field guide
The four-axis cheat-test
A framework for asking what a game actually tests, by asking what single cheat would most trivialise it. Honest, opinionated, deliberately under-determined - the rationale is the argument.
The cheat-test
Instead of "what genre is this?", ask "what single cheat would most trivialise it?" The cheat that breaks the game names the axis it truly tests.
- Aimbot / frame-perfect inputs → Execution
- Stream-snipe / mind-read → Reads
- See what's hidden / know the next roll → Variance
- A perfect solver / coach → Optimization
Most games blend all four - and the blend is the real identity. "Action RPG" tells you there's a sword and an XP bar; it never tells you whether you'll grind mechanics, read people, or solve systems.
The four scores don't compete
These aren't one rating split four ways. Each axis answers its own question, on its own 0-10 scale: how far would a single cheat trivialise the game on this one dimension? A high axis never costs another points - a game can read 10/0/0/2, or 1/0/1/2, and both are honest.
Low on all four isn't missing data - it's the lens saying plainly: this is an experience, not a skill test. We'd rather tell you that than inflate a number to look thorough.
Execution
The hands - raw input quality: aim, timing, movement, muscle memory.
- Cheat
- Flawless inputs handed to you free - an aimbot's aim in a shooter, frame-perfect timing in a platformer, every keystroke on the beat in a rhythm game. It's not just aim: if perfect hands alone win, execution leads.
- Why distinct
- A physical ceiling. Knowing the right move is worthless if you can't perform it inside the window.
Shows up in
Counter-Strike 2
Competitive PvP
if you never miss, most duels end before they start.
Valorant
Grand Arena
aim first; the abilities just set up the click.
Rocket League
Pure Mechanics
mechanics beat smarts - bots outplay semi-pros.
Apex Legends
Competitive PvP
movement and recoil win the fight first.
High execution and nothing else = a reflex test. Pair it with a known solution and you get speedruns.
Reads
Out-thinking an opponent who adapts to you - the mind-game layer.
- Cheat
- Knowing what they'll do before they do - stream-sniping their habit, reading the tell, feeling the bluff.
- Why distinct
- It NEVER converges. Because the opponent changes in response to you, there's no fixed optimal policy to memorize. That's what makes it the hardest axis to solve out - and the rarest in solo games.
Shows up in
Among Us
Pure Mind Games
read the liar, sell the lie - pure deduction.
League of Legends
Grand Arena
outdraft and outread five opponents.
Tekken 8
Grand Arena
conditioning and baiting a human, live.
Street Fighter 6
Grand Arena
footsies: whiff-punish the poke you saw coming.
Substrate-agnostic: a truly adaptive AI counts, but a scripted boss or a random enemy does NOT - that behaviour is Optimization or Variance.
Variance
Managing hidden information and randomness.
- Cheat
- X-ray vision for anything hidden or random - the opponent's cards, the loot table, the enemy you can't see yet, the next dice roll. Cards are just the obvious case; any hidden info or RNG counts.
- Why distinct
- It CONVERGES. Once players fully map the randomness, the uncertainty dissolves into a solved optimization problem. That convergence is the tell that separates it from Reads.
Shows up in
UNO
Pure Chaos
the draw decides; play the odds you're dealt.
Balatro
Systems & Chaos
card RNG you build an engine to survive.
Hearthstone
Grand Arena
the topdeck you can't control - play the odds.
Teamfight Tactics
Systems & Chaos
a shared random shop; adapt your comp to it.
Random or scripted-but-unknown NPC behaviour lives HERE, not in Reads - it's a distribution to manage, not a mind to outwit.
Optimization
The solvable systems layer - given full info, the mathematically best plan.
- Cheat
- A perfect solver whispering the best move - the chess engine's line, the speedrun route, the min-maxed build, the ideal economy. ("Engine" as in a program that computes the optimum for you.)
- Why distinct
- In pure form the game is literally solvable; once solved, it's over. This is the 'between games' layer - routing, economy, build, win-condition.
Shows up in
Path of Exile 2
Pure Optimization
build math and economy under a river of loot.
Civilization VII
Pure Optimization
empire planning across hundreds of turns.
Stardew Valley
Pure Optimization
season routing and profit loops.
Factorio
Pure Optimization
find the optimal factory; pure engineering.
A learned Souls moveset lands here too: once you know it, the fight is an execution + optimization check, not a reads check.
Regions
A game's region is its top one or two axes - the combination, not any single score.
- Competitive PvP(Exec + Reads)- Street Fighter, Tekken
- Practiced Mastery(Exec + Opti)- Jump King, Dark Souls, speedruns
- Twitch Chaos(Exec + Variance)- Fall Guys, Mario Kart
- Mind & Math(Reads + Opti)- chess at the human level
- Systems & Chaos(Opti + Variance)- Balatro, Hearthstone, Phasmophobia
- Bluff & Deduction(Reads + Variance)- Poker, Among Us
- Grand Arena(all four)- League, Dota, CS2, Apex
The convergence law
Any non-PvP game leaning on Variance slowly slides toward pure Optimization as players map the RNG. Reads is the only axis that resists it - which is exactly why solo games struggle to hold a reads layer.