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Cldrn: Will Global Offensive make CS go?
Following the announcement of Counter-Strike: Global Offensive and the discussion surrounding it 'The Cauldron' takes a look at whether this game warrants anticipation and can unite the CS scenes.
By Duncan 'Thorin' Shields
Aug 13, 2011 05:32
Following the announcement of Counter-Strike: Global Offensive and the discussion surrounding it 'The Cauldron' takes a look at whether this game warrants anticipation and can unite the CS scenes."The Cauldron" is a column in which I address topical concerns, express opinions not represented elsewhere and/or hold court on matters which have been bubbling away inside of me.
Thanks to what was initially a leak, or unofficial release, of information and eventually an official announcement by Valve the CS world is, for however briefly, abuzz with discussion over the prospect of a sequel to Counter-Strike. Topics which have arisen include whether the game itself can be a replacement for CS 1.6, whether such a game could unite 1.6 and Source players under one umbrella and Valve's ability to deliver a valid competitive game. Personally this announcement inspires no confidence in me for a brighter Counter-Strike future, delivers to me no convincing reason to feel hope for such a game and reminds me only too painfully of numerous other such failed moments in esports history when great things were promised and never delivered.
Let's break down each of the key factors and consider why they the sum of them all does leave Counter-Strike's future looking bright if Global Offensive is to become the medium through which that future is manifest. I will also use quotes from visionary esports writer, and personal influence,
Onslaught which, althought authored between 2000 and 2001, and typically about Quake, fit only too aptly in this scenario and show a level of understanding and prescience to that man's insights into competitive games which bears considering.
Valve didn't make Counter-Strike, they ruined Counter-Strike
To the most casual, or newest, of esports followers the main reason to be excited about the release and implications of Counter-Strike: Global Offensive is that it's a sequel to Counter-Strike, or replacement for, created by the people who made Counter-Strike right? Actually the person almost entirely responsible for the creation of Counter-Strike is not at all involved with Global Offensive. Counter-Strike was the brain child and passion project of
Gooseman, coming out of his previous project, Action Quake 2, and spilling over into the Half-Life engine thanks to Valve releasing their Software Development Kit. He continued to work on Counter-Strike throughout the betas and changed things as the game progressed.
Once Counter-Strike's meteoric rise was under way the game had gained enough public attention and a large player based, especially for a mod, that Valve stepped in and took over. One key component of their SDK was that ultimately Valve Software owned whatever was created using it. Gooseman happily stepped aside, moving on to other projects, and Valve released Counter-Strike as a retail game, available to be bought and played without needing Half-Life installed anymore. The Valve era of Counter-Strike can be thought of being from version 1.0 onwards, let's call it retail when referencing it later, while the Gooseman era can be through of as being from beta 1 to the final beta, which we can simply call the betas.

Amongst players who experienced the game competitively during the betas many would argue over which beta was the best competitive vehicle for Counter-Strike, according to personal preferences and idiosyncracies, but few would not agree that the best competitive Counter-Strike version was one of the betas. From the retail era, when Valve stepped in, onwards the game became more and more watered down and limited in terms of skill curve, skill ceiling and competitive variety.
I could write an entire column about all of the things Valve changed over the years, and maybe one day I will, but for now it is enough to point in the direction that during the betas the game changed but most of the changes had merits to them which justified them, to varying degrees. Meanwhile the retail era saw changes which were largely negative in their effects on the competitive game.
There were a small handful of positive changes, such as simple hitbox/netcode fixes, making the round timer stop when the bomb was planted, improving the money system, improvement of smoke grenades and adding the galil and famas, but ultimately these improvements can't be weighed favourably against the removal of the ability to quick-walk, the more limited spray control of the rifles, the removal of quick-switch on the AWP, the addition of slowdown to consecutive jumps, the changes to inferno, the ability to fire pistols with more accuracy in the air and more. A few positive additions here and there were not a worthwhile price to pay for all of those negatives which limited how great the competitive game could be. Counter-Strike is still a good game, perhaps the best team shooter based in realism ever created, but even Counter-Strike is not the game it once was. That is entirely down to Valve Software and the decisions they have repeatedly taken to appease the most casual of public server players but with almost no attention or respect paid to the competitive scene.
Valve didn't create or nurture Counter-Strike, they beat and abused it until it was a shell of its former self but with enough brilliance, courtesy of its original creator and the beta process, that its charisma was so magnetic it was survived over a decade and through numerous sequels and attempts to kill it. Not since the first Quake has there have been a game which has naturally created its own competitive scene by virtue of what a phenomenon the game itself was for naturally attracting a player base.
Cliffe: "Follow my lead. GO! GO! GO!"
But wait, some might say, isn't
Jess Cliffe involved with this? Jess Cliffe was involved with Counter-Strike and is credited as a co-creator, indeed he has been the voice of Counter-Strike for much of its life in a number of ways, both as the recognisable voice of the radio commands and as the spokesperson, while the more reserved Gooseman remained somewhat out of the public eye. Make no mistake though: Jess Cliffe is Counter-Strike's uncle or step-father, the father of Counter-Strike is Gooseman and Gooseman alone.
Consider a movie which has been written and directed by one person and another is credited as being involved in co-plotting it. The importance and influence of each should be apparent, and it's also worth noting that Cliffe's involvement may well be even less significant, as far as design and dyanmics go, than that example.
Meet Source, the true son of Valve
Counter-Strike:Source is Counter-Strike created by Valve Software. That game is Valve's idea of what Counter-Strike should be and their offering for a game which could replace Counter-Strike. Now personally I don't like Counter-Strike: Source at all, but that's not a problem for me since I apply my lack of interest in it by ignoring it as a competitive game. If others enjoy it then let them have at it and enjoy playing a game they appreciate. The problem arises if people try to force Counter-Strike:Source to be a replacement for CS 1.6, as the CPL, CGS and Valve have collectively tried a number of times now.

For the CS 1.6 afficionado Source is a great example of competitive Counter-Strike should not be, from the way the guns handle down to the radical effect on side biases of maps and more. While most of us can probably not pinpoint exactly what makes 1.6 a good game with surgical precision we can point to Source and say that is an example of what we don't want Counter-Strike to be like. It's also no coincidence that despite the competitive 1.6 community being only a niche market within the total player base of the game that Source was not the same kind of phenomenon upon its release and was unable to attract the same amount of players and interest.
