Summary
- Counter Strike: Global Offensive is a 5v5 tactial shooter. It uses a very unique spray pattern based shooting system which gives it a very unique feeling, which complimented with valves momentum based movement system compliments each other very well. The goal is to either plant or protect the bomb in each round, which both sides have a economy system that they buy their arsenal for the upcoming round.
Game Play Analysis
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 |
NOTES |
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:
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Objectives/Goals |
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What are the players trying to do? | |
Some common objectives include:
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Rules/Mechanics |
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There are three categories of (what the book Rules of Play calls) operational rules:
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Controls |
NOTES |
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 |
NOTES |
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:
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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:
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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:
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Player Interaction |
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Some examples:
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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 |
NOTES |
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 |
NOTES |
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play: | |
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 |
This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/