomes too old!), kidnap your enemy's family, and fend off cowardly attempts on your life by hired ninja assassins and other samurai lords. There is no linear way that you have to play the game, with complete freedom to choose how you will advance.
There is heaps of replayability because of a wide selection of difficulty levels (the hardest is *really* hard), a high score system that ranks how long your reign of Shogunate will last for, and various starting territories with their own pro's and cons.
This game would be freaking awesome in multiplayer, but alas the game does not support it. Still, countless hours worth of fun in this one.
Speedball 2: Futuristic, top-down, action-packed, beat-em up sports game. Players throw around a big metal shotput which they have to attempt to put in the goals at the other end of the field... while players from the other team attempt to smack them to the ground and steal the ball. Players can get knocked out and are carried off the field by mini ambulance robots, which is always hilarious.
In between each game, you purchase upgrades for your team members to make them stronger, faster, have better AI, etc. Your little fellows will start off fairly slow and weak at the beginning of the season, but by the end you can fling them all over the place at breakneck speed. The computer teams rise in power too, with the object being to make it into the grand final at the end of the season. This is no mean feat, and the game gets quite challenging (in a good way) towards the end of the season.
Controls are dead simple so the game is really easy to get into, but there is a lot of depth with the design of the sports stadium and the various tactics which you can employ, that has made the game one of my all time favourites. It's fast, fun, highly addictive, 2 player on the same computer, and has multiple 'quick game' typed options if you just want to jump on and muck around. All in all, a must have!
Anyway, if you think any of these sound appealing, try them out and let us know how you got on!
Betrayal at Krondor: RPG by Sierra based on the world of Midkemia created by Raymond E Feist, one of the greatest fantasy writers ever in my book. One of the best RPG's I've ever played, second only to the Baldur's Gate series, and only then because of the dated graphics. Viewpoint is first person for navigation, and third person turn-based for combat. Although turn-based the combat does not take too long, and is simple without being shallow. The game has a really well done story but still manages to encourage free roaming and a really sandbox feel to everything. There are no levels - skills are improved as you use them, and spells are acquired from scrolls found on your adventures. Solutions to problems are solved with brains as much as with brawn, and often cause you to think outside the box, but in an intuitive (not frustrating) way.
Well worth a look for only ~ 20 Mb download and will give you tons of play time. The graphics are the only downside, but are much better than any other first person party-based RPG from the same era, and honestly still don't bother me to this day.
Sword of the Samurai: I can not put into words how brilliant this game is. You control a young Samurai lord in Feudal Japan who eventually rises through the ranks to try and become Shogun. The game features three distinct modes of play - RTS battles with your army to control territory, third person sword duels, and top-down shoot/stab-'em-up where you take on hordes of lesser warriors. You can gain honour, recruit troops, dishonour your enemies, slaughter bandits by the dozen, assassinate anyone standing in your way (don't get caught!), rescue fair maidens (who you then marry and get cranking out heirs for you to play with when your current character becomes too old!), kidnap your enemy's family, and fend off cowardly attempts on your life by hired ninja assassins and other samurai lords. There is no linear way that you have to play the game, with complete freedom to choose how you will advance.
There is heaps of replayability because of a wide selection of difficulty levels (the hardest is *really* hard), a high score system that ranks how long your reign of Shogunate will last for, and various starting territories with their own pro's and cons.
This game would be freaking awesome in multiplayer, but alas the game does not support it. Still, countless hours worth of fun in this one.
Speedball 2: Futuristic, top-down, action-packed, beat-em up sports game. Players throw around a big metal shotput which they have to attempt to put in the goals at the other end of the field... while players from the other team attempt to smack them to the ground and steal the ball. Players can get knocked out and are carried off the field by mini ambulance robots, which is always hilarious.
In between each game, you purchase upgrades for your team members to make them stronger, faster, have better AI, etc. Your little fellows will start off fairly slow and weak at the beginning of the season, but by the end you can fling them all over the place at breakneck speed. The computer teams rise in power too, with the object being to make it into the grand final at the end of the season. This is no mean feat, and the game gets quite challenging (in a good way) towards the end of the season.