This is not about whether you like Source and if you're wrong or right, it's about the fact Source is the game you have to look to when considering if Valve is capable of creating a replacement or sequel to 1.6. Based on that game and their changes to 1.6 you'd have to come to the conclusion that Valve are not capable of replicating or improving upon Counter-Strike 1.6. 1.6 is not the son of Valve Software, CS:Source is.
As far as even the concept of creating a replacement for 1.6 goes one would do well to consider this insight from
Onslaught:
Valve haven't consulted any 1.6 experts
You wouldn't ask a gay man to be the key consultant on the design for a replacement for the vagina and then automatically assume the result would be something appealling to a straight man. Yet Valve Software have put effort and expense into flying over top European Counter-Strike: Source players to give their input to Valve on Global Offensive. For the 1.6 player this might seem confusing but if you consider my previous point, about which CS offspring is legitimately Valve's, then the picture painted makes sense. Just as with the sexual orientation associated with my analogy it's not that there's anything wrong with Source objectively or as a competitive game, if some people are attracted to that kind of game then that's fine. The problem lies in the idea that you can bring in people who like Source, a very different game to 1.6, and have them give you input to create a game which will then be a worthwhile sequel to or replacement for 1.6. Global Offensive's approach doesn't make any sense unless you consider the game to be a sequel to or replacement for Counter-Strike: Source. If that's the case then fine, good for Source players, but it means there is no reason for 1.6 players to be excited or anticipate anything of value to come out of the development and release of this new game.

But wait, some may say, Valve has also consulted
Craig "Torbull" Levine and
Joe Miller. What relevance does that have to designing a good sequel to or replacement for Counter-Strike 1.6? Torbull's fame comes primarily from being a Counter-Strike manager for
Team3D from 2002-2006. His time as a competitive player was very brief and not at all marked by any kind of significant aptitude for the game. Not a legitimate competitive player, not a programmer, not a map maker, not someone occupying any position which suggests he would be an expert about gameplay design and dynamics for a game like Counter-Strike 1.6.
Torbull has accomplished great things within the esports industry and the field of Counter-Strike as one can see by looking to the successes of Team3D and ESEA, but this has no bearing on his opinion as an expert. Let each man prove himself by his opinions and words alone when it comes to being an expert, simply having a famous reputation is not enough. I'm not adverse to the idea Torbull could have some positive input on the game but bearing in mind I, and I would assume most readers, have never heard any kind of expert analysis, especially pertaining to gameplay design and dynamics, from Torbull I have no reason to assume he has given such.
How about Joe Miller then? Surely someone paid to talk about high level competitive Counter-Strike should qualify as an expert? Not necessarily when you consider the context of that job. Joe Miller is a play-by-play commentator for Counter-Strike, and in that role he excells. That is to say that his job involves telling the viewer what is happening, as simultaneously witnessed by their own eyes, and modifying the volume and tone of his voice along with his emotional state to fit the action unfolding on screen. When I say he tells the viewer what is happening, and does a good job of doing so, I mean that in its most overt sense.
Joe Miller essentially describes verbally the images he is seeing so that viewers can mentally anchor specific actions which are taking place in the visualised model they are creating in their mind of the action. He then adds an emotional layer to give people cues for when they should be excited, anticipatory of action about to happen, sad at a failed move, elated with a moment of brilliance and so on. Again, where does the expert understanding of gameplay design and dynamics automatically arise from that we should assume he is an expert in those areas?
Joe Miller is also not someone who is intimiately experienced in the entire history of competitive Counter-Strike and the development of the game. His original background is, to my knowledge, in Battlefield 1942 and he later moved into games such as Painkiller and Quake 4 before arriving as a permanent commentary fixture in Counter-Strike 1.6. He is not an expert on how Counter-Strike developed during the betas and through into the retail versions. He is not an expert on the subtle and overt changes which took place in competitive play from 1999 through the first half the 2000s. Hell, even within the field of Counter-Strike commentary the natural candidates would not be the play-by-play commentators. The man who sits next to the play-by-play commentator is known as the colour commentary and he is employed to analyse the action, give insight into the strategical aspects and offer comment on the merit of specific plays. Think of some of the best names who have undertaken this role in the past and you'll immediately have constructed a shortlist of people who would have been better candidates to be considered Counter-Strike experts:
vesslan,
XeqtR,
lurppis and
threat.
It should also be pointed out that even those players should not necessarily be considered experts in the context of what Valve is flying players out for: to give input on the competitive play of Global Offensive so that valve can shape their gameplay design and dynamics accordingly. Nevertheless it should be clear that at least inviting those players, who have both shown to be apt colour commentators and top tier players, would at least be a start. If the goal is truly to create a game which can be a worthy sequel to and replacement for 1.6 then surely the greatest players of all time would be on your shortlist of people to fly out? That means
Potti,
neo,
f0rest,
elemeNt,
whiMp,
HeatoN,
MedioN,
vesslan,
XeqtR and so on. Instead Valve have consulted people who play CS:Source, someone whose aptitude is for talking to sponsors and someone who talks about what you can see with varying degrees of voice modulation. Are these the best suited experts to produce such a game? In my opinion that's not the case. I should once more point out that I'm not even saying those people can't, or don't, have valid input to make Global Offensive a better game. What I'm saying is that we have no reason to automatically assume they do, and neither does Valve Software.
Creating a worthy sequel or replacement to CS 1.6 might not even be possible
One key factor that Counter-Strike shares with Quake, the other game which shares its equally astonishing position as a natural phenomenon as far as player base and organically arising competitive scene are concerned during their peaks, is that a lot of what makes the game brilliant was not actively directed to those ends. Neither Quake not Counter-Strike were developed as competitive multiplayer games. Quake was developed as a singleplayer game which happened to have multiplayer capabilities.
The weapon imbalance which made multiplayer so fun came from design meant to affect the progression of the singleplayer experience, as the player acquired more and more powerful weapons. A number of other key features were also not intended in the way they were used competitively from rocketjumping to bunnyhopping. 1v1 duels and 4v4 TDM games were not even considered as avenues for how the multiplayer side of things would be developed. The multiplayer game was designed for free-for-all deathmatches.
Likewise Counter-Strike 1.6 was developed a game for public server free-for-all play. Even the negative changes which occured from Valve in the retail era, and to a lesser degree from Gooseman in the beta era, were made to please the casual public server player. They were not made with 5on5 competitive play in mind. Hence why shortsighted decisions made back in 2002 still throw a slightly underwhelming shadow across the highest levels of competitive Counter-Strike play even in 2011.

