Micromanagement (gameplay)
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Micromanagement in gaming is the handling of detailed gameplay elements by the player. It appears in a wide range of games and genres, including
strategy video game Strategy is a major video game genre that emphasizes thinking and planning over direct instant action in order to achieve victory. Although many types of video games can contain strategic elements, as a genre, strategy games are most commonly defi ...
s,
construction and management simulation Construction and management simulation (CMS), sometimes also called management sim or building sim, is a subgenre of simulation game in which players build, expand or manage fictional communities or projects with limited resources. Strategy vid ...
s, and pet-raising simulations. Micromanagement has been perceived in different ways by game designers and players for many years: some perceive it as a useful addition to games that adds options and technique to the gameplay, something that is necessary if the game is to support top-level competitions; some enjoy opportunities to use tactical skill in strategic games; others regard it as an unwelcome distraction from higher levels of strategic thinking and dislike having to do a lot of detailed work. Some developers attempt to minimize micromanagement in a game's interface for this reason.


Combat

Detailed management of units in combat aims to maximize damage given to enemy units and minimize damage to the player's units. For standard combat units the most common techniques are: grouping units into formations, for example to keep lightly armored shooters behind and protected by more heavily armored
melee A melee ( or , French: mêlée ) or pell-mell is disorganized hand-to-hand combat in battles fought at abnormally close range with little central control once it starts. In military aviation, a melee has been defined as " air battle in which ...
units; concentrating the fire of all ranged units on one target and then a second, etc., to destroy threats as fast as possible; withdrawing seriously damaged units from combat, if repairing / healing them is cheaper than replacing them; "dancing" units that have taken some damage out of enemy weapons range and then back into combat once the enemy have locked on to another target; using military tactics such as
flanking In military tactics, a flanking maneuver is a movement of an armed force around an enemy force's side, or flank, to achieve an advantageous position over it. Flanking is useful because a force's fighting strength is typically concentrated i ...
and counterattacks; exploiting nontransitive ("circle of death" or "
rock-paper-scissors Rock paper scissors (also known by other orderings of the three items, with "rock" sometimes being called "stone," or as Rochambeau, roshambo, or ro-sham-bo) is a hand game originating in China, usually played between two people, in which each p ...
") power relationships between units; using cheap units to draw the enemy's fire away from more expensive units, gameplay especially typical of games of the
real-time tactics Real-time tactics (RTT)(Article at IGN discussing their perception of RTS and related genres as of 2006. RTT is discussed as a new and not yet established genre from the publisher's perspective, so currently all RTT possible titles are still con ...
type. Micromanagement is even more necessary for units with special abilities, that can only be used infrequently. "Micromanagement" in this sense is often abbreviated to "micro", which can be used as a noun or a verb.


Versus macromanagement

There is sometimes confusion regarding the difference between micromanagement and macromanagement, normally abbreviated as 'micro' and 'macro' respectively. Macro generally refers to managing large quantities of tasks at the same time. For example, building units from various structures throughout the game while also building more structures, scouting, creating new bases, etc. This is different from micro, which is generally controlling small numbers of units and giving them very specific orders.


Economic

The range of possible economic micromanagement techniques is much wider than for combat, because strategy games' economies work in so many different ways. If the game uses "worker" units to gather resources and / or build things (a common technique in
real-time strategy Real-time strategy (RTS) is a subgenre of strategy video games that do not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to p ...
games), one must make sure none are idle and that they are doing the right things, and must avoid letting enemy raiders destroy them. In some
turn-based In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress cont ...
games one tells colonies what percentages of their efforts to put into various activities such as industrial growth, research, and building defenses or combat units; as colonies grow or the strategic situation changes, one has to check and adjust these ratios. In Sid Meier's ''
Civilization A civilization (or civilisation) is any complex society characterized by the development of a state, social stratification, urbanization, and symbolic systems of communication beyond natural spoken language (namely, a writing system). ...
'' series, it may be important for either economic or military reasons to build railroads as fast as possible, and doing this efficiently requires considerable micromanagement of Settler / Engineer units.


Twitch vs trick

Some forms of micromanagement involve continuous input of a large number of commands over a short period of time. This is known as twitch micromanagement. For example, a micromanagement technique known as kiting requires continuous input from the player in order to keep their character at an optimum distance from a target. Another example of twitch micromanagement can be found in
racing games Racing games are a video game genre in which the player participates in a racing competition. They may be based on anything from real-world racing leagues to fantastical settings. They are distributed along a spectrum between more realistic rac ...
whereby a player is required to keep making split second adjustments to the position of their vehicle. In contrast to twitch micromanagement, some game elements need only occasional input from the player in order to exploit tricks in their behavior. In these situations, quick thinking is rewarded over continuous, quick reaction. This is known as trick micromanagement. Other types of games are based entirely on micromanagement, such as pet-raising simulations and games like '' Cake Mania'', where the player's ability to micromanage is often the only skill being tested by the game.


Policy-based

Some games are designed in such a way that players must constantly set or check strategic parameters to ensure that operations are proceeding smoothly and efficiently. A typical
city-building game A city-building game, or town-building game, is a genre of simulation video game where players act as the overall planner and leader of a city or town, looking down on it from above, and being responsible for its growth and management strategy. ...
or
4X game 4X (abbreviation of ''Explore, Expand, Exploit, Exterminate'') is a subgenre of strategy-based computer and board games, and include both turn-based and real-time strategy titles. The gameplay involves building an empire. Emphasis is placed ...
, for example, requires the player to regulate taxation and production levels in order to keep their industries and commerce flowing. The amount of detail that goes into a simulation like this may necessitate spending a disproportionate amount of time in adjusting relatively minor parameters in order to achieve maximum efficiency.


