Add first transcript: micro-mezzo-macro competitive games framework
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gaming/micro-mezzo-macro-competitive-games.md
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gaming/micro-mezzo-macro-competitive-games.md
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---
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title: "Once you see this, You'll see Competitive Games Differently"
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url: https://www.youtube.com/watch?v=NgHvdCcmQ4o
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channel: unknown (yt-dlp metadata unavailable at time of transcription)
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duration: "14:01"
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transcribed_at: 2026-08-11
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transcription_tool: whisper-cli (whisper.cpp) via MacWhisper ggml-medium model
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category: gaming
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tags:
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- game-theory
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- competitive-games
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- micro-mezzo-macro
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- framework
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- CS2
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- Apex
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- Overwatch
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- Rocket-League
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summary: >
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Introduces a three-axis framework for understanding competitive games: Micro
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(execution/aim/muscle-memory), Mezzo (mind-games/probability/reading people),
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and Macro (systems/routing/optimal strategy). The clearest way to identify
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which axis dominates a game is the "cheat test" — what single cheat would
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most break it? Most big competitive games sit in all three, but in different
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ratios. Applies the framework to CS2, Overwatch, Apex, and Rocket League with
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input from domain experts. Closes with the insight that players have natural
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leans toward one axis, and the games that frustrate you are probably demanding
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the axis you haven't developed.
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---
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# Once you see this, You'll see Competitive Games Differently
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**YouTube:** https://www.youtube.com/watch?v=NgHvdCcmQ4o
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**Duration:** 14:01
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**Transcribed:** 2026-08-11 via whisper-cli (MacWhisper ggml-medium model)
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---
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## Transcript
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You know what's kind of weird?
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When someone asks what kind of games do you like, most people struggle to answer.
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You say "tactical shooters", and they respond "oh, so you must like Counter-Strike, Valorant,
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and Rainbow Six Siege", and you say "eh, actually only Counter-Strike".
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You say "strategy games", and someone recommends you Civilization when you wanted something
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more like Hearthstone.
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Game genres are kind of broken.
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But I think there's a better way to think about this, and it's a much simpler way to
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look at games.
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And once you see it, you'll see games much more differently.
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But let's start somewhere everyone can agree.
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Every game has something that separates the good players from the bad ones.
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Sometimes it's pure skill, your reflexes, your aim, your timing.
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Sometimes it's information, knowing things the other person doesn't.
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Sometimes it's something harder to name.
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The mental side, reading people, managing randomness, and adapting on the fly.
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These aren't just different skills, they are fundamentally different kinds of gameplay,
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and most games mix them together in different amounts.
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So let me give you three words.
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Micro, Mezzo, Macro.
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Now here's where it gets interesting, and a little uncomfortable.
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What if I told you the clearest way to understand what a game is actually testing, is to think
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about how you'd cheat in it.
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If you wanted to completely break a game, to make it trivially easy, what cheat would
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you use?
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The answer to that question tells you more about a game than any genre label ever could.
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So let's put this to the test.
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What is micro?
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Micro is the execution layer, it's your aim, your timing, your movement, your muscle memory.
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An example of a micro cheat looks like an aimbot, perfect inputs every single time.
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If a game can be broken by perfect execution, that's a micro game.
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osu!, Geometry Dash, Aim Trainers, and Tetris are a few examples.
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You can cheat in osu! with perfect cursor tracking, you can cheat in Geometry Dash with
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perfect jumps.
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These are execution cheats, and you can feel the microness when you play them.
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Mezzo is the probability layer, the place where mind games exist.
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You're reacting to the unpredictable nature of people, not mechanics.
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A mezzo cheat looks like stream sniping, knowing someone's habits before they show them, reading
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cooldowns, seeing things you shouldn't see yet.
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The best example for the purest mezzo game is Rock Paper Scissors.
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There's zero execution skill, it's entirely mental, and probability.
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Among Us also runs on mezzo, so does Liar's Bar.
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Even the stock market is built around this layer.
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If you wanted to cheat in Among Us, you'd stream snipe to know who the imposter is.
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If you wanted to cheat in stocks, you'd insider trade.
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Notice how none of these cheats involve executing anything better, they involve knowing something
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you shouldn't.
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Intro is the systems layer, it's your routing, your resource management, and your win condition.