When f0rest pulls off some impeccable dodging and movement to kill two players but dies to a third because he has to jump through the air and is caught during the slowdown after his jump that is a direct result of a decision made in 2002 to forcibly stop people abusing bunnyhop scripts in public servers. So the minor annoyance of a casual player on a 32 player dust2 server in 2001 still forces limitations on the play of the greatest competitive players ever a decade later.
This is the kind of design which has been consciously implemented into Counter-Strike, and has not been a positive thing. Most of the best features of the game came about organically due to being designed for a different purpose but proving to be effective in competitive play.
As
Onslaught points out:
Referencing his earlier comment about the pointlessness of implementing identical features into a new game when one could simply play the original, which does them the same if not better, this would also be a good place to point out that the world now is a different place than when Counter-Strike came out, both in terms of the kind of games people want to play and the gaming culture. There is nothing to say that if Counter-Strike were released to day it would even have the same degree of success it has back in 1999.
The casual player now typically enjoys dota clones, Modern Warefare type games, StarCraft 2 or World of WarCraft. These all cater to the casual experience much more adeptly than Counter-Strike, or Quake, possibly can. Since nearly all competitive players begin as casual players these are the games which find success competitively now, whatever you may feel about their potential for expressing skill. So even if somehow a perfect replication of 1.6 in a new graphical engine were possible there is nothing to say it would even be any kind of improvement in terms of player base, sponsor interest and as a general esports title. As long as esports continues to drive hard towards becoming a mainstream sport it will continue to embrace games with more casual appeal and spurn games with a very defined hardcore competitive bent.
Addressing the importance of happenstance in the development of great competitive games
Onslaught explains:
and continues in more depth in this quote:
If anything a sequel to Counter-Strike should probably seek to improve upon Counter-Strike and go in bold and innovative directions which can bring out a new kind of competitive game. Why would we expect that could be possible from people who didn't even create the original Counter-Strike and in fact had a hand in bringing down some of its transcendant feel?
Global Offensive won't unite the scenes, no game ever has
Part of the buzz of people discussing Global Offensive is the idea that if it somehow were a perfect game it could unite the 1.6 and Source communities into one, much larger, overall community. This is a pipedream just as the notion of a perfect game is a pipedream. No game in history has ever united all of the scenes in that genre back into one game. When Quake 3 came out lots of Quakeworld and Quake 2 players were excitedly anticipating it and yet it did not unite all of those scenes, even with all of the money pumped into it during the early days. Some enjoyed it and played it, some preferred Quakeworld and stuck with that, some preferred Quake 2 and stuck with that and some played Quake 3 for the money and then bailed once that money, largely, dried up.
This same call for a game to "unite the scenes" went out with the anticipation of Doom 3, Quake 4, QuakeLive and so on. Deathmatch scenes have never been united by the release of games, they have only become more and more fragmented. The only game which united all of the players was Quake and even then that's just because firstly everyone bought Quake for the singleplayer anyway, similar to people playing CS due to already owning Half-Life, and Quake was essentially the only big multiplayer FPS title at the time, thanks in part to its advances with TCP/IP. Previous games like Doom required modem dialups and so changing to Quake was a change in the very way the game was played, not just a change of game preferrence. When Quake 2 came out the scene immediately fragmented as some players migrated, some stayed and some new players emerged got into the new game first.
When Counter-Strike: Source came out the CPL decided to drop its 1.6 tournament for that Summer and even scheduled its event to run parallel to ESWC. The results? Even a hastily added last minute 1.6 tournament to run alongside Source at CPL saw ESWC emerge as the new 'main event' to win in CS history, with the CPL never recovering again. Did everyone switch to Source? Of course not. 1.6 continued to outshine Source's numbers for years to come. Even the CGS throwing $30,000 a year salaries at players, pumping $45,000,0000 into two seasons of its league and airing on cable TV couldn't migrate the whole 1.6 scene into Source. These things don't occur artificially, they operate on much higher and deeper level than such surface notions.
If Global Offensive comes out there will still be people who will play 1.6 and play Source, thus the scene will be fragmented a third time. Even if all of the tournament circuit switches to Global Offensive that doesn't mean all of the top players will migrate. Some may prefer 1.6 and stick with that, some may move only for the money and some may not like the game at all and will retire entirely. The legendary
MedioN and
BigDog, at one point in time perhaps the best European and American players respectively, both retired prior to the switch to CS 1.5 and brief and somewhat half-hearted comeback attempts in the new versions never saw them fall back in love with the game and rise to the same levels again.
If such all time great talent can be lost in versions changes in the same game who is looking forwards to the potential of a
neo or a
f0rest or a
markeloff or a
trace potentially getting lost in the migration to Global Offensive? That's even assuming they could be competitive in such a game. If the game is significantly different their skillsets may no longer be suited enough to make them top players. If the game is worse, and more limited, then they new stars who replace them may not even shine the same way or share the same undeniable spark, they may simply be good players at a less sophisticated and skillful game.
I don't look forward to cynical sequels made by talentless hacks cashing in on a name
Let's tie together the threads together with another movie analogy. I consider Heat to be one of finest crime movies ever created. The direction is exceptional, the storyline is impeccably crafted and the acting is some of the best ever witnessed on film. I can without hesitation cite it as one of my favourite movies of all time, which I can view over and over without tiring of it. So you may imagine if I heard there was a sequel to Heat being created I should have some natural level of excitement and anticipation right? Well by looking back at the reasons I cited for the movie being excellent you could on your own draw the conclusion, which would be correct in my case, that it would depend on the director, screenwriter and actors involved.
If Michael Mann, director and screenwriter of Heat, and all time great movie actors Al Pacino and Robert De Niro, stars of Heat and responsible for some of their best on-screen performances ever in that movie, are not involved then immediately I am going to have questions and find myself reserved in my anticipation. If I then find out that the people making the movie were not at all involved with the creation of the original, with the exception of someone who was an executive producer who had questionable impact on the movie, then I will no longer even think of the upcoming movie in the same terms. To me it now becomes simply another movie, with no reason for me to get excited for it based on the merits of the original.
There are some people saying Global Offensive can become a worthy sequel to Counter-Strike 1.6 or a beneficial replacement. There are some saying it can unite the 1.6 and Source scenes together. Here's my question to those people: why?
