Counter-Strike Online is a free multiplayer first-person shooter where terrorists and counter-terrorists are trying to kill each other using different weapons. Counter-Strike was released in 2000 and involves the fight between two opposing teams of players. Join a room full of other players, select in which team you would like to fight and start the battle. Try to lead your side to victory before the time runs out.
Play Counter-Strike online on Silvergames.com and invite your friends. Grab your weapon and start exploring the map. Shoot every enemy you see and look for places to hide. After every round, players are rewarded based on their performance. You can spend earned money to purchase upgrades and new powerful weapons. Enjoy famous maps such as CS Dust and CS Assault in great quality and a big selection of guns and rifles!
So I've been staying in Gangnam, Seoul, South Korea these last few days and I always find visiting PC방's (PCbangs) to be an adventure into another world of gaming. Being a student in game design, these differences are deeply interesting to analyze and understand. Additionally, since, at least last time I checked, this isn't able to played abroad, I figured maybe some other CS players might be interested in what our Asian counterpart is like. Though their gaming culture is much more familiar to me than say Japan, since they play PC games most often, it's still quite different.
First rule of PC방: If your game costs money, it's not going to do well. So ever since Steam came out as a way to counteract piracy of Valve games, Counter-Strike has dwindled in popularity. There are avid players sticking to 1.6, seemingly 'till they die, though. So the premium between them and the game, previously Source but now GO, is often too large of a hurdle for anyone that primarily games in PC방's. Additionally, you're unable to download games the PC방 doesn't offer already, assuming you had access to GO. So, as it died out, many 1.6 clones came in to replace it over the years, but with many more means of monetization. (Every trick you see Valve doing with DotA 2, TF2, and CS:GO has been done tried and seen true by these many clones, whether it be gun skins, character costumes, character accessories, etc.) Likely the most popular clone right now is Sudden Attack. Previously Special Forces seemed to be the top dog. Hoping to keep the name known in Korea, Valve turned to the producer of their overseas competition, Nexon, to produce a more Asian-accommodated style and monetization system. The first iteration of this was mostly just a reskin of Sudden Attack. However, not long ago the sequel was released; and that is where I begin my story.
Counter-Strike (CS) is a series of multiplayer tactical first-person shooter video games in which teams of terrorists battle to perpetrate an act of terror (bombing, hostage-taking, assassination) while counter-terrorists try to prevent it (bomb defusal, hostage rescue, escort mission). The series began on Windows in 1999 with the release of the first game, Counter-Strike. It was initially released as a modification ("mod") for Half-Life that was designed by Minh "Gooseman" Le and Jess "Cliffe" Cliffe before the rights to the mod's intellectual property were acquired by Valve, the developers of Half-Life, who then turned Counter-Strike into a retail product released in 2000.
The global sale of computer and console games now exceeds $10 billion dollars annually, inducing further integration of the entertainment, computer and military industries (Poole 2000). Cassell and Jenkins (1999), Bryce and Rutter (2000, 2001) and Manninen (2001) in the academic world and Herz and Pietsch (1997) and Poole (2000) in the trade-book market have begun to address the implications of this integration by examining the changes in social relationships resulting from the expansion of new 3D gaming technology employed in one genre of games, the multiplayer, first-person "shooter" (FPS) games. Yates and Littleton (1999) have argued for the need to examine the cultural context of player interactions. Our project is an attempt to understand the social character of online FPS games, best represented by the PC mod for the game Half-Life, Counter-Strike. However, this paper will only focus on a particular subcategory of creative player actions practiced by those that engage in this game.
