Counter-Strike: Global Offensive (CS: GO) prohlubuje herní mechanismy týmových akčních her, tedy žánru, jehož průkopníkem byl před 12 lety první díl této hry. CS: GO obsahuje nové mapy, postavy, zbraně a přináší vylepšené verze původního obsahu z předešlých CS her (de_dust apod.).
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I ♥♥♥♥ING GO ON A DAY AFTER I RANKED TO NOVA 2 I LOSS 20 OF MY ♥♥♥♥ING WINS AND BECAME A SEM AND THEN I WAS PLAYING A GAME AS SOON AS I ♥♥♥♥ING JOIN I DC AND WONT LET ME JOIN UNTIL THE ♥♥♥♥ING BAN COMES AS SOON AS THE BAN AME ON I GOT LET BACK ON, ♥♥♥♥ING...
Why an E3 event that celebrates the PC is long overdue
For the past few Junes, right before one of the busiest gaming weeks of the year, we ve taken a moment to imagine the E3 press conference that PC Gamers deserve. It s become one of our tiny traditions (along with Chris questionable behavior in survival games). Mostly it s an excuse for us to publish something entirely detached from reality before we fly to Los Angeles and publish every scrap of gaming news and opinion that our bodies will allow. It s therapeutic to daydream about Gabe Newell materializing atop a unicorn through a fog of theater-grade dry ice to announce Half-Life 3.
We get valuable stories, videos, and interviews out of E3—you can imagine how handy it is to have almost every game-maker gathered under one roof for a few days. But it s no secret that the PC doesn t have a formal, organized presence during E3. Generally speaking it s the time of year when Sony, Microsoft, and Nintendo jostle for position about who can create the most buzz. Despite being a mostly exciting few days of announcements, E3 has never given the biggest gaming platform in the world an equal place at the table.
That s our collective fault, not E3 s. One of our hobby s greatest strengths is the fact that there isn t a single owner. The PC has no marketing arm, no legal department, no CEO to dictate what should be announced or advertised. And thank Zeus for that. The fundamentally open nature of our hobby is what allows for GOG, Origin, Steam, and others to compete for our benefit, for the variety of technologies and experiences we have access to—everything from netbook gaming to 8K flight simulation to VR.
Everyone involved in PC gaming has shared ownership over its identity. One of the few downsides of that, though, is that there isn t really a single time and place for PC gaming to get together and hang out. We love BlizzCon, QuakeCon, DreamHack, Extra Life, The International, and the ever-increasing number of PAXes. But there s something special about the pageantry of E3 week, its over-the-top showmanship, its surprises, its proximity to Hollywood. And each June, even as we ve jokingly painted a picture of PC game developers locking arms in a musical number, we ve wanted something wholly by, for, and about PC gaming.
Well, hell, let s do it.
For the past few months we ve been organizing the first ever live event for PC gaming during E3, The PC Gaming Show. Tune into our Twitch channel on Tuesday, June 16 on 5 PM and you ll see a spectrum of PC gaming represented on stage: a showcase of conversations, announcements, hardware, trailers, and other stuff that makes PC gaming great. We ve been talking to everyone we know, big and small—if there s a game or developer you want to see—tell us! So far, Blizzard, AMD, Bohemia Interactive, Boss Key Productions, Paradox, Dean Hall, Tripwire, and more have signed up to be a part of this inaugural PC gaming potluck (Paradox has promised to bring nachos), and we ll be announcing more participants as we lead up to June 16. And hey, the endlessly friendly Day is hosting. We love that guy.
We re sincerely, stupidly excited about this. The PC gaming renaissance we re all living in deserves a moment of recognition during the biggest gaming expo of the year—it s about time! Listen in on Twitter and on our Facebook page as we share more details leading up to June.
ESL and ESEA team up to form a new Counter-Strike: Global Offensive league
ESL and ESEA have teamed up to form the ESL ESEA Pro League, the biggest Counter-Strike: Global Offensive tournament in the history of the game. The league will consist of two divisions, one in North America and one in Europe, with 12 invited teams per division battling for their share of a $1 million prize pool.
ESL started out with Counter-Strike more than fifteen years ago," ESL Managing Director Ralf Reichert said. "Now, many years later, we are extremely excited to be in a position where we can take the industry to the next level with the first regular US$500,000 Counter-Strike league together with ESEA."
Pro league seasons will be scheduled around Valve-supported majors, with weekly online matches that "aim to consolidate the Counter-Strike market by providing consistent high quality content to the global esports audience." Full travel support will also be extended to teams taking part in the four-day offline finals that will be held in Burbank, California, and Cologne, Germany
The North American lineup has not yet been announced, but the European division will consist of the following teams:
Ninjas In Pyjamas
It's not known how this jibes with reports from earlier this month that the ESL was negotiating with Twitch to create a new CS:GO league independent of Valve. No mention of Twitch was made in the announcement, and while it's a reasonable bet that this is somehow related to those talks—especially given the intent to "schedule around" Valve-sponsored events—it may also be a sort of "Plan B" instead. Whatever the case, Ulrich Schulze, ESL's managing director of pro gaming, made it clear that the new league is not exclusive.
"There is no exclusivity attached to ESL ESEA Pro League," he wrote on Twitter. "Teams can play whatever tournaments they want on the side."
ESL ESEA Pro League action will begin on May 4. Details are up at pro.eslgaming.com.
I m a modder. I deserve compensation
Shawn FMPONE Snelling is a modder and mapmaker for CS:GO. His work on CS:GO includes de_cache, de_crown, and the recent de_season remake. Shawn s currently working on de_santorini.
First things first: for me, this isn t about taking sides . I like Valve. And as for the community, well, I m part of that.