Global Offensive is not made by the true creative force behind Counter-Strike and its creators have not consulted 1.6 experts. The creator of the original Counter-Strike does not necessarily understand how to specifically create a game for top tier competitive play. Counter-Strike is no longer as significiantly relevant to esports as it was upon its release. No game has ever united the FPS scenes. And finally the people who are making Global Offensive have a history of messing up the things competitive players liked about Counter-Strike.
Will Global Offensive make CS go? There's no valid reason at all to assume so right now.
Thanks to what was initially a leak, or unofficial release, of information and eventually an official announcement by Valve the CS world is, for however briefly, abuzz with discussion over the prospect of a sequel to Counter-Strike. Topics which have arisen include whether the game itself can be a replacement for CS 1.6, whether such a game could unite 1.6 and Source players under one umbrella and Valve's ability to deliver a valid competitive game. Personally this announcement inspires no confidence in me for a brighter Counter-Strike future, delivers to me no convincing reason to feel hope for such a game and reminds me only too painfully of numerous other such failed moments in esports history when great things were promised and never delivered.
Let's break down each of the key factors and consider why they the sum of them all does leave Counter-Strike's future looking bright if Global Offensive is to become the medium through which that future is manifest. I will also use quotes from visionary esports writer, and personal influence,
Valve didn't make Counter-Strike, they ruined Counter-Strike
To the most casual, or newest, of esports followers the main reason to be excited about the release and implications of Counter-Strike: Global Offensive is that it's a sequel to Counter-Strike, or replacement for, created by the people who made Counter-Strike right? Actually the person almost entirely responsible for the creation of Counter-Strike is not at all involved with Global Offensive. Counter-Strike was the brain child and passion project of Once Counter-Strike's meteoric rise was under way the game had gained enough public attention and a large player based, especially for a mod, that Valve stepped in and took over. One key component of their SDK was that ultimately Valve Software owned whatever was created using it. Gooseman happily stepped aside, moving on to other projects, and Valve released Counter-Strike as a retail game, available to be bought and played without needing Half-Life installed anymore. The Valve era of Counter-Strike can be thought of being from version 1.0 onwards, let's call it retail when referencing it later, while the Gooseman era can be through of as being from beta 1 to the final beta, which we can simply call the betas.

Amongst players who experienced the game competitively during the betas many would argue over which beta was the best competitive vehicle for Counter-Strike, according to personal preferences and idiosyncracies, but few would not agree that the best competitive Counter-Strike version was one of the betas. From the retail era, when Valve stepped in, onwards the game became more and more watered down and limited in terms of skill curve, skill ceiling and competitive variety.
I could write an entire column about all of the things Valve changed over the years, and maybe one day I will, but for now it is enough to point in the direction that during the betas the game changed but most of the changes had merits to them which justified them, to varying degrees. Meanwhile the retail era saw changes which were largely negative in their effects on the competitive game.
There were a small handful of positive changes, such as simple hitbox/netcode fixes, making the round timer stop when the bomb was planted, improving the money system, improvement of smoke grenades and adding the galil and famas, but ultimately these improvements can't be weighed favourably against the removal of the ability to quick-walk, the more limited spray control of the rifles, the removal of quick-switch on the AWP, the addition of slowdown to consecutive jumps, the changes to inferno, the ability to fire pistols with more accuracy in the air and more. A few positive additions here and there were not a worthwhile price to pay for all of those negatives which limited how great the competitive game could be. Counter-Strike is still a good game, perhaps the best team shooter based in realism ever created, but even Counter-Strike is not the game it once was. That is entirely down to Valve Software and the decisions they have repeatedly taken to appease the most casual of public server players but with almost no attention or respect paid to the competitive scene.
Valve didn't create or nurture Counter-Strike, they beat and abused it until it was a shell of its former self but with enough brilliance, courtesy of its original creator and the beta process, that its charisma was so magnetic it was survived over a decade and through numerous sequels and attempts to kill it. Not since the first Quake has there have been a game which has naturally created its own competitive scene by virtue of what a phenomenon the game itself was for naturally attracting a player base.
Cliffe: "Follow my lead. GO! GO! GO!"
But wait, some might say, isn't Consider a movie which has been written and directed by one person and another is credited as being involved in co-plotting it. The importance and influence of each should be apparent, and it's also worth noting that Cliffe's involvement may well be even less significant, as far as design and dyanmics go, than that example.
Meet Source, the true son of Valve
Counter-Strike:Source is Counter-Strike created by Valve Software. That game is Valve's idea of what Counter-Strike should be and their offering for a game which could replace Counter-Strike. Now personally I don't like Counter-Strike: Source at all, but that's not a problem for me since I apply my lack of interest in it by ignoring it as a competitive game. If others enjoy it then let them have at it and enjoy playing a game they appreciate. The problem arises if people try to force Counter-Strike:Source to be a replacement for CS 1.6, as the CPL, CGS and Valve have collectively tried a number of times now.

For the CS 1.6 afficionado Source is a great example of competitive Counter-Strike should not be, from the way the guns handle down to the radical effect on side biases of maps and more. While most of us can probably not pinpoint exactly what makes 1.6 a good game with surgical precision we can point to Source and say that is an example of what we don't want Counter-Strike to be like. It's also no coincidence that despite the competitive 1.6 community being only a niche market within the total player base of the game that Source was not the same kind of phenomenon upon its release and was unable to attract the same amount of players and interest.
This is not about whether you like Source and if you're wrong or right, it's about the fact Source is the game you have to look to when considering if Valve is capable of creating a replacement or sequel to 1.6. Based on that game and their changes to 1.6 you'd have to come to the conclusion that Valve are not capable of replicating or improving upon Counter-Strike 1.6. 1.6 is not the son of Valve Software, CS:Source is.
As far as even the concept of creating a replacement for 1.6 goes one would do well to consider this insight from
"To implant the same weapons and basicly the same physics which have been played to death for several years, is not meaningful. Then you could as well play the original game, which does the same thing, but better."