Controls are dead simple so the game is really easy to get into, but there is a lot of depth with the design of the sports stadium and the various tactics which you can employ, that has made the game one of my all time favourites. It's fast, fun, highly addictive, 2 player on the same computer, and has multiple 'quick game' typed options if you just want to jump on and muck around. All in all, a must have!
Anyway, if you think any of these sound appealing, try them out and let us know how you got on!
Friday, November 21, 2008
Why don't they milk it?
When a new MMO is released, about a hundred websites pop up offering some kind of service relating to the game. These websites include wikis, forums, item databases, 'armories', games stats etc. I would imagine that a professional website for a popular MMO would receive daily hits somewhere in the millions (and then some if the game is something like WoW). I'm no business expert, but I could image that the advertising revenue for a website like that would be considerably high. It wasn't that long ago that Wowhead.com sold for over a million dollars. Not bad for a database with a 'pretty front end'.
So this raises the question: why don't the games companies build these kind of websites and make a few dollars on the side? After all, they own the data. It would only be a matter of slapping a 'pretty front end' on it. Given that they could build the website prior to the release of their game, they would have a good headstart on the competition. I wonder if there is a particular reason as to why the game companies don't milk it? To me it seems like a wasted opportunity.
You're probably wondering, why should I care?
I care because if game companies have an alternate source of revenue to the usual sales, subscriptions and micro-transactions, it might encourage them to lower their prices. Better yet, make the game completely free. Some time ago I explored different pricing models for online gaming and I think this constitutes a new model. Profit through indirect advertising. I can't actually think of any bad points for this model. The gamers get a cheaper / free game with supporting websites and the game company has a source of continuing revenue. Am I missing something or does everyone benefit?
So this raises the question: why don't the games companies build these kind of websites and make a few dollars on the side? After all, they own the data. It would only be a matter of slapping a 'pretty front end' on it. Given that they could build the website prior to the release of their game, they would have a good headstart on the competition. I wonder if there is a particular reason as to why the game companies don't milk it? To me it seems like a wasted opportunity.
You're probably wondering, why should I care?
I care because if game companies have an alternate source of revenue to the usual sales, subscriptions and micro-transactions, it might encourage them to lower their prices. Better yet, make the game completely free. Some time ago I explored different pricing models for online gaming and I think this constitutes a new model. Profit through indirect advertising. I can't actually think of any bad points for this model. The gamers get a cheaper / free game with supporting websites and the game company has a source of continuing revenue. Am I missing something or does everyone benefit?
Wednesday, November 19, 2008
Cue flurry of blog activity...
Some Swedish kid playing WoW appears to have collapsed after a 24 hour stint:
Clicky.
WTB more friendly leveling curve.
Clicky.
WTB more friendly leveling curve.
Monday, November 17, 2008
The WAR is over for me
I canceled my WAR subscription just before the renewal kicked in today. I'd actually stopped playing over a week ago mainly because I was no longer having fun. The game has a slew of issues, which I'm not going to re-iterate over here. Keen covers them off nicely. I might go back to it when Mythic fixes up a bunch of the existing problems, but I can't see that happening for at least a year.
On reflection, what did I like most about WAR and what did WAR really bring to the MMO table?
I loved the fact that the game was designed from the bottom up for PvP with some PvE thrown in for good measure. Although I love my PvP, it's just not as fun without the PvE around. When talking about what new things WAR introduced to the MMO-a-sphere, many people would say Public Quests, Tome of Knowledge and Open RvR. Honestly I thought these were all pretty crap. PQs sucked when there was no one around, ToK could have been better (I barely used mine) and Open RvR had issues a mile long. If you ask me the best thing that WAR introduced was Tactics, Morale skills and the ability to level up via PvP. I've never seen interchangeable passive skills (Tactics) used in an MMORPG before. I thought it worked very well. Moral skills provided the player with a a sort of bonus super skill when the battle started heating up (very cool), and leveling via PvP made it much more enjoyable for PvP players like myself. It provided an alternative to questing and the hopeless PQs.
