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What Lies Ahead for FPS Games?

What Lies Ahead for FPS Games?

From today's perspective, video games have undergone extensive development and have evolved into standardized categories like MOBA, RPG, RTS, etc. However, in my view, video games can be primarily divided into two major types based on gameplay: competitive and non-competitive. These two categories emphasize different aspects, with the latter focusing more on immersive storytelling, closer to the universal concept of the "ninth art," while the former is more akin to the "Olympics," enhancing the player's sense of accomplishment and frustration through operational and psychological competition, thus maintaining their enthusiasm for play and study.

First-person and third-person shooting mechanics are the foundation of many games, characterized by fast-paced and intense combat. Examples include the 2016 TGA Game of the Year, "Overwatch," the critically acclaimed "Cyberpunk 2077," and today's main topic, the enduringly popular FPS giant "Counter-Strike."

Why CS Endures: The History of CS

To discuss the history of CS, we must mention several legendary figures and their "great charitable contributions."

John Carmack, an American video game programmer and one of the biggest advocates of open-source software, co-founded id Software with his friends, creating one of the greatest games in FPS history, "Doom." He then developed the 3D engine for the groundbreaking FPS title "Quake." Finally, he opened up his 3D engine, accelerating the development of FPS and video games as a whole, laying the first foundation for the birth of CS.

Gabe Newell, affectionately known as "Gaben" by players, was a senior employee at Microsoft. He was influenced by "Doom" to resign. He co-founded Valve Corporation with his friend Mike Harrington. With help from friends at id Software, Valve obtained the rights to use the Quake 3D engine. They deeply modified it and developed another FPS masterpiece, "Half-Life." Beyond the game's excellence, Gaben encouraged amateur game designers to create mods. He even released the game's source code for this purpose.

This was the second significant charitable act leading to the birth of CS.

Jes Cliffe and Minh Le, the true fathers of CS, designed a mod called "Counter-Strike" by building on the work of their predecessors. After continuous testing and adjustments, Valve eventually acquired it. The duo accepted generous job offers from Valve, marking the third charitable act that paved the way for CS.

CS was officially released in 2000 and became an independent game in 2003, known as CS 1.6. After its massive success, Valve continued the series with "Counter-Strike: Condition Zero" and "Counter-Strike: Source," using a new engine. However, new FPS stars like "CrossFire" challenged CS's dominance as the others did not perform as well.

Nevertheless, Valve did not give up on CS. In 2012, they launched "Counter-Strike: Global Offensive" (CS:GO). Although it was initially criticized, Valve's careful nurturing turned CS:GO into a top game on the Steam charts, often dominating. What's more, it developed a robust secondary trading market, creative workshop maps, and thrilling professional competitions, making CS:GO nearly perfect in terms of balance, graphics, and community activity.

In 2023, "CS2," built on the Source 2 engine, was officially released, marking the end of CS:GO's legendary journey. CS2 remains at the top of the Steam charts, cementing the CS series as a living legend.

Why CS Endures: The Gameplay of CS

CS splits players into Counter-Terrorists (CT) and Terrorists (T) teams. CTs defend, while Ts attack, aiming to plant C4 at designated spots (usually two on the map). CTs must prevent the plant or defuse the bomb, with victory achievable by eliminating the opposing team.

The game's design aims to maintain player flow, a state of focused immersion. CS achieves this through rewarding decision-making and actions with enemy kills, providing a satisfying sense of accomplishment that keeps players engaged.

As a CT, the first round, or "pistol round," limits players to pistols and limited equipment due to initial funds. Strategy starts before shooting, with teams distributing members to defend different points, using initial buys to inform strategic decisions.

After the first round, teams reassess and adjust strategies, influenced by the game's economic system, where rewards are based on performance. Teams might save funds in one round to make a comeback in the next or take risks for higher rewards.

Strategic depth in CS, such as the tactics used by professional teams like Astralis, who dominated the CS world with their strategic prowess, is a key reason players remain deeply engaged.

Tactics, closely tied to CS's mature equipment system, are another area of player exploration. For example, using flashbangs to disrupt enemy vision and surprise them with a close-quarters rush.

The excellent game rhythm in CS comes from its short Time To Kill (TTK) design. This is similar to real-world airsoft games, where quick kills shorten rounds. It keeps players continuously engaged. Vivid map design provides ample cover and corners. This ensures constant vigilance and focus. Downtime after death allows for strategic planning. Round preparations also aid in strategizing.

CS's low entry barrier contrasts with its high skill ceiling. Basic skills like stopping to shoot evolve into advanced techniques like counter-strafing, pre-aiming, and holding angles, each requiring extensive practice. Professional players, like Karrigan from Faze Clan, exemplify this dedication, with careers spanning over a decade to achieve mastery.

Conclusion

"Success is the ability to go from one failure to another with no loss of enthusiasm." Countless casual and professional players have poured their hearts into CS for one reason—it is incredibly fun. In CS, you can be a commander, a hero, or a supportive teammate. This collaborative creation between players and professional developers, under Gaben's philosophy of "creating with players," has resulted in one of the most beautiful symphonies in gaming history.

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