Valve haven't consulted any 1.6 experts
You wouldn't ask a gay man to be the key consultant on the design for a replacement for the vagina and then automatically assume the result would be something appealling to a straight man. Yet Valve Software have put effort and expense into flying over top European Counter-Strike: Source players to give their input to Valve on Global Offensive. For the 1.6 player this might seem confusing but if you consider my previous point, about which CS offspring is legitimately Valve's, then the picture painted makes sense. Just as with the sexual orientation associated with my analogy it's not that there's anything wrong with Source objectively or as a competitive game, if some people are attracted to that kind of game then that's fine. The problem lies in the idea that you can bring in people who like Source, a very different game to 1.6, and have them give you input to create a game which will then be a worthwhile sequel to or replacement for 1.6. Global Offensive's approach doesn't make any sense unless you consider the game to be a sequel to or replacement for Counter-Strike: Source. If that's the case then fine, good for Source players, but it means there is no reason for 1.6 players to be excited or anticipate anything of value to come out of the development and release of this new game.

But wait, some may say, Valve has also consulted
Torbull has accomplished great things within the esports industry and the field of Counter-Strike as one can see by looking to the successes of Team3D and ESEA, but this has no bearing on his opinion as an expert. Let each man prove himself by his opinions and words alone when it comes to being an expert, simply having a famous reputation is not enough. I'm not adverse to the idea Torbull could have some positive input on the game but bearing in mind I, and I would assume most readers, have never heard any kind of expert analysis, especially pertaining to gameplay design and dynamics, from Torbull I have no reason to assume he has given such.
How about Joe Miller then? Surely someone paid to talk about high level competitive Counter-Strike should qualify as an expert? Not necessarily when you consider the context of that job. Joe Miller is a play-by-play commentator for Counter-Strike, and in that role he excells. That is to say that his job involves telling the viewer what is happening, as simultaneously witnessed by their own eyes, and modifying the volume and tone of his voice along with his emotional state to fit the action unfolding on screen. When I say he tells the viewer what is happening, and does a good job of doing so, I mean that in its most overt sense.Joe Miller essentially describes verbally the images he is seeing so that viewers can mentally anchor specific actions which are taking place in the visualised model they are creating in their mind of the action. He then adds an emotional layer to give people cues for when they should be excited, anticipatory of action about to happen, sad at a failed move, elated with a moment of brilliance and so on. Again, where does the expert understanding of gameplay design and dynamics automatically arise from that we should assume he is an expert in those areas?
Joe Miller is also not someone who is intimiately experienced in the entire history of competitive Counter-Strike and the development of the game. His original background is, to my knowledge, in Battlefield 1942 and he later moved into games such as Painkiller and Quake 4 before arriving as a permanent commentary fixture in Counter-Strike 1.6. He is not an expert on how Counter-Strike developed during the betas and through into the retail versions. He is not an expert on the subtle and overt changes which took place in competitive play from 1999 through the first half the 2000s. Hell, even within the field of Counter-Strike commentary the natural candidates would not be the play-by-play commentators. The man who sits next to the play-by-play commentator is known as the colour commentary and he is employed to analyse the action, give insight into the strategical aspects and offer comment on the merit of specific plays. Think of some of the best names who have undertaken this role in the past and you'll immediately have constructed a shortlist of people who would have been better candidates to be considered Counter-Strike experts:
It should also be pointed out that even those players should not necessarily be considered experts in the context of what Valve is flying players out for: to give input on the competitive play of Global Offensive so that valve can shape their gameplay design and dynamics accordingly. Nevertheless it should be clear that at least inviting those players, who have both shown to be apt colour commentators and top tier players, would at least be a start. If the goal is truly to create a game which can be a worthy sequel to and replacement for 1.6 then surely the greatest players of all time would be on your shortlist of people to fly out? That means
Creating a worthy sequel or replacement to CS 1.6 might not even be possible
One key factor that Counter-Strike shares with Quake, the other game which shares its equally astonishing position as a natural phenomenon as far as player base and organically arising competitive scene are concerned during their peaks, is that a lot of what makes the game brilliant was not actively directed to those ends. Neither Quake not Counter-Strike were developed as competitive multiplayer games. Quake was developed as a singleplayer game which happened to have multiplayer capabilities.
The weapon imbalance which made multiplayer so fun came from design meant to affect the progression of the singleplayer experience, as the player acquired more and more powerful weapons. A number of other key features were also not intended in the way they were used competitively from rocketjumping to bunnyhopping. 1v1 duels and 4v4 TDM games were not even considered as avenues for how the multiplayer side of things would be developed. The multiplayer game was designed for free-for-all deathmatches.
Likewise Counter-Strike 1.6 was developed a game for public server free-for-all play. Even the negative changes which occured from Valve in the retail era, and to a lesser degree from Gooseman in the beta era, were made to please the casual public server player. They were not made with 5on5 competitive play in mind. Hence why shortsighted decisions made back in 2002 still throw a slightly underwhelming shadow across the highest levels of competitive Counter-Strike play even in 2011.

When f0rest pulls off some impeccable dodging and movement to kill two players but dies to a third because he has to jump through the air and is caught during the slowdown after his jump that is a direct result of a decision made in 2002 to forcibly stop people abusing bunnyhop scripts in public servers. So the minor annoyance of a casual player on a 32 player dust2 server in 2001 still forces limitations on the play of the greatest competitive players ever a decade later.
This is the kind of design which has been consciously implemented into Counter-Strike, and has not been a positive thing. Most of the best features of the game came about organically due to being designed for a different purpose but proving to be effective in competitive play.
As
"What can be said about gameplay then, if anything? Well, there are two very simple concepts to this. Realism and unrealism. The first one of the two is destined to slow the game and benefit the coward, while the other one is unlimited and undefined, thus a perfect platform for creating great gameplay!
Final verdict: Choose the later of the two concepts, make it technicaly solid and beutiful, and then leave the exploitation of gameplay to the gamers!"
Final verdict: Choose the later of the two concepts, make it technicaly solid and beutiful, and then leave the exploitation of gameplay to the gamers!"
Referencing his earlier comment about the pointlessness of implementing identical features into a new game when one could simply play the original, which does them the same if not better, this would also be a good place to point out that the world now is a different place than when Counter-Strike came out, both in terms of the kind of games people want to play and the gaming culture. There is nothing to say that if Counter-Strike were released to day it would even have the same degree of success it has back in 1999.
The casual player now typically enjoys dota clones, Modern Warefare type games, StarCraft 2 or World of WarCraft. These all cater to the casual experience much more adeptly than Counter-Strike, or Quake, possibly can. Since nearly all competitive players begin as casual players these are the games which find success competitively now, whatever you may feel about their potential for expressing skill. So even if somehow a perfect replication of 1.6 in a new graphical engine were possible there is nothing to say it would even be any kind of improvement in terms of player base, sponsor interest and as a general esports title. As long as esports continues to drive hard towards becoming a mainstream sport it will continue to embrace games with more casual appeal and spurn games with a very defined hardcore competitive bent.