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You can think of it like the mathematically correct way of winning the game.
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A macro cheat looks like a chess engine, economy automation, or you can imagine like a perfect
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coach telling you exactly what to do.
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Pure macro games are almost mathematical puzzles.
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Think Factorio, PolyBridge, Connect4, Tic Tac Toe.
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Once you find the optimal solution, the game is solved.
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But here's where it gets really interesting.
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Most games aren't just one of these, they're combinations of them, and the combination
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tells you everything about what kind of game it is.
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So let's look at Micro plus Macro.
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These tend to be single player precision games.
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You need to know the optimal solution and execute it fast.
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Think Rubik's Cube Speedrunning, Mario 64, Jump King, and Getting Over It.
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If you were to have a perfect micro cheat in Alderaan Ring, you'd have perfect dodges.
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But if you were to have a perfect macro cheat, you'd use the mathematically optimal build.
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But there's one weird multiplayer outlier here, 8 Ball Pool.
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There's a mathematically optimal shot, and then there's the skill of actually hitting
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it.
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But even though it is player versus player, the room for mind games doesn't really exist.
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And I think it's a rare exception.
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Next let's look at Micro plus Mezzo.
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This is PvP skill expression games.
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These tend to be your fighting games, Street Fighter, Tekken, Smash Bros, Brawlhalla.
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Your skill matters, and reading your opponent matters.
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But also you have some other examples like Mario Kart, like the micro of driving, and
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the mezzo of random items and unpredictable opponents.
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We even see some unique games like Tetris 99.
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The original Tetris is pure micro.
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But Tetris 99 also involves mezzo, because now you're managing who to send garbage to.
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You also have physics based PvP, like Fall Guys and Gang Beasts.
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Which also fits into Micro plus Mezzo.
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The next one is Mezzo plus Macro.
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These are the mind and math games.
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Using Karthstone, TFT, Pokemon VGC, and Battleship.
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Now chess is theoretically a pure macro game, but at the human level, there's a massive
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mezzo component.
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You're optimizing for your specific opponent's habits.
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That's why studying opponent matters in high level chess.
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And then there are some weird outliers.
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Bellatro is a single player game, but it's also mezzo-macro because the RNG of the card
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combines with the math of maximizing your hand.
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You're not executing anything difficult, but you have to pick and choose your cards
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wisely, and play to their biggest strength.
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Phasmophobia is also a weird game that fits into mezzo-macro.
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It's a co-op game, but it fits here because you're deducing a ghost using evidence, which
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is macro, while the ghost's behavior has RNG, mezzo.
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Although I suspect non-PvP mezzo-macro games slowly converge towards pure macro over time.
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Once players fully map the RNG, it stops feeling uncertain and becomes a speedrun problem.
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And then there's the middle, all three overlapping.
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This is where the biggest competitive games live.
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League of Legends, Dota 2, CS2, Valorant, Overwatch, Marvel Rivals, Rocket League, Apex,
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Rainbow Six, World of Warcraft.
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But here's the thing, they're not all the same balance.
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And the cheat test tells you how exactly they differ.
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So let's use Counter-Strike as an example.
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Can aimbots win a game of CS completely alone?
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Almost certainly yes.
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If you never miss, most duels are over before they start.
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That makes micro extremely high in CS2.
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But what about x-ray, seeing through walls?
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Pros have done experiments with one player with x-ray versus five without x-ray.
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The five still usually win, but the x-ray player takes rounds they have no business
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taking.
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This makes mezzo very high in CS2 too.
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Which means macro, the strategic layer, is relatively the lowest.
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CS isn't about long-term economy optimization the way MOBAs are.
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The rounds are short and the execution is everything.
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But let's try this test with Overwatch.
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And right away we see a unique case, because the answer actually depends on your role.
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But since it varies so heavily by character and roles, I decided to ask someone who knows
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about Overwatch way better than I do.
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So if you compare all three like maxed out versions of the perfect version of it, like
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a cheat version of it, which one would have like the highest win rate and how would the
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distribution be?
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I would just say support is more macro heavy, DPS is more micro heavy, and then tank is
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more mezzo heavy.
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Also the way that it works is you have offense, defense and control.
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Control refers to like map control, offense refers to offensive options, defense refers
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to defensive options.
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And a character's mixture or like kind of design links to this concept of offense, defense
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and control.
