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CS: GO During and After the COVID-19 Pandemic

During the COVID-19 pandemic, players had a hard time finding any sports to watch. Luckily, there is a popular form of sporting event that exists on in the age of social distancing. Esports or competitive video gaming has reached the rapid rise with people tuning in to everything from CS: GO to Dota 2. Devoted players and those people just stuck at home had a great opportunity to entertain themselves without leaving the comfort of their homes.

Esports During COVID-9 Pandemic

To survive the outbreak of COVID-19, CS: GO had to return to its roots. Not everyone across the world was influenced by the lockdown so that esports capitalizes on the existing opportunities.

CS: GO used to be all about offline games, LAN parties, and LAN competitions. With the innovative technologies, internet speeds, and computers, games were transformed into an online format. To overcome cheating, the major tournaments were conducted in the offline environment. When CS: GO events became massive, the whole arenas and stadiums were booked for events.

Some players stopped playing online games and started attending those tournaments. The trend reached the year of 2020, but the world was shaken by an unfortunate pandemic. All offline events were canceled, including the NBA, European Football Championship, Formula 1, and others. As a result, ESL has to come back to a regionalized online environment. While the show must go on, CS: GO organizers decided on catching the lucky moment. More and more sites developed a great offering to CS: GO cases. One such offer is from, where players can take a look at the case details. The X-Ray Scanner is a great option for skin fans, as they can get one for a more affordable price than elsewhere.

Esports After COVID-9 Pandemic

When the NBA and the NHL suspended their seasons because of COVID-19 pandemic, sports organizations had to find an alternative solution to the problem. In esports, leading executives often have connections with actual or former sports league team owners. For instance, Riot Games own League of Legends and manage the esports leagues in that game. But in CS: GO, whose competitive background involves numerous tournament organizers and a few conjoining factors, each organizer had to find their individual answers to the question.

The first series of online CS: GO events were quite simple because game teams remain at home and a team of producers, commentators and analysts broadcast live from a studio. The number of tournament observers was reduced, similar to the number of player cameras. For instance, ESL Pro League and Flashpoint, faced a serious uptick in the curve of infections in the Western region. In a matter of time, the virus has begun to subside in particular parts of the world.

With the BLAST, the tournament organizer processed over 500 video feeds, including player cameras. Of the broadcast talent involved in BLAST, two of them could anchor the studio: Danish caster Anders Blume and Swiss analyst Mathieu "Maniac" Quiquerez. Anders and moses could cast on the distance. Luckily, the whole event didn’t take place at the beginning of the whole COVID situation, so it gave them some time to make some preparations successfully. In other words, they tried to figure out where and how they can build up some boundaries and raise the bar for all the possibilities. One of BLAST's major mistakes was a stoppage, followed by a replay of a game session between FURIA and MIBR.

Oftentimes, an admin can make it hard to determine the match’s proceedings. Also, the admin requires the opinion of the players and FURIA in case it needs to be replayed. Estrup stated that they didn't want to have players to criticize the tournament. Generallt, the admin has to deal with multiple variables of how that rule can be applied. What can and cannot be a variable? This indicator depends on the integrity of the admin team on each particular day.

There are also some debates that are focused on the principle of integrity. By using a computer program to fix the game goals, there can be a nasty episode between the members of both teams and different other community figures. At the center of the anti-cheat system, there are ESEA and FACEIT, namely online event platforms organized in the major Counter-Strike tournaments.

Being confident in the technologic advances, ESL global chief strategy officer Craig Levine stated that proprietary expertise is widely applied by the CS: GO community as the most efficient anti-cheat instrument. Thus, CS: GO returned to its initial principles of game. Before offline tournaments in massive arenas in the U.S., Russia, Germany and other countries occurred, CS: GO’s process moved to the online format. Eventually, even Pro League was launched too. At some point, it has become clear that the world of online gaming requires a new approach to the whole gaming process. Whether it comes, to the variety of titles, range of bonuses, or international tournaments, the new “normal” will be different.

After reaching the narrative point, the world of gaming can be back to the situation where it has more online activities. This gaming routine will be perceived in the way where players can involve LAN into it, so it can be considered more seriously in a sense. Considering the fact that the game has not been viewed as truly competitive, truly serious and truly efficient, players can get to a point where they have to be attentive to every point of the game. Thus, they don't have to look at extremely high costs, while having everyone fly in.

The Bottom Line

CS: GO’s updates followed by the COVID-19 pandemic aimed to address increasing stuttering problems and encourage people stuck at home to join the game. Valve organizers considered the feedback thread while improving the terms and conditions offered to players. Hopefully, the online community will pay attention to the new adjustments in order to let everyone benefit from them.


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