Addressing the importance of happenstance in the development of great competitive games
"The game makers upon whom we have relied for so long have nothing more to offer us. The recipe for great gameplay is way beyond their reach. The few good things they have made for us in the past have been forged by chance and that will not happen again. After all, we are much harder to satisfy now than back in the days. Now we are hardcore."
and continues in more depth in this quote:
"To tell you the truth, the only things they do know is programing and aesthetics, and they know them enormously well. Their products are always state of the art when it comes to beauty and technical issues! This however, does not help them in the slightest when it comes to creating great gameplay. These guys do not know shit about what great gameplay is, and neither do anyone of us, no matter how many hours we have spent in front of their games!
Great gameplay is an abstraction and there is no way that it could be constructed in a fully conscious process. The whole idea is absurd, just listen to it; This is exactly what fun is, now let's have it! Where is the excitement in this, where is the adventure? All that is, was and will be, is a fully visible road, with no twists and surprises!"
Great gameplay is an abstraction and there is no way that it could be constructed in a fully conscious process. The whole idea is absurd, just listen to it; This is exactly what fun is, now let's have it! Where is the excitement in this, where is the adventure? All that is, was and will be, is a fully visible road, with no twists and surprises!"
If anything a sequel to Counter-Strike should probably seek to improve upon Counter-Strike and go in bold and innovative directions which can bring out a new kind of competitive game. Why would we expect that could be possible from people who didn't even create the original Counter-Strike and in fact had a hand in bringing down some of its transcendant feel?
Global Offensive won't unite the scenes, no game ever has
Part of the buzz of people discussing Global Offensive is the idea that if it somehow were a perfect game it could unite the 1.6 and Source communities into one, much larger, overall community. This is a pipedream just as the notion of a perfect game is a pipedream. No game in history has ever united all of the scenes in that genre back into one game. When Quake 3 came out lots of Quakeworld and Quake 2 players were excitedly anticipating it and yet it did not unite all of those scenes, even with all of the money pumped into it during the early days. Some enjoyed it and played it, some preferred Quakeworld and stuck with that, some preferred Quake 2 and stuck with that and some played Quake 3 for the money and then bailed once that money, largely, dried up.
This same call for a game to "unite the scenes" went out with the anticipation of Doom 3, Quake 4, QuakeLive and so on. Deathmatch scenes have never been united by the release of games, they have only become more and more fragmented. The only game which united all of the players was Quake and even then that's just because firstly everyone bought Quake for the singleplayer anyway, similar to people playing CS due to already owning Half-Life, and Quake was essentially the only big multiplayer FPS title at the time, thanks in part to its advances with TCP/IP. Previous games like Doom required modem dialups and so changing to Quake was a change in the very way the game was played, not just a change of game preferrence. When Quake 2 came out the scene immediately fragmented as some players migrated, some stayed and some new players emerged got into the new game first.
When Counter-Strike: Source came out the CPL decided to drop its 1.6 tournament for that Summer and even scheduled its event to run parallel to ESWC. The results? Even a hastily added last minute 1.6 tournament to run alongside Source at CPL saw ESWC emerge as the new 'main event' to win in CS history, with the CPL never recovering again. Did everyone switch to Source? Of course not. 1.6 continued to outshine Source's numbers for years to come. Even the CGS throwing $30,000 a year salaries at players, pumping $45,000,0000 into two seasons of its league and airing on cable TV couldn't migrate the whole 1.6 scene into Source. These things don't occur artificially, they operate on much higher and deeper level than such surface notions.
If Global Offensive comes out there will still be people who will play 1.6 and play Source, thus the scene will be fragmented a third time. Even if all of the tournament circuit switches to Global Offensive that doesn't mean all of the top players will migrate. Some may prefer 1.6 and stick with that, some may move only for the money and some may not like the game at all and will retire entirely. The legendary If such all time great talent can be lost in versions changes in the same game who is looking forwards to the potential of a
I don't look forward to cynical sequels made by talentless hacks cashing in on a name
Let's tie together the threads together with another movie analogy. I consider Heat to be one of finest crime movies ever created. The direction is exceptional, the storyline is impeccably crafted and the acting is some of the best ever witnessed on film. I can without hesitation cite it as one of my favourite movies of all time, which I can view over and over without tiring of it. So you may imagine if I heard there was a sequel to Heat being created I should have some natural level of excitement and anticipation right? Well by looking back at the reasons I cited for the movie being excellent you could on your own draw the conclusion, which would be correct in my case, that it would depend on the director, screenwriter and actors involved.If Michael Mann, director and screenwriter of Heat, and all time great movie actors Al Pacino and Robert De Niro, stars of Heat and responsible for some of their best on-screen performances ever in that movie, are not involved then immediately I am going to have questions and find myself reserved in my anticipation. If I then find out that the people making the movie were not at all involved with the creation of the original, with the exception of someone who was an executive producer who had questionable impact on the movie, then I will no longer even think of the upcoming movie in the same terms. To me it now becomes simply another movie, with no reason for me to get excited for it based on the merits of the original.
There are some people saying Global Offensive can become a worthy sequel to Counter-Strike 1.6 or a beneficial replacement. There are some saying it can unite the 1.6 and Source scenes together. Here's my question to those people: why?
Global Offensive is not made by the true creative force behind Counter-Strike and its creators have not consulted 1.6 experts. The creator of the original Counter-Strike does not necessarily understand how to specifically create a game for top tier competitive play. Counter-Strike is no longer as significiantly relevant to esports as it was upon its release. No game has ever united the FPS scenes. And finally the people who are making Global Offensive have a history of messing up the things competitive players liked about Counter-Strike.
Will Global Offensive make CS go? There's no valid reason at all to assume so right now.
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At the end of the day, its not me who should feel bad about here. I have a lot more to offer than people seem to realise :)
Good read, as usual.
Why would the young people choose crappy graphics, lots and lots of buggs and other kind of crap when they can choose fresh graphics, less buggs and even more competitive play (CoD Black Ops in the US atleast). Why would you choose to play with old toys when you can play with the new and shiny toys that was just released in the toys 'r' us?
