Bantol,
Ken
Pessin
English
114B
4/17/12
Space in Counter-Strike
*Introduction*
Every person in
the world has a limit. Bodybuilders and athletes are physically gifted and seem
to be able to do almost everything using their bodies, but they still have
their own limits. Dancers and actors who perform and entertain audiences around
the world are seen as free moving individuals, but they too have limits that
disable them from going any further. This limit that almost acts as a boundary
to every person in the world is called space. Space is the most underrated aspect
of life because nobody notices it any longer. A house is made up of walls that
divide one space from the other, but no one ever notices these boundaries any
longer. These boundaries separate areas for the purpose of privacy, safety, but
most importantly, to limit each person’s free willed in an area. Instead of walking
a straight line diagonally, one must maneuver around the walls and that person cannot
do anything about it. These walls in the house are like rules that one must
abide by. In the past two decades, technology has risen to the top of the media
and entertainment field because of the futuristic developments that always seem
to amuse people. One of these futuristic developments is the video gaming
industry. Kids and adults play video games to relieve stress and experience a
creative and imaginative world that they are controlling with their own
actions. But even these creative and imaginative worlds have boundaries or
limits that cannot be broken by the player. These rules and regulations are
created by space which comes to show that space is still a big aspect in video
games just as much as in reality. One of the greatest games ever created and
developed is Counter-Strike. It was developed by Sierra, now known as Valve,
and is owned by the gaming company, Steam. It is a first person tactical
shooting game that portrays the on-going reality of war between terrorists and
not-terrorists. A player can choose between two teams to play with,
Counter-Terrorists and Terrorists, and a spectator mode in which a player is
allowed to roam around the match or the round and observe the ongoing match
between the two teams. This game is played in maps that have two bases for each
team and the space they must work within to beat each other.
Counter-Strike is considered one of the greatest games
ever made. It attracted many kids and teenagers, like me, right when it was
released in 1999. It was the perfect game that every person was looking for. It
gave them full control of a character and it was violent and perfectly
portrayed how a gun is held, fired, and used. But even Counter-Strike has
limits that are caused by the space provided in the maps. In the game, there
are many walls that are called blind spots that disable a player from seeing
the opposite player with enough time to gather himself to aim and shoot
perfectly. This is why it takes a while to master the skills and aim fast and
accurately at the same time. These walls are a big aspect of the game because it
makes it very hard for a player to aim accurately and with a fast speed to hit
the opposing player. In the video cited below, at 0:03 seconds in to the clip,
we see a perfect example of walls being used in the game as a limitation or a
boundary for the player. He cannot see the opposing player hiding behind the
wall thus he is not aiming at a target. But once he sees the enemy come out,
his fast and GODLY reflexes enable him to avoid getting shot and gets the enemy
with one shot from a sniper rifle (running and aiming with a scope with a
sniper rifle is very hard to do and is not recommended unless you are a great
marksman in the game). The wall impairs the sight of the player by hiding blocking
the other part of the map where the opponent is hiding. Clearly, space is a big
aspect of the game as shown in this game play.
Another example of
walls being used in space of the game is in the 0:25 second mark of the video
above. The player respawns (New Round starts) in his own respected base. In
this clip, we see the player buy his sniper rifle and positions himself at a
spot that allows him to shoot the opponent crossing from his base to the bomb
site. This spot is covered very well by the walls that it takes less than half
a second for the player to see his opponent cross. The wall clearly makes a
major impact on the use of space in the game because it limits the player from
having all the time he needs to get settled and shoot at the opponent. The
space acts as a rubric or a basis of what the player is offered or given by the
game, and the player must adjust to this level of comfort. By getting used to
this space, the player enhances his skills and reflexes and is able to shoot accurately
in a fast speed. Just like how the player in the video above shows, a GODLY
speed.