Back in 2001, an ambitious FPS MMO called World War II Online was released. Although it was plagued with technical issues and was overly focused on "realisim," at its heart was a brilliant idea -- recreate World War II as an online shooter with a mix of infantry, armory, aircraft and artillery. Despite a slow pace and frequent deaths and long hikes after respawn, World War II Onlline held moments that had never been experienced before in an online shooter -- such as a pinned down squad being saved by the timely arrival of an allied aircraft, or the sight of tanks duking it out on the battlefield with infantry running for cover. Although it wasn't as commercially successful as its developers had hoped, it held the kernal of a great idea that would form the genesis of a better game -- DICE's Battlefield 1942. With a more arcade focus and a faster pace, BF1942 offered large maps filled with vehicles, fighting and mayhem. It introduced the concept of control points -- flags on the map that doubled as spawn points that could be captured -- and "tickets" which represented how many reinforcements an individual side had remaining. Once tickets become exhausted, one side or the other loses the game.