쉐도잉 연습: Once you see this, You’ll see Competitive Games Differently - 영상으로 영어 말하기 배우기
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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, and Rainbow Six Siege." And you say "Ehh,
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actually only Counter -Strike." You say strategy games, and someone recommends you Civilization, when you wanted something 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.
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at games, 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.
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Your reflexes, your aim, your timing.
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Sometimes it's information.
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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.
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Reading people, managing randomness, and adapting on the fly.
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of gameplay, and most games mix them together in different amounts.
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So let me give you three words: Micro, Meso, 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?
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is to think 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 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.
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It's your aim, your timing, your movement, your muscle memory.
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looks like an aimbot.
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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.
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You can cheat in Geometry Dash with 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 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 Among Us also runs on Meso.
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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 you shouldn't.
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Macro is the system's layer.
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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 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, Connect 4, 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 tells you everything about what kind of game it is.
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So let's look at Micro + 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, Jump King, and Getting Over It.
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If you were to have a perfect micro cheat in Elden 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.
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Eight ball pool.
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There's a mathematically optimal shot, and then there's the skill of actually hitting it.
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So 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 action.
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Next, let's look at Micro + 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 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, 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, which also fits into Micro + Mezzo.
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The next one is Meso + Macro.
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These are the Mind and Math games.
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Think Hearthstone, 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 Meso 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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Ballatro is a single player game.
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But it's also meso -macro because the RNG of the card 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 wisely, and play to their biggest strength.
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Phasmophobia is also a weird game that fits into Meso Macro.
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It's a co -op game, but But it fits here because you're deducing a ghost using evidence, which is macro.
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while the Ghost Behavior has RNG: Meso.
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Although I suspect non -PVP Meso 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,
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Rocky League, Apex, 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. 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 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 you But let's try this test with Overwatch, and right away we see a unique case,
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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 about Overwatch way better than I do.
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you So if you compare all three like maxed out versions of the perfect version of it, like a cheat version of it,
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which one would have like the highest win rate and how would the distribution be?
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I would just say support is more macro heavy.
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DPS is more micro heavy and then tank is more mezzo heavy Oh, okay, okay.
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also the way that it works is you have offense defense
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and control um control refers to like map control offense refers to offensive options defense refers to defensive options
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and if you a character's mixture or
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or like kind of design links to the this concept of uh offense defense
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and control tanks tend to depend on more control supports more defense dps more often and if you dissect each individual hero,
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they will have different, like varying 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 roll one cheat, you would give aimbot to DPS.
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Yes.
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tank you would give the ability to see enemy cooldowns as a perfect cheat right?
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and yeah for supports you would have a coach or an engine, perfect coach.
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Yes, that's perfect.
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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 perfect wallhacks, or a guy with perfect ring knowledge.
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all three actually has a pretty 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 to go either way.
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But with perfect wallhacks, you can use your nades and abilities to take a team down.
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but 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 to contest that position.
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But 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 was his response.
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Basically, perfect micro
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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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first -person shooter, aimbot moves the crosshair to the target as quickly and as efficiently as possible.
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For Rocket League, smarts cannot make up for the fact
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that a more mechanical person can 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
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or see enemy boost? doesn't change the fact that all information in Rocket League is able to be known at all times.
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and for how fast -paced the game is at the highest level, Listening to a perfect coach verbatim, would be better overhearing 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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Crap, and your dust.
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Oh my god.
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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 -mesomacro cluster, and toward pure micro and pure macro,
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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 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 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 a real insight: every player has a natural lean.
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Some people are micro players, they grind mechanics obsessively, and they want the skill gap to feel fair.
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Some people are mezzo players, they love rating people, and they thrive in the chaos of PvP randomness, like we even see a common cluster of people who play Among Us,
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GTA RP, luck based games like gambling, along with many other party games.
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players.
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They love efficiency, they 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 naturally give.
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The games you keep coming back to, they're probably rewarding the part of you that already 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, raiding opponents, 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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'cause 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, Meso, 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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추천 영상
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이 영상의 핵심 어휘
영상에 나오는 덜 흔한 단어 15개를 발음, 뜻과 함께 정리했습니다.
- microwave /ˈmaɪkɹoʊˌweɪv/ (명사) — 마이크로파. An electromagnetic wave with wavelength between that of infrared light and radio waves.
- cheat /ˈt͡ʃiːt/ (동사) — 바람피우다, 바람을 피우다. To violate rules in order to gain, or attempt to gain, advantage from a situation.
- execution /ˌɛk.sɪˈkjuː.ʃən/ (명사) — 실행, 집행. The act, manner or style of executing (actions, maneuvers, performances).
- skill /skɪl/ (명사) — 기술, 스킬. A capacity to do something well; a technique, an ability, usually acquired or learned, as opposed to abilities that are regarded as innate.
