Counterstrike: Source – Dynamics (Assignment 3)
I’ve played many different types of games, and still do. Of these games, I find it on average most difficult to achieve flow in first-person-shooters. Generally I will enjoy turn-based or strategy-based games more than shoot-‘em-ups. Counterstrike, however, is a glaring exception.
There are several more minimal reasons for this within the context of Counterstrike, namely the ebb and flow of the round-to-round team-based tactics and the ability to take a break after every round in which you’re killed to cool down. The reason that I believe this game captures my interest so effectively is the dynamic challenges presented within the gameplay. Within this broad heading there are several aspects of Counterstrike that have an effect: maps, weapons, and most importantly, players.
Play Style
Counterstrike allows for many different types of gameplay within the same general rules of the game. For example: normal counterstrike is round-based (you spawn at the beginning of the round with everyone else, one spawn per round), but if you’re feeling like a more fast-paced game than that you can also play deathmatch, in which you will spawn immediately after you die. The ability to mod the game adds an interesting facet to the game that will allow more people to enjoy it more of the time.
Maps
Within counterstrike there are a large number of Valve-sanctioned and user-submitted maps that one can play with others. This allows for original gameplay of a new map rather often, and combined with the changes in teams from round to round and server to server, this creates a riveting experience time and time again.
Weapons
A round or even a full set of rounds on a map can change very drastically over the course of the two or fifteen minutes it is played. The choices also allow a player to adapt their particular mood to their interaction with the game every time they play. For example, if I’m feeling risky and confident, I might start playing with a close-range high speed weapon that is best used when rushing into the other base. If I’m feeling a little more skill-driven I might play with a sniper rifle and sneak around corners scoped. This allows for the game itself to adapt to the player, thus giving a much better chance of a player experiencing flow more often within the context of the game. This also stymies frustration, allowing you to probe for your most effective weapon in that particular state and round.
Players
I feel strongly that this is the most important aspect of Counterstrike. Each time I sign on and start playing on any one of a number of my favorite servers, I’ll see people I’ve never played before. This allows for a VERY different perception of challenge each time I play. Usually (on a 20-person server), there are a couple of fantastic people on the server, 7-12 average people, 2-3 mediocre people, and one or two people who are obviously less-skilled than average. While creating a dynamic game environment for me, this also allows players of EVERY skill level to enjoy the game, for there will be others with them on the server. That way, frustration can be met by rewarding firefights with people who are at your same skill level. This also balances out the server by switching people who are too good (or bad) from team to team until the teams are balanced, thus avoiding undue team-based frustration.
Overall, the fast-paced and dynamic context for Counterstrike is what keeps me interested. It’s easy enough for the newest player to succeed (hey point at his head and click a lot), or the most experienced to be frustrated (just lob a grenade around a corner when you hear footsteps). The mod that turned into one of the most popular multiplayer FPS games ever is, all in all, one of the most effective self-balancing and enjoyable games I’ve ever played. It's that dynamic challenge level that keeps me playing round after round, and keeps people like me dedicated and numerous. Kudos to its creator.
Also: “But when a group of people embraces goals and norms that will enhance its enjoyment of life there is always the possibility that this will happen at the expense of someone else … slaves …”
It appears that Karl Marx was on to something. Too bad power and money breed power and money, but not flow. I wonder what George Orwell would say about removing peoples' abilities to set lofty desirable goals for themselves and instead rewriting the social context to remove the "social" part of it.