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Minh "Gooseman" Le plays CS:GO with Gamasutra
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Minh "Gooseman" Le plays CS:GO with Gamasutra
by Mike Rose on 01/22/14 09:22:00 am   Editor Blog   Featured Blogs

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

Gamasutra's Mike Rose and Kris Graft play Counter Strike: Global Offensive with Minh "Gooseman" Le, the creator behind the original Counter Strike. He discusses the Counter Strike series, and what happened with his free-to-play game Tactical Intervention.


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Comments


Curtis Turner - IceIYIaN
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Should've lowered your resolution and probably some video / audio settings for sure. But yes, it's very difficult to chat, let alone ask questions or answer them while playing.

Anyways, one thing with first person games and developers/players I always want to know, is their stance on player physics(IE jumping, movements). Counter-Strike was the silent bunny-hopping game for many players, including me, until CS 1.4 was released. I use right click to jump and space to duck, while I'd assume the majority of players still use space/ctrl. I've heard that using scroll wheel kind of solved that problem.

I think that the problem for TI is that the cop/military theme has been done for a long time. And in today's market the visuals are AAA quality. The brands have been around a long time and the social aspects are in play. So, it's very difficult to get players to move over. Saying that, the user base for First Person Games isn't going away and it's incredibly massive.

TI seemed like it was in development forever. Should've taken the release as soon as it's at a base quality and just kept patching approach.

Curtis Turner - IceIYIaN
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I'd also like to admit Counter-Strike was my first and only pirated game(Well, ok, I have played a few NES/SNES emulators/roms). I grew up on NES/SNES/N64, but got a computer not long before CS came out. I was put into a very, very basic computer class teaching basic coding. I don't remember what happened, but basically one of the guys gave me a burned Half-Life disk. I was so confused, it didn't even seem real, legit. Either way I installed it and it worked. My computer was a year or two old by then and wasn't that capable of CS. So, I got a cheap replacement computer and bought a Counter-Strike themed box.

While most probably stay pirating, I ended up buying the CS box, a Half-Life complete box, Half-Life 2, etc, etc, etc... I also started making maps for Counter-Strike. Which later turned into Elements of War for HL/HL2(I decided to make a game based around bunnies and bunny-hoping, but never got around to making models, ever). Which morphed into 1337 Board, a hotkeys menu and Config.cfg system for all Quake/Half-Life engine based games.

Counter-Strike is also the only game in history where I was forced to leave and find a new game. Any other game I would bore or find something more amazing. But when Counter-Strike nerfed bunny-hopping that was the end for me.

Charlie Cleveland
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Great interview with a very humble, talented uber-mensch.

Minh Le
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Chris: you hit the nail on the head. Among the host of reasons why TI failed, the fact that it came out at a time when modern FPS games have been overdone to death is a big factor. When I started it 8 years ago, I never envisioned it to take more than 2 or 3 years but through a series of horrible business decisions, it dragged on for far too long. A part of me wanted to pull the plug on it at one point but it's always hard to walk away from something you've invested so much time and money into.

Making games is always going to be hit and miss but the biggest mistake we made was not giving ourselves a proper environment to develop the game among a large group of players at an early stage in its development cycle. This lack of an open development environment led to low morale and constant questioning of design decisions...


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