I m a modder, and I deserve compensation. Or, to be exact, I deserve the option to ask for compensation if I feel that s reasonable.
Let s talk about what that looks like for a second. Is it 25% of a sale on a Steam item? Should Valve and Bethesda get 30% and 45% respectively of any item I sell? Actually, I m not sure. If I m selling one trillion units, I m not minding that cut really. If I m selling six units and I m eating ramen noodles under a bridge somewhere in Detroit, I m minding that cut a lot.
Steam is a huge platform, and when Valve promotes your stuff as a modder, you re in the territory of making huge money. Huge money, for doing what you love. You can t really get that elsewhere, and that s a credit to Valve and how great Steam generally is and has been. So that cut, I m not sure I mind it as much as you might think. But let s go ahead and agree Valve needed to put more thought into their plan, or at least into explaining and executing their plan. There are real considerations here that just don t feel like they were addressed at all (did you know that some Skyrim mods can completely break your game?)
Here s my real question: just how effective is this system going to be at rewarding modders?
Well, if everyone is pissed off at Valve and refusing to purchase stuff, not very; in that situation, modders won t get paid.
So let s talk a little bit about this, shall we? Let s agree that modders deserve to get paid. That s right, I said it. Those people who put their time and effort into something that provides you with countless hours of entertainment. Let s start the discussion right there—those people deserve to get paid. But only if they dig the idea.
This is the trajectory of most mods historically: a small team of people works very hard to make something they feel is special and unique, and very often it is. Many of them have no interest in professional game development. Many do, and their mods serve as their resume when they look for a job in the industry. These hardworking individuals have an intense and productive relationship with the community, only to be shuffled off and placed into cubicles where their artistic voice is diluted and stifled churning out sequels for giant publishers. Instead of earning money doing what they love, they re earning money so that they can someday do what they love once again. Compensating modders is one potential answer to this thoroughly broken dynamic producing lousy games for all of us.
People immediately identified serious and troubling issues with Skryim s paid-modding plan.
Speaking personally, the Steam Workshop has gotten to a point where it s netting me a real salary and I feel rewarded and compensated for my work. I love what I do, and Valve has created a system which enables me to do it full-time, and to learn and improve every single day. Explain to me again why I secretly want to go develop the gaming equivalent of a TPS report?
However, even if the industry was a wonderful utopia, I actually kind of like working from home and not having a boss. Is that wrong? Am I bad person? Nah. I ve got a pretty sweet gig. And that s thanks to Valve and Gabe.
That s right, I said it! COME AT ME, INTERNET, LET S RUMBL—no I already regret saying that please do not come at nor rumble me.
To me, Gabe is still the same good guy he always was. But we need to realize a few things about Valve.
First and definitely foremost, they suck at communication. There are legitimate reasons for this that I could get into, but I won t bother. We know they suck at communicating. And that recently hurt modders. Because Valve communicated their plan ineffectively, it turned people off completely, which meant hey, modders might not get paid at all! As a modder, that makes me sad. Actually, it makes me worry about eating. Which is more scary than it is sad.
Secondly, and let s be honest, Valve s plan kinda sucked. If you re going to announce a bold new initiative, you should probably avoid mentioning that part where you re not going to pay people a majority of what their sale earns. Even if a handful of Skyrim modders could quite plausibly make hundreds of thousands of dollars in the near future, the revenue splits we ve all seen just don t look great. And that big uproar Valve faced is proof that Bad Marketing leads to Bad Stuff.
I admit, the community response was surprising and worrying.
Seeing Gabe downvoted on Reddit is, uh… spooky! But I m also deeply impressed with how legitimate the community s gripes have been. I hope Valve reads some of the discussions on Reddit, because they re precisely not whiny entitled gamers crying about having to pay for stuff. People immediately identified serious and troubling issues with Skryim s paid-modding plan.
I do think there are solutions to the current situation. If people are opening their wallet, they want to get something great as a result. The idea that anyone, regardless of curation or objective criteria, can simply charge $100 for an Extra Apple, isn t alright. There should be some level of subjective, human-level curation. I believe that 3rd party DLC works well. You have to put in time and effort as a developer, but customers like knowing that they re getting quality content. After all, customer happiness should be what matters, even if Valve hates the idea of bottlenecks.
The next glaring issue is paid mods ceasing to function or breaking your game. Obviously, that is unacceptable, and a 24-hour refund policy is inadequate.
Perhaps most importantly, gamers do not want to pay for bugfixes on a product they ve already purchased. The workshop should have a clear promise to customers (a rule, if you will): bugfixes and bugfixing mods will be FREE for customers, even if that means bugfixing contributors have to settle for donations. Incentivizing people to fix bugs in AAA games is wrong -- that s the developer s job. The community isn t here to clean up after major corporations, and rules are necessary when the alternative is exploitation and unethical business practices.
Talented hobbyists are beginning to become talented pros. As a gamer, I want that.
I believe these are important steps forward. Talented hobbyists are beginning to become talented pros, people more capable of delivering high-quality mods to you. As a gamer, I want that. I believe that modders could soon have the opportunity to pursue their own path and explore interesting ideas with totally unprecedented creative and financial freedom—I don t believe that s bad for modding culture . Quite the opposite.
Valve, please put together a plan that sucks less; or at least, seems to suck less. But, most importantly, please continue to support modders. Like you ve done. Like no one else really does. As a modder, I appreciate it more than I could possibly tell you in this short article.
Over the past three years, you guys have literally changed my life for the better, and an internet mob will not deter me from saying it.
Read more of Shawn's thoughts on the issue of paid modding and Valve's announcement on this Reddit discussion.