Controversy

Micromanagement can divert the player's attention from
grand strategy Grand strategy or high strategy is a state's strategy of how means can be used to advance and achieve national interests. Issues of grand strategy typically include the choice of primary versus secondary theaters in war, distribution of resource ...
by overloading the player with repetitive and mechanical work. Some commentators think that "Strategy is irrelevant in today’s
real-time strategy Real-time strategy (RTS) is a subgenre of strategy video games that do not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to p ...
games when you’re playing against a fourteen-year-old who can click twice as fast as you." Games in which constant micromanagement is needed are often described as "micromanagement hell".The Geryk Analysis - Master of Orion 3 rebuttal
at quartertothree.com (2001)

at armchairempire.com (2006)
In
turn-based In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress cont ...
games the need for economic micromanagement is generally regarded as a defect in the design, and more recent TBS games have tried to minimize it.Galactic Civilizations
reviews at metacritic.com
Master of Orion 3
reviews at metacritic.com
But hands-on tactical combat is a feature of many turn-based games (e.g. '' Master of Orion II'', '' Space Empires III'', ''
Heroes of Might and Magic III ''Heroes of Might and Magic III: The Restoration of Erathia'' (commonly referred to as ''Heroes of Might & Magic 3'', or ''Heroes 3'', or abbreviated HoMM 3) is a turn-based strategy game developed by Jon Van Caneghem through New World Comput ...
''), and reviewers complained about the difficulty of controlling combat in '' Master of Orion 3''.Master of Orion 3 review
at quartertothree.com (2003)
There is controversy between fans of different RTS games about whether micromanagement is: (a) a skill which involves making decisions quickly while under pressure; or (b) a chore which degenerates into a "clickfest" where a player who is faster with the mouse usually beats a player who is better at
grand strategy Grand strategy or high strategy is a state's strategy of how means can be used to advance and achieve national interests. Issues of grand strategy typically include the choice of primary versus secondary theaters in war, distribution of resource ...
. As a result, RTS games vary widely from e.g. ''
Total Annihilation ''Total Annihilation'' is a real-time strategy video game created by Cavedog Entertainment, a sub-division of Humongous Entertainment, and was released on September 26, 1997 by GT Interactive for Microsoft Windows and Mac OS. Two expansion packs ...
'', which eliminates most economic micromanagement and reduces tactical micromanagement, to '' StarCraft'', in which both economic and tactical micromanagement are considered important skills. Software has been developed to analyze players' Actions Per Minute (commonly known as APM).Total Annihilation review
at gamespot.com (1997)
Other games aim for differing levels of micromanagement of different types: for instance, the
Relic Entertainment Relic Entertainment Inc. (formerly known as THQ Canada Inc.) is a Canadian video game developer based in Vancouver, founded in 1997. The studio specializes in real-time strategy games and is known for series such as ''Homeworld'', '' Warhammer 40 ...
title Dawn of War 2 minimises economic micromanagement as much as possible, such that there is no base construction, all units are produced from a single source, and resources are accumulated automatically over time by controlling strategic battlefield locations, while on the other hand the game emphasises tactical micromanagement as its primary skill, with combat taking place principally between relatively small squads of highly effective and highly vulnerable units, with victory a function of the rapid deployment of special weapons and tactics in order to counter enemy manoeuvres and inflict maximum damage quickly while avoiding sustaining damage. A
Gamasutra ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Gam ...
article pointed out that micromanagement in Civilization III resulted in the game becoming "a chore more than a game," explaining: "Computers can now animate more units than any player could reasonably want to control, and the number will continue to increase exponentially." Many role-playing video games and
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
s are developing more advanced hotkey layouts, allowing these genres to develop their own micromanagement skills.


In popular culture

*The popular Internet-distributed
mockumentary A mockumentary (a blend of ''mock'' and ''documentary''), fake documentary or docu-comedy is a type of film or television show depicting fictional events but presented as a documentary. These productions are often used to analyze or comment on c ...
series '' Pure Pwnage'' coined the term "über-micro", a term describing unusually superior levels of micromanagement. In one episode, it was claimed that micromanagement was discovered in "The Battle of 1974". *In
South Korea South Korea, officially the Republic of Korea (ROK), is a country in East Asia, constituting the southern part of the Korean Peninsula and sharing a land border with North Korea. Its western border is formed by the Yellow Sea, while its eas ...
, the real-time strategy game '' StarCraft'' is highly popular as a professional sport. The need to micromanage efficiently and multitask under pressure are regarded as features that make it suitable for top-level competitions. The game is broadcast on Korean national television, showing professional players' micromanagement skills.''World Cyber Games'' - National Geographic Channel documentary
90 second clip
on
YouTube YouTube is a global online video sharing and social media platform headquartered in San Bruno, California. It was launched on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim. It is owned by Google, and is the second mo ...
)


See also

* Actions per minute * Macromanagement *
Micromanagement In business management, micromanagement is a management style whereby a manager closely observes, controls, and/or reminds the work of their subordinates or employees. Micromanagement is generally considered to have a negative connotation, main ...
, in business *
Real-time strategy Real-time strategy (RTS) is a subgenre of strategy video games that do not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to p ...
*
Real-time tactics Real-time tactics (RTT)(Article at IGN discussing their perception of RTS and related genres as of 2006. RTT is discussed as a new and not yet established genre from the publisher's perspective, so currently all RTT possible titles are still con ...
*
Turn-based strategy A turn-based strategy (TBS) game is a strategy game (usually some type of wargame, especially a strategic-level wargame) where players take turns when playing. This is distinguished from real-time strategy (RTS), in which all players play si ...


References

{{Real-time strategy gameplay Esports terminology Video game gameplay