Competitive Level Design : A study on Counter-Strike: Global Offensive Level Design

Detta är en Kandidat-uppsats från Uppsala universitet/Institutionen för speldesign

Sammanfattning: Counter-Strike: Global Offensive stands as one, if not the most popular competitive video game of all time. In fact, tens of millions are awarded at Esports tournaments – a testament to the game’s popularity. As such, game designers should seek to understand exactly why the Counter-Strike series is so popular. One critical element to any game like Counter-Strike is the level design. This study attempts to provide an analysis of competitive level design by looking at the differences between a highly popular Counter-Strike level, Dust2, and one that is considerably less popular, Cobblestone.  Level design has already been scrutinized heavily by game designers throughout the years, and this also applies to Counter-Strike. The trend has mainly been to analyze levels from a high-level perspective, however. We hope that our study will contribute to the existing knowledge from an exceedingly low-level perspective. The study relies on data acquired from the massive Counter-Strike statistics database HLTV.org which primarily consist of 2 heat-maps that display hotspots for “killer locations” on the levels’ Bombsites. These heat-maps have since been subjected to two formal analyses and a subsequent comparative analysis. The study found that the occurrence of several indicators of flawed level design are present in Cobblestone. These flaws contrast with the level design principles and guidelines laid out by experienced designers. As such, the study concludes that these flaws are the primary contributing factors to the drop in popularity for Cobblestone. However, the study also acknowledges the need for an expanded study comprising the entire levels and involving other types of data

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