Formal Elements
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The Basics
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Name of the game |
Counter Strike: Global Offensive |
The platform |
PC |
Time played (should be at least 30 minutes) |
800 hours |
If you could work on this game (change it), what would you change and why? |
I would change a few little things, such as removing the kick ability in competitive, and balance a few guns |
Players
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How many players are supported? |
10, 5v5 |
Does it need to be an exact number? |
yes |
How does this affect play? |
makes it a lot easier for one side to win |
Some types of player frameworks:
- Single Player – like Solitare.
- Head-to-head – 1 vs. 1, Chess.
- PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.
- One against Many – Single-player vs. multiple (obvy).
- Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.
- Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.
- Team Competition – Multiple vs. multiple, i.e. sports.
- Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.
- Five-pointed Star – Eliminate both players who are not on either side of you.
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Objectives/Goals
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What are the players trying to do? |
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Some common objectives include:
- Capture/Destroy – Eliminate all your opponents pieces (Chess).
- Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).
- Collection – Collect a certain number of objects throughout the game (Pokemon).
- Solve – Solve a puzzle or crime (Clue).
- Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).
- Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).
- Build – Advance your characters or build your resources to a certain point (The Sims).
- Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).
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Rules/Mechanics
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There are three categories of (what the book Rules of Play calls) operational rules:
- Setup – the things you do at the beginning of a game.
- Progression of Play – what happens during the game.
- Resolution – How an outcome is determined based on the game state.
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Controls
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What controls are used? |
Movement keys, mouse, and certain keybinds that the player can mess with |
Was there a clear introductory tutorial? |
Yes |
Were they easy to understand or did you find yourself spamming the controller? |
Yes |
Resources & Resource Management
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What kinds of resources do players control? |
Theres a money system thats called your eco which controls what guns you can bring into the next round. |
How are they maintained during play? |
You get money from winning, and if you lose you still get some but less |
What is their role? |
Very important, if you have a bad eco its significantly harder to win the game |
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:
- Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)
- Time (game time, real-time, or both)
- Known information (like suspects in Clue)
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Game State
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How much information in the game state is visible to the player? |
Not a whole lot, theres a very minimal HUD, it displays the basics, health, ammo, armor, and nades. Plus the minimap |
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:
- Total Information – Nothing is hidden, like Chess.
- Info per player – Your hand of cards is only visible to you.
- One player has privileged info – Like a Dungeon Master.
- The game hides info from all players – Like Clue, where no one knows the victory condition.
- Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
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Sequencing
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In what order do players take their actions? |
Both teams start in the buy phase, where they buy their guns and utility for that round, then the round starts, where the t-side tries to plant the bomb, and the ct-side tries to protect the bombsites |
How does play flow from one action to another? |
It all depends on the player, as it is a shooter so they have to think about where they want to go and what kind of execute they want to make. |
Some structures include:
- Turn-based – Standard board game technique.
- Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).
- Real-time – Actions happen as fast as players can make them. Action-based video games.
- Turn-based and time limits – You have this long to take your turn.
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Player Interaction
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Some examples:
- Direct Conflict – I attack you.
- Negotiation – If you support me here, I’ll help you there.
- Trading – I’ll give you this for that.
- Information Sharing – If you go there, I’m warning you, a trap will go off.
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Theme & Narrative
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Does it have an actual story structure? |
No |
Is it based on a historical event (or similar)? |
No |
Does the theme or narrative help you know how to play? |
No |
Does it have emotional impacts? |
No |
Also, look for en media res (does it start in the middle of the game)? |
No |
The Elements in Motion
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How do the different elements interact? |
They all blend into almost an overwhelmingly smooth game, the movement is phenomenal, with a rewarding gunplay mechanic that really rewards using movement to your advantage. |
What is the gameplay like? |
Very fast, gunfights usually end fast. |
Is it effective? |
Yes, even though you die super fast theres lots of rounds which make you want to use different strategies to outmanuver your opponent. |
Are there any points where the design choices break down? |
No |
Design Critique
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Why did the designer make these particular choices? |
It’s based off the very old gameplay design of the 90’s |
Why this set of resources? |
It’s a tried and true method and gameplay system. |
What if they made different decisions? |
If they had made the gunplay recoil based instead of the spray patterns it would be a whole different game. |
Does the design break down at any point? |
No |
Graphics & Sound
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Does the game art pair well with the mechanics? |
Sometimes players blend into some maps making it hard to see. |
Did you find any bugs or glitches? |
No |
What about sound? |
Very good you can easily tell where people are using sound. |
Can you spot any technical shortcuts? |
No |
Various Stages of the Game
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NOTES |
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play: |
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What challenges do you face, and how do you overcome them? |
Since its a competitive game generally just better players. |
Is the game fair? |
Yes. |
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience? |
Yes, lots of maps, lots of ways to go about taking a site. |
What is the intended audience? |
Older adults, as its a counter strike game that has been around for a while. |
What is the core, the one thing you do over and over, and is it fun? |
The shooting, yes it is fun and rewarding |