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 games, construction and management simulations, 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.[ citation needed ]
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 units; [1] [2] 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 and counterattacks; exploiting nontransitive ("circle of death" or "rock-paper-scissors") 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 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.
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.
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 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 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 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. [3]
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.[ citation needed ] Another example of twitch micromanagement can be found in racing games 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.[ vague ] 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.
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 or 4X game, 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.
Micromanagement can divert the player's attention from grand strategy by overloading the player with repetitive and mechanical work. Some commentators think that "Strategy is irrelevant in today's real-time strategy games when you're playing against a fourteen-year-old who can click twice as fast as you." [3] Games in which constant micromanagement is needed are often described as "micromanagement hell". [4] [5] [6]
In turn-based games the need for economic micromanagement is generally regarded as a defect in the design, [3] and more recent TBS games have tried to minimize it. [4] [7] [8] 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 ), and reviewers complained about the difficulty of controlling combat in Master of Orion 3 . [9]
There is controversy between fans[ who? ] 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. [10] [11] As a result, real time strategy games vary widely from e.g. Total Annihilation , 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). [12] [13] Other games aim for differing levels of micromanagement of different types: for instance, the Relic Entertainment 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 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." [3]
Many role-playing video games and first-person shooters are developing more advanced hotkey layouts, allowing these genres to develop their own micromanagement skills.
A wargame is a strategy game in which two or more players command opposing armed forces in a simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to study the nature of potential conflicts. Many wargames re-create specific historic battles, and can cover either whole wars, or any campaigns, battles, or lower-level engagements within them. Many simulate land combat, but there are wargames for naval, air combat, and cyber as well as many that combine various domains.
A strategy game or strategic game is a game in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decision tree-style thinking, and typically very high situational awareness.
Real-time strategy (RTS) is a subgenre of strategy video games that does 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 play. The term "real-time strategy" was coined by Brett Sperry to market Dune II in the early 1990s.
A tactical shooter is a sub-genre of first- and third-person shooters, associated with using strategy, planning, and tactics in gameplay, as well as the realistic simulations of ballistics, firearm mechanics, physics, stamina, and low time to kill. Dating back to strategy games from the late 1980s, the genre first rose to prominence in the late 1990s with the releases of several well-received tactical shooters. The popularity of the genre saw a decline in the late 2000s as fast-paced "arcade"-like action shooters rose to prominence, it has seen a revitalization since the mid-2010s with the successful releases of several modern tactical shooters.
XCOM is a science fiction video game franchise featuring an elite international organization tasked with countering alien invasions of Earth. The series began with the strategy video game X-COM: UFO Defense created by Julian Gollop's Mythos Games and MicroProse in 1994. The original lineup by MicroProse included six published and at least two canceled games, as well as two novels. The X-COM series, in particular its original entry, achieved a sizable cult following and has influenced many other video games; including the creation of a number of clones, spiritual successors, and unofficial remakes.
Master of Orion is a turn-based, 4X science fiction strategy game in which the player leads one of ten races to dominate the galaxy through a combination of diplomacy and conquest while developing technology, exploring and colonizing star systems.
Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies. Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published.
Master of Magic is a single-player, fantasy turn-based 4X strategy game in which the player plays as a wizard attempting to dominate two linked worlds. From a small settlement, the player manages resources, builds cities and armies, and researches spells, growing an empire and fighting the other wizards.
4X is a subgenre of strategy-based computer and board games, and includes both turn-based and real-time strategy titles. The gameplay generally involves building an empire. Emphasis is placed upon economic and technological development, as well as a range of military and non-military routes to supremacy.
Tactical role-playing games, also known as strategy role-playing games and in Japan as simulation RPGs, are a video game genre that combines core elements of role-playing video games with those of tactical strategy video games. The formats of tactical RPGs are much like traditional tabletop role-playing games and strategy games in appearance, pacing, and rule structure. Likewise, early tabletop role-playing games are descended from skirmish wargames such as Chainmail, which were primarily concerned with combat.
The following outline is provided as an overview of and topical guide to video games:
Master of Orion II: Battle at Antares is a 4X turn-based strategy game set in space, designed by Steve Barcia and Ken Burd, and developed by Simtex, who developed its predecessor Master of Orion and Master of Magic. The PC version was published by MicroProse in 1996, and the Macintosh version a year later by MacSoft, in partnership with MicroProse. The game has retained a large fan base, and is still played online.
Turn-based tactics (TBT) is a video game genre of strategy video games. They are turn-based simulations of operational warfare and military tactics in generally small-scale confrontations as opposed to more strategic considerations of turn-based strategy (TBS) games. Turn-based tactical gameplay is characterized by the expectation of players to complete their tasks using only the combat forces provided to them in a generally realistic manner.
Real-time tactics (RTT) is a subgenre of tactical wargames played in real-time, simulating the considerations and circumstances of operational warfare and military tactics. It is differentiated from real-time strategy gameplay by the lack of classic resource micromanagement and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics.
A grand strategy wargame or simply grand strategy game (GSG) is a wargame that places focus on grand strategy: military strategy at the level of movement and use of a nation state or empire's resources. The genre has considerable overlap with 4X games, but differs in being "asymmetrical", meaning that players are more bound to a specific setup and not among equally free factions in exploring and progressing the game and an open world.
Cytron Masters is a strategy video game by Danielle Bunten Berry and Ozark Softscape. It was published by Strategic Simulations for the Apple II and Atari 8-bit computers in July or August 1982. Cytron Masters is one of the earliest video games that can be considered a real-time strategy game, or a real-time tactics predecessor to the genre, requiring the players to build up their forces in order to win.
In video games 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.
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 defined as those with a primary focus on high-level strategy, logistics and resource management. They are also usually divided into two main sub-categories: turn-based and real-time, but there are also many strategy cross/sub-genres that feature additional elements such as tactics, diplomacy, economics and exploration.