Why do you think Blizzard updated Starcraft II? Why do you think Battlefield released expansions every 2-years or so?
Because they wan't to make the new costumers open their eyes for their game to make profit.
But then you might say: "It's not the same feeling!!!! Counter-Strike 1.6 is a much better game for competitive play than another fps!!!" But I can't agree with that really. I mean sure, Counter-Strike 1.6 might have an amazing feeling when you play it - but it won't last.
Just look at the community today. I remember once upon a time when several kind of countries had lots and lots of good teams, and now there is just few good teams left. I remember when you were shaking in fear when you saw the US teams totally dominating the Counter-Strike scene. When Made in Brazil had their glory days. When you would actually believe that mTw could beat your favorite team.
I remember when the Swedish semi-elite community had sooooooooooo many players that tried to get somewhere in the Counter-Strike community. There was always cups and leagues and other type of tournaments running weekly and daily.
And had atleast 6 different type of LAN-tourneys around Sweden that people tried to do their best in, to get their name around at.
That was 2 years ago. 2 years.
It's totally different today. There is maybe 2-3 cups per month now, and there is just one giant ladder that everyone is playing at, and everyone is fake-nicking so you can't really get famous either since noone knows who you are on the ladder. There is a maximum of 3 LAN-tourneys in Sweden now that is worth mentioning. ALOT of semi-elite players have quit Counter-Strike and there is just no competitive play inside the Semi-elite circle anymore.
So what are we going to do to get new customers and players? Update the game so that it's more appealing to the audiance. So I ask you once more, why would you settle with a game from 2003 that is bugged and has shitty graphics, when you can play Halo, Call of Duty or Battlefield instead?
Now this is where Counter-Strike: Global Offensive settles in.
People are constantly whining (Atleast in the Swedish community) that the game is dying and there won't be any tournaments next year etc. But yet, when Valve is releasing this new game that can possibly save Counter-Strike's future, they all whine on all different kind of forums. "ITS GOING TO BE LIKE SOURCE LOL FAIL :P" "OMG SOURCE 2.0" and other shitty things like that. Yet, they haven't even given it a chance nor seen it.
People are afraid to test new things because they are in their "comfort zone" when they play Counter-Strike 1.6. But it's time to get outside the box and open your freaking eyes for a new great idea, because it can be fucking fantastic. Things needs to get updated, otherwise it slowly dies out - just like Counter-Strike 1.6 is doing right now.
If Counter-Strike: Global Offensive can't save Counter-Strike's future - Then tell me what kind of things that can save it.
Sorry for the bad grammar and english, it's early in the morning here and my english ain't really perfect to begin with.
People have been whining about CS dying since the day I started playing (2002) and yet 1.6 is still a part of ESWC, WCG, eStars and IEM. It will eventually die, but it is still the most played FPS game on Steam (TF2 has surpassed it after becoming free though). If a better game one day comes a long people will switch, but seeing as how the whole industry has become more and more focused on pleasing kids on consoles that game might not be made in a very long time.
If we don't do something new or radical, we won't get any more tournaments, no more pro teams and no more sponsorships. I can't say how many years it would take for the game to die out, but i'm just putting it out there, this game will die out because it's old.
So let's compare Counter-Strike 2011 and Counter-Strike 2006.
Counter-Strike 2011: Less tournaments (IEM isn't even paying out their pricemoney), Less pro teams and More people quitting every day for something better or something more enjoyable (I've seen ALOT of Counter-Strike players change to RTS/Moba games)
Not a great environment for semi-elites, there's just no competitive play at all (atleast in Sweden) so it's really hard to make a name for yourself, you don't really get any satisfaction when you try to get any better at the game.
Counter-Strike 2006: Alot of tournaments, atleast 1-2 big tournaments per month. Alot of smaller LANs for the less professional players in their own region. ALOT of proteams, you couldn't really know which team that was the best for the moment being because the competition was just so huge.And alot of people joining the community because you could almost only say good things about the game, since it was still kind of new to the world. You really felt great trying to get better at the game, because the semi-elite level was HUGE and you could really put your name out there.
And this circle will keep on going if we don't do anything radical or new. There will be less tourneys, less pro teams and more people quitting until the whole game is dead.
I'm just saying that old things gets boring. People will always want to see something new, something much more exciting.
We as a community can't do anything radical, the only thing we can realistically do is keep playing the game we love. If a better game comes along that will obviously be great, but the only thing we can do is wait and enjoy yourselves during that time (aka. playing the best game ever made). We can't force young players to try the game, but as long as we are still the number one non-free FPS on the biggest platform on Earth I wouldn't be too worried. Most of us don't have any ambitions of becoming pro, we just want to have fun once in a while and there honestly is no better place (being infront of a PC that is) than on a 5on5 server with friends in CS :)
Sure, i've played alot of Counter-Strike 1.6 in my days. I played for fun in the beggining, but when you get to a certain point in your "gaming-career" you start to get sick of all the little things that have had a huge impact on you before, but ain't there anymore. I just wan't to be able to develop as a gamer just like the way you could for some couple of years ago. I've been stuck in the same kind of state the last 2 years because the scene is dying and i'm not getting out anything in this current stage.
So that's why i'm atleast HOPING and DREAMING of a better Counter-Strike, so all my hours spent won't go to waste because people are being judgemental and ignorant.
"Why would the young people choose crappy graphics, lots and lots of buggs and other kind of crap when they can choose fresh graphics, less buggs and even more competitive play (CoD Black Ops in the US atleast). "
One of the big reasons CS 1.6 players did not switch to CS:S initially was because of the numerous bugs and the unrefined gameplay. People stick to 1.6 because they consider their game almost perfect. But i do agree for the most part on the overall message you're trying to convey. We need to support whatever cs version comes out and try to help the devs. If they don't have some reasonable amount of time, I'd say fuck them. But seeing how Valve/hiddenpath are taking an esports minded approach instead of how it was done with source, i could see it working.
These bugs make the game even more entertaining. Not to mention the 1.6 gameplay is so much better than the ones with "good graphics".
http://i.imgur.com/JeAzc.jpg
The game is a pre-beta and I'm sure VALVe will continue to consult the community.
1.6 player play on the hl1 version which doesnt feel like the source one at all.
obviously if valve release a cs2 both 1.6 and source player will be invited but in that case the meeting was to try cs go and give input and day2 was to discuss about CSS (which 1.6 player dont play so no problem there)
Joe Miller for his commentating, and the features he would like to see in a new game, how can't you understand that?