So where to now?
My mates at work have been bugging me for a very long time to download the Orange Box from Steam, so I did. I've never been a huge fan of FPS, but I don't mind it if the game is well built. I completed Portal over the weekend, which is the coolest puzzle game ever. Although it only took four hours to complete, I highly recommend checking it out. Well worth it's weight in gold. I wasn't sure which part of Portal was better, the game play or the story line - both brilliant. Team Fortress 2 is awesome fun, but I really need to level up my FPS skills again to play competitively. Half-Life 2 is insanely well built, but I can't see it entertaining me for more than a few weeks. I do like how the NPCs interactive with you. RPGs could definitely learn a thing or two from that game. OpenEdge has convinced me that The Witcher is worth a look. I'll probably check that out after I finish with my little FPS binge.
I'm not sure when the next 'big thing' in the MMO space will occur, but I'm welcoming the single player break for a while. Mind you, if Guild Wars 2 got released tomorrow, I'd say: "to hell with these noob single player games" ;)
On reflection, what did I like most about WAR and what did WAR really bring to the MMO table?
I loved the fact that the game was designed from the bottom up for PvP with some PvE thrown in for good measure. Although I love my PvP, it's just not as fun without the PvE around. When talking about what new things WAR introduced to the MMO-a-sphere, many people would say Public Quests, Tome of Knowledge and Open RvR. Honestly I thought these were all pretty crap. PQs sucked when there was no one around, ToK could have been better (I barely used mine) and Open RvR had issues a mile long. If you ask me the best thing that WAR introduced was Tactics, Morale skills and the ability to level up via PvP. I've never seen interchangeable passive skills (Tactics) used in an MMORPG before. I thought it worked very well. Moral skills provided the player with a a sort of bonus super skill when the battle started heating up (very cool), and leveling via PvP made it much more enjoyable for PvP players like myself. It provided an alternative to questing and the hopeless PQs.
So where to now?
My mates at work have been bugging me for a very long time to download the Orange Box from Steam, so I did. I've never been a huge fan of FPS, but I don't mind it if the game is well built. I completed Portal over the weekend, which is the coolest puzzle game ever. Although it only took four hours to complete, I highly recommend checking it out. Well worth it's weight in gold. I wasn't sure which part of Portal was better, the game play or the story line - both brilliant. Team Fortress 2 is awesome fun, but I really need to level up my FPS skills again to play competitively. Half-Life 2 is insanely well built, but I can't see it entertaining me for more than a few weeks. I do like how the NPCs interactive with you. RPGs could definitely learn a thing or two from that game. OpenEdge has convinced me that The Witcher is worth a look. I'll probably check that out after I finish with my little FPS binge.
I'm not sure when the next 'big thing' in the MMO space will occur, but I'm welcoming the single player break for a while. Mind you, if Guild Wars 2 got released tomorrow, I'd say: "to hell with these noob single player games" ;)
Friday, November 14, 2008
The 4 year itch
Big mama has landed - WotlK has finally been released. But if you're reading this, I'm assuming you're not playing it, since you'd be busy doing a lot of 'content' and/or grinding.
If you're like me, you can't really be bothered logging into WAR either, because it frankly seems like a bit too much effort to bother trying to create some fun for yourself there. So, you're cruising the net hoping for mention of some saving grace to come and rescue you from the incredible wasteland of "Meh" that is MMO land.
Well, that saving grace is not here. Sorry to get your hopes up.
In the meantime however, you should content yourself with games that are decidedly UN-MMO-like, so that when the savior does arrive, you are suitably non burnt out so that you can enjoy it. This means that you should dabble in games that are quick and fun, offer something different to what you've played before, and are easy to find others to mess around with if you like that sort of thing.
Towards this end, I gave Iron Grip: Warlord a try after reading an encouraging review.