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Tanks tend to depend on more control, supports more defense, DPS more offense.
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And if you actually like dissect each individual hero, they will have different like varying
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levels or varying focuses on offense, defense or control.
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So I'm thinking about it like this, right?
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If you were to give each role one cheat, you would give aimbot to DPS and for tank you
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would give the ability to see enemy cooldowns as a perfect cheat, right?
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And for supports you would have a coach or an engine, perfect coach.
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That's perfect, that's exactly perfect.
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And also, especially in Overwatch, because it's 5v5, because you only have one tank.
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Like if you can win every duel as a tank, that's kind of like a free win for your team.
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But what about Apex?
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Apex sits remarkably balanced across all three.
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If you think about which player is most likely to win, a guy with perfect aimbot, a guy with
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perfect wallhacks or a guy with perfect ring knowledge, all three actually has a pretty
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good chance of winning the game.
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If you have aimbot, you can easily kill anyone rotating, but any close range fight will tend
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to go either way.
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But with perfect wallhacks, you can use your needs and abilities to take a team down, but
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you'll still lose to someone with good ring positioning.
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But even with perfect ring information, you could still easily die to someone who wants
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to contest that position.
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Let's test this in a really unique game.
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Rocket League
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I asked pro Rocket League coach Luke on his answer to this thought experiment, and this
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was his response.
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Basically, perfect micro or perfect mechanics in Rocket League would be defined as taking
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the ball from point A to point B as quickly and as efficiently as possible.
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Like how in a first person shooter, aimbot moves the crosshair to the target as quickly
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and as efficiently as possible.
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For Rocket League, smarts cannot make up for the fact that a more mechanical person can
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just take the ball to the open net far more than someone with less mechanics.
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This makes Rocket League heavily micro dominant.
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But after micro being the most dominant, he put macro second and mezzo last.
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This is because even if perfect mezzo allows you to hear enemy comms or see enemy boost,
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doesn't change the fact that all information in Rocket League is able to be known at all
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times.
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And for how fast paced the game is at the highest level, listening to a perfect coach
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verbatim would be better over hearing enemy comms or seeing enemy boost.
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Also, the closest thing to perfect micro in Rocket League is the AI bots.
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I came across footage of three semi-pro players versing three of the best Rocket League AI.
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And the three AI bots were able to win comfortably.
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So here's what this framework actually gives you.
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It helps classify games, but it also helps understand yourself as a player.
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I noticed something when I looked at which games I genuinely enjoy.
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I gravitate toward games in the middle, the full micro-mezzo-macro cluster, and toward
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pure micro and pure macro, but I don't really enjoy micro-macro games.
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Speedrunning doesn't scratch the right itch for me.
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And when I looked at why, it mapped exactly.
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In Apex, I'd argue I aim pretty well and have respectable movement.
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I'd say I also have a solid understanding of rotations and ring positioning, but I tend
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to tunnel vision in close quarter fights, specifically when we're in the same building.
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So I tend to miss mezzo-reads when the pressure is high.
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And this exactly explains the gap in my game.
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Because here's the real insight.
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Every player has a natural lean.
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Some people are micro-players, they grind mechanics obsessively, and they want the skill
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gap to feel fair.
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Some people are mezzo-players, they love reading people, and they thrive in the chaos of PvP
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randomness.
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We even see a common cluster of people who play Among Us, GTA Artee, luck-based games
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like gambling, along with many other party games.
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And then we also see that some players are macro-players, they love efficiency, they
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draw routes on maps, they think about the game between games more than during it.
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And most of us are a mix, but not an equal mix.
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The games that frustrate you the most, they're probably demanding something your brain doesn't
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naturally give.
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The games you keep coming back to, they're probably rewarding the part of you that already
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runs at full power.
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Genre labels never told you any of this.
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Action RPG doesn't tell you whether you'll be grinding execution, reading opponents,
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or solving systems.
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It just tells you there's a sword and a level bar.
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And maybe more importantly, you can stop blaming yourself when a game doesn't click.
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Because maybe the games are testing things you haven't built yet.
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In my case it's the underdevelopment of mezzo.
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And that's the three dimensions of games, micro, mezzo, macro.
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Every game lives somewhere inside them.
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And now that you know where to look, you'll never see a game the same way again.
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