Torbull definitely has a lot to discuss on these subjects. When you were in middle school, Craig was running around tournament areas as a middle man between tournament organizers and players. Craig has always been the main guy involved in player / organization relations, and you have no clue how much sponsors, tournament organizers, and game developers, rely on people like Craig because he can speak THEIR language.
I can't really comment on Joe as I don't know for him, but Torbull is entirely plausible for this, and has been involved in meetings like these for YEARS.
Please don't assume that something is silly or dumb simply because you aren't in he loop.
No 1.6 players were brought in because they are not working on a replacement for 1.6 and they are working on a Source engine build. Having 1.6 players there would make as much sense as bringing CoD4 pros in.
This isn't going to fragment the 1.6 community, it's primary focus is the consoles. Most likely the MLG crowd. What is the 1.6 community losing?
We know how much the players such as SpawN, HeatoN, lurppis, XeqtR etc. have done for CS 1.6., for the whole eSports.
But as same players, same teams, organizations, communities, tournaments keep continuing to dominate eSports there is no point in eSports. We saw the fall of CPL, CGS, WSVG..
I don't know, who wanted to invest $5 million dollars for LoL, but I think its too much for that Dota genre based game that is not so interesting. The $5 million dollars investment for some eSports game is the most dumbass investment I've ever seen. Five million dollars to some gamers, who have no life. The sponsors are probably computer related, so they appreciate the kind investor as eSports is hanging on them. The investor did a huge mistake, but probably the five million dollars is a small amount of money to him/her.
Dota 2 is coming out this year. There is HoN, LoL games based on Dota genre. SC2, WC3 based on RTS. I think eSports should look at the invasion of Dota/RTS genre games. For HoN developers create new heroes every week, which players study. Dota genre games will probably destroy eSports due to a lack of interest as they are in general quite boring. Only people, who play those games understand what is happening in those matches. Not a typical person will understand.
What comes to Counter-Strike, there is two teams, different and not that many weapons for each teams, a couple modes to play. The game is easier to understand. It's good though that CS gets something new.
Electronic sports needs more simplicity to get the voice of potential audience (read: outside of eSports). Not just some, who play the same games. Football, there is two teams playing against each other and trying to get the ball to goal and same for ice hockey. The most popularized games in the world.
But as I stated at my previous comments related to same topic on different news, FPS scene lacks some creavitiy in creating something totally new. Something out of Quake, Counter-Strike, Team Fortress, Call of Duty.. I liked the idea of CPL bringing out the Severity FPS game. It looked somehow original. But sad to see it was a no-go.
Good luck eSports. I just see it as a phenomenon.
They are about to bring CS 1.6 progamers.
I have high hopes in the upcoming title and why not
I have played both CSS and 1.6 more so 1.6 competitively for the last 9 or so years.
I agree that this will probably in a way "help" by giving the new generation of players a game they will like that has better graphics etc.
I don’t have any problem with CS1.6's graphics as the game play is "fun" But a lot of new games now days care more about graphics then game play.
Even after playing CSS for a year and a half, I right away went back to 1.6 as its my preferred game. As the CS1.6 and even now the CSS scene in Australia is almost at none, basically all the 1.6 players just play an online pug in irc now days, with more and more people who stop playing all together every year.
Now WCG is coming around and that looks like its not even going to happen for us. We only really ever have WCG as a big LAN event now days in Australia, other then one or if we are lucky two, Australian national events each year.
The amount of people left in the community is only about 100 or so people even that is a big number now days.
A new CS sure, might appeal to the new generation of players and get more players into the community playing the new CS but, really... I think in the long run, it will end up being like CZ was.
CS was our generations game, which allot of new players really don't seem to like or appreciate enough.
I guess we will have to wait and see what this new CS has to offer, but in my opinion, CS is over and we need to find another game well at least here in Australia, I don’t know how well its going overseas but I have heard its still dying back quite a lot even over in Europe. I don’t mean to find another game to replace it because I very much doubt that would every happen, not even PRO mod is perfect, even though it seems to be the closest to any thing like 1.6.
I do though understand where people are saying that people will cry if its anything different to CS1.6, but think about when CS1.6 first came out with the new guns, shield, changed parts of maps, eg, de_inferno. But I do understand where if its like the change they made to CS when CSS came out, its like a whole different game.
Either way I guess time will tell, I do hope it turns out good and that it can be the new CS that every one can play and enjoy, but somehow I just don’t see it.
It's made for consoles! For a generally less able audience.
Today's generation don't understand the history of CS, how it evolved, how much time and effort it took for 5 guys to succeed. It's all about auto-aim and 360 controller frags while mumbling over overpriced headsets.
I've been playing CS since June of 1999, right when between the switch between beta 1 and 2. Let me tell you, those were the best days, because CS evolved along with the community. Gooseman's vision of creating a game where player models actually took damage according to where they were hit, of flinching accordingly (which Valve subsequently took out in their quest to simplify the game), of using realistic guns and weapons that could be referred to real-life counterparts, were all eventually muddled down to what came to be known as the retail version.
That's not to say that 1.3, 1.5, and even 1.6, were not the greatest competitive fps games known to man (I actually think the strategic aspect of CS was the greatest in 1.5), but I'm just saying that people today still don't give CS enough credit.
Before Gooseman (who attended my university here in Canada), there was no game out there other than Rainbow Six that tried to make a fps without rocket launchers, aliens and laser guns (in fact, CS was an attempt to make Rainow Six more arcade-like and accessible). Your CoD-tard today won't have a clue about that level of influence. Neither will the audience today appreciate what it means to have a game built completely in the hands of a small company of modders, who were never in it for money, based on the genuine inputs of the players themselves. Today, it is all about money, DLC's, more money, and satisfying the lowest common denominators.
GO will therefore never take off for any gamer who isn't in it for quick laughs and thrills. 1.6 is and will likely be the last stance of "true", team-oriented fps gaming for a very very long time to come.
Perhaps if the CS crowd truly want a "new" and "modern" CS, they should look at Tactical Intervention. Minh Le's own game, after his falling-out with Valve, will always be the true spiritual and conceptual successor to the original vision of CS; just look at the CT models, the K9 units, the player flinching and body movements, and anyone who has played the betas will tell you that is more "Counter-Strike" in reality than even 1.6.