Basically, the game is an FPS that features the human controlled players battling to defend against an ever growing swarm of NPC's that are attempting to take over a city. Yes, yes, I know, I'm a big RPG nerd too and I usually don't play FPS's either. However, this one features a neat money system for killing the enemy NPC's, which enables you to place various structures like an RTS, or buy various upgrades for yourself like an RPG. The gameplay is very guerrilla warfare, and very strategical. I can't aim for peanuts in an FPS usually, however I still often top score the games since I use my head when I play. Also, aiming is really not an issue because the game is entirely co-op PvE... there are no enemy players on the other team, just NPC's. So you don't have to worry so much about lag and bunny hopping.
The game is super fast paced and has zero story. You can play it in single player, but it's a whole hell of a lot of fun with other people. There are a slew of difficulty levels to choose from, with the game being extremely difficult on the harder ones, which really promotes team work.
Downside is that there is ZERO story, at all, so don't say I didn't warn you.... but then again you're looking for quick clean fun, not a bunch of boring text and cut scenes to wade through right? Also, the graphics are hardly cutting edge for an FPS. Crimson tried it after I told him to, and his response was something along the lines of "lulwot... when is last time u play fps noob??". However, Crimson is somewhat of a graphics whore, and I am not, and I can ensure you the gameplay is very fun :)
The download is only 400 Mb, and FULLY playable ONLINE for ZERO dollars (you only get to play on one map). I payed $25 since I was having a good old time, and got access to the other maps which are neat. I decided to justify this expenditure by cancelling my WAR subscription, since, well, I've had more fun playing Iron Grip than in a month of playing WAR.
You can get the game here.
If you're like me, you can't really be bothered logging into WAR either, because it frankly seems like a bit too much effort to bother trying to create some fun for yourself there. So, you're cruising the net hoping for mention of some saving grace to come and rescue you from the incredible wasteland of "Meh" that is MMO land.
Well, that saving grace is not here. Sorry to get your hopes up.
In the meantime however, you should content yourself with games that are decidedly UN-MMO-like, so that when the savior does arrive, you are suitably non burnt out so that you can enjoy it. This means that you should dabble in games that are quick and fun, offer something different to what you've played before, and are easy to find others to mess around with if you like that sort of thing.
Towards this end, I gave Iron Grip: Warlord a try after reading an encouraging review.
Basically, the game is an FPS that features the human controlled players battling to defend against an ever growing swarm of NPC's that are attempting to take over a city. Yes, yes, I know, I'm a big RPG nerd too and I usually don't play FPS's either. However, this one features a neat money system for killing the enemy NPC's, which enables you to place various structures like an RTS, or buy various upgrades for yourself like an RPG. The gameplay is very guerrilla warfare, and very strategical. I can't aim for peanuts in an FPS usually, however I still often top score the games since I use my head when I play. Also, aiming is really not an issue because the game is entirely co-op PvE... there are no enemy players on the other team, just NPC's. So you don't have to worry so much about lag and bunny hopping.
The game is super fast paced and has zero story. You can play it in single player, but it's a whole hell of a lot of fun with other people. There are a slew of difficulty levels to choose from, with the game being extremely difficult on the harder ones, which really promotes team work.
Downside is that there is ZERO story, at all, so don't say I didn't warn you.... but then again you're looking for quick clean fun, not a bunch of boring text and cut scenes to wade through right? Also, the graphics are hardly cutting edge for an FPS. Crimson tried it after I told him to, and his response was something along the lines of "lulwot... when is last time u play fps noob??". However, Crimson is somewhat of a graphics whore, and I am not, and I can ensure you the gameplay is very fun :)
The download is only 400 Mb, and FULLY playable ONLINE for ZERO dollars (you only get to play on one map). I payed $25 since I was having a good old time, and got access to the other maps which are neat. I decided to justify this expenditure by cancelling my WAR subscription, since, well, I've had more fun playing Iron Grip than in a month of playing WAR.
You can get the game here.
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