- layer /ˈleɪ̯ɚ/ (명사) — 층. A single thickness of some material covering a surface.
- opponent /əˈpəʊ.nənt/ (명사) — 상대. One who opposes another; one who works or takes a position against someone or something; one who attempts to stop the progress of someone or something.
- mechanic /mɪˈkænɪk/ (명사) — 정비공, 기계공. Someone who builds or repairs machinery, a technician; now specifically, someone who works with and repairs the mechanical parts of a motor vehicle, aircraft…
- refer /ɹɪˈfɜː/ (동사) — 언급하다. To direct the attention of (someone toward something).
- genre /ˈ(d)ʒɑnɹə/ (명사) — 장르. A kind; a stylistic category or sort, especially of literature or other artworks.
- execute /ˈɛksɪˌkjuːt/ (동사) — 처형하다. To kill, especially as punishment for a capital crime.
- chess /t͡ʃɛs/ (명사) — 체스, 서양장기. A board game for two players, each beginning with sixteen chess pieces moving according to fixed rules across a chessboard with the objective to checkmate the…
- label /ˈleɪ.bəl/ (명사) — 라벨, 레이블. A small ticket or sign giving information about something to which it is attached or intended to be attached.
- ghost /ɡoʊst/ (명사) — 유령, 혼. A disembodied soul; a soul or spirit of a deceased person; a spirit appearing after death.
- solve /sɒlv/ (동사) — 해결하다. To find an answer or solution to a problem or question; to work out.
- experiment /ɪkˈspɛɹ.ə.mənt/ (명사) — 실험. A test under controlled conditions made to either demonstrate a known truth, examine the validity of a hypothesis, or determine the efficacy or likelihood of…
영상에 나오는 구동사
- get over (동사) — 극복하다. To overcome.
주의할 발음
화자는 doesn't, you'd, you're 같은 축약형과 약화된 형태를 35번 사용합니다. 들리는 대로 짧게 발음하세요.
- “th” 소리: mathematics /mæθ(.ə)ˈmæt.ɪks/, mathematical /ˌmæθ(.ə)ˈmæt.ɪ.kəl/, thrive /θɹajv/
- “sh”와 “zh” 소리: execution /ˌɛk.sɪˈkjuː.ʃən/, genre /ˈ(d)ʒɑnɹə/, shooter /ˈʃuːtəː/, efficiency /ɪˈfɪʃ.ən.si/, rotation /ɹoʊˈteɪʃən/
- 긴 단어 — 강세 위치에 주의: execution /ˌɛk.sɪˈkjuː.ʃən/, experiment /ɪkˈspɛɹ.ə.mənt/, mathematics /mæθ(.ə)ˈmæt.ɪks/, naturally /ˈnæt͡ʃ.(ə.)ɹə.li/, efficiency /ɪˈfɪʃ.ən.si/
이 영상으로 연습하는 방법
- 먼저 말하지 않고 영상을 끝까지 듣고 모르는 단어를 적어 둡니다.
- 0.75배속으로 한 문장씩 섀도잉을 시작하고, 익숙해지면 보통 속도로 돌아갑니다.
- 자신의 목소리를 녹음해 원본과 비교하고, microwave, cheat, execution 같은 단어에 특히 주의합니다.
이 영상의 문법
화자가 가장 많이 쓰는 문형을 영상 속 실제 표현과 함께 정리했습니다.
| 문형 | 영상 속 표현 |
|---|---|
| 수동태 be + 과거분사 — 누가 하는지보다 무슨 일이 일어나는지에 초점 | can be broken · is built · is solved |
| 관계절 who / which + 절 — 사람이나 사물에 대한 추가 정보 | evidence, which is · someone who knows · someone who wants |
| 현재완료 have/has + 과거분사 — 과거의 일이 지금도 관련이 있을 때 | have done · haven't built |
쉐도잉이란? 영어 실력을 빠르게 키우는 과학적 방법
쉐도잉(Shadowing)은 원래 전문 통역사 훈련을 위해 개발된 언어 학습 기법으로, 다언어 학자인 Dr. Alexander Arguelles에 의해 대중화된 방법입니다. 핵심 원리는 간단하지만 매우 강력합니다: 원어민의 영어를 들으면서 1~2초의 짧은 지연으로 즉시 소리 내어 따라 말하는 것——마치 '그림자(shadow)'처럼 화자를 따라가는 것입니다. 문법 공부나 수동적인 청취와 달리, 쉐도잉은 뇌와 입 근육이 동시에 실시간으로 영어를 처리하고 재현하도록 훈련합니다. 연구에 따르면 이 방법은 발음 정확도, 억양, 리듬, 연음, 청취력, 말하기 유창성을 크게 향상시킵니다. IELTS 스피킹 준비와 자연스러운 영어 소통을 원하는 분들에게 특히 효과적입니다.












