Day#100: Counter Strike and its original user experience (part 1)

Day#100: Counter Strike and its original user experience (part 1)

So I am avid gamer, I started gaming console when I was old enough to buy my own console then moved on to PC and with it brought a whole new experience for me. I would say that after playing console for so long I feel really immersed in a game when on my PC. I am very excited for advances in VR and have played a few rounds at VR establishments in Johannesburg and at RAGE a local gaming convention. However until VR becomes more accessible for the masses I will be sticking to my general PC games. Gaming user interfaces can really alter the experience of the game as Uxers can imagine. I really enjoyed the Blizzard interface after playing Diablo a Role Player Game (RPG) for close on a year. Blizzard brings games like Overwatch, Starcraft and Heroes of the Storm to Gamers all over the world. Their interface is really easy to understand, and the user experience was really on par with what I would like from the platform.

Steam is another platform that one can buy games through, and then once you have bought the game you will enter the actual games interface thereafter. Steam is confusing for me at times, I will do another post on this platform at some point but know that when I explain the changes made they are referring to the Valve Counter Strike game interface and not the Steam platform.

My goal for the next few posts is to explain the game a little in order to unpack the game user experience, review the changes to the interface and conclude with my own ideas on the platform changes perhaps.I am thinking it may span on to the next 5 posts or so, lets see!

Explaining Counter Strike… the most amazing game ever!

  • First person shooter game (will be referred to as FPS moving forward)
    • The actual game has various options but the competitive version is the one that has ranking and Esports pro games attached to its belt.
    • The casual version of the game has many variants and differences to the competitive games. Firstly team player numbers change and a match can have a “team balance” mechanism which serves to balance the player skill set of both teams. I won’t be going into much detail on this moving forward and will only concentrate on the pro game details, so see below if you have any interest in the functionality of the casual game play.

  • Now on to competitive, players can join public or local lobbies
    • A lobby is the group terminology for a group of players agreeing to take the same side in a game
  • Players can buy and sell weapon skins on the platform
    • Weapons skins do not increase a players skill, these weapon skins are purely aesthetic and serve no ability upgrades
  • Games
    • Can last anything from 30 – 60 minutes
    • Teams of 5 each
    • Teams are split into Terrorist (T) and Counter Terrorist (CT)


  • Map details
    • The map is split into two main sites namely A and B

    • CT have to play defensive and defend the sites from the T
    • T have a goal for planting the bomb on either site A or B
    • There is a time limit for planting for T and certain amount of time that CT have if the bomb is planted that they can get to a defuse which will in effect win them the round


Even though this seems like a longer than normal post on the game, it really leaves out a lot of details about the game that make it so amazing. I will be going through the user interface and the functionality in tomorrow’s post. In order to understand a project you have to understand the product functionality, the users and the goal of the business. These variables then need to meet to ensure a successful product…And I get to talk about my favorite game so win win ha ha! Happy researching until next time!

Bye for now

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