We argue that the playing of FPS multiplayer games by participants can both reproduce and challenge everyday rules of social interaction while also generating interesting and creative innovations in verbal dialogue and non-verbal expressions. When you play a multiplayer FPS video game, like Counter-Strike, you enter a complex social world, a subculture, bringing together all of the problems and possibilities of power relationships dominant in the non-virtual world. Understanding these innovations requires examining player in-game behavior, specifically the types of textual (in-game chats) and nonverbal (logo design, avatar design and movement, map making, etc.) actions. To study these patterns of in-game talk and behavior among Counter-Strike players and the social significance of that talk, we examined and coded the log text files generated from playing 70 hours on 50 different servers, with durations ranging from 30 minutes to 2 1/2 hours. We also noted in-game logos and non-verbal interactions as we played with other online players. We have also collected interviews and gathered participant-observation data. These are incorporated into some of the observations in this article. Within the game console function, log files are easily generated and are most often used by players to check their kill/death ratios and to examine game action. We were interested in the files simply as a text for revealing spontaneous player talk in the game. Anyone can easily access this public talk simply by going into the "console" command of the game.
Counter-Strike, designed by Minh Le (alias Gooseman) as a modification of the video game, Half-Life, was initially released as free software. Building upon Counter-Strike's success, Sierra Studios and Valve Software released a retail version of the game in 2000. As a semi-realistic game, Counter-Strike (Figure 1.1) allows one to play on a team as either a terrorist or counter-terrorist. Players are able to buy an assortment of weapons, rescue hostages, plant or defuse bombs, switch identities between games or in the middle of games, and to constantly vary tactics and strategies of cooperation and competition. Communication is usually through an in-game chat system or prescribed commands sent to other team members or one's opponents.
During the course of our study we noted that at anyone time there were between 3,000 and 8,000 Internet servers running Counter-Strike, world-wide, with approximately 23-25,000 players online at the same time.
While a more elaborate taxonomy of types of talk has been suggested we feel that the data does not warrant such elaborate hierarchies: hierarchy might give the false impression that talk was more organized than it actually was. Our simple categorization is purely for illustrative purposes. In fact, most of the types of talk often overlapped in the same game making them difficult to distinguish. However, the functions of particular types of talk can be useful for showing the ways in which players innovate and create new functions and meanings within the game. For example, creative game talk, related to "technical limits," can be used both in a strategic sense, assisting one team in locating their opponents when the established technical rules of the game do not allow such talk, or in an expressive sense, where players can use the technical features of the game, such as binding keys to specific statements to annoy other players or to reproduce popular culture references that other online players might share. The following examples illustrate the types of creative game actions we witnessed.
Conventional game-specific language used by players of online games (for example, "afk" for away from keyboard) work to create elements of egalitarian camaraderie and indeed comradeship. But, the use of "insider" language should be considered separate from what we are calling creative game talk. Of course, mastering this "insider" language is necessary if one wishes to graduate from a novice ("newbie") to an experienced player. Mastery of this language, along with strategic playing skill, is a passport to recognition as an adept insider. While the use of this insider language marks a player as adept, it still remains conventional, easily adapted to a hierarchy of skills in game performance. The creative use of names, jokes, language and other expressions, on the other hand, can work to generate a different sensibility among players, often one infused with humor.
All Counter-Strike players shed the use of their given names, taking an "online" name. The generic name, "Player," is given to every player when they begin. However, not changing or personalizing one's online name is frowned upon by experienced game players, because it marks one as either inexperienced or as unwilling to be identified and therefore suspect. Names are important symbolic markers, not just for what they communicate about a player's intent, but for what they also communicate about a player's perceived status, interests, age, gender or sexuality. In interviews with experienced game players it was made clear to us that players with names referring to sexual acts or body parts were considered as "immature" or pre-teens. Whether they were or not, is not the point. The fact is names communicate symbolically to all players how one prefers to be perceived by another. The symbolic quality of a name leads to its usage in word play. Creative word play was quite common with players making references to the novelty of different names used on their avatars. In one instance a player changed his/her name to "isucl" and received the response, "like on breasts." Another interchange went on for a few minutes regarding names of players used in particular Counter-Strike clans. We recorded an entire discussion of different animal names used in one clan, in particular, wombats, chickens, ducks and cows, and what kind of farm keeps wombats. Throughout the discussion various players would enter the conversation writing out the supposed sounds of their animals, "mooo!," "quack!" and "snarl/eeek!"
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