Micromanagement (computer gaming)

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The term micromanagement (in this context, often abbreviated to simply micro) is used in strategy computer games to describe a facet of gameplay. The term Micromanagement usually refers to small scale mananagement skills at Real Time strategy games. However, many Role Playing Games and First Person Shooters are developing more advanced hotkey layouts, allowing these genres to develop their own micromanagement skills.

In turn-based strategy games, micromanagement is a style of play where the player manages the fine details of the game, as well as overall strategy. In real-time strategy games, micromanagement refers to a player's management over individual units in combat situations.

In strategy games where micromanagement occurs, it is usually an integral and skill-testing part of the gameplay; as such it is not considered a pejorative term as it is in its original, business management sense (see micromanagement). However, critics of this style of gameplay use the term in its pejorative sense, usually in such forms as "micromanagement hell".

Skilled players of real-time strategy games are distinguished by their strong micromanagement abilities. Quick reflexes allow such players to manage many units with fine control. Utility and add-on programs can measure a players micromanagement, counting Actions per minute, although it only gives a hint about the skill of the player. Micromanagement is one of the most visible attributes of a high end player in real time strategy games, albeit to the unskilled observer this is usually only visible if the observer can physically observe the player use the keyboard and mouse.

[edit] Overview

Micromanagement is the Art and Science of controlling ones units for the maximum benefit. There are two generic types of micromanagement: Military Micromanagement and Economic Micromanagement. Economic micromanagement refers to managing ones villagers or peons. Examples of this would be placement of lumber camps in Age of Empires II, direction of villagers attacking deer in Age of Empires III, or optimization of peon resource lines in WarCraft III. In essence, Economic Micromanagement is any small-scale management, which is done to optimize ones economy. This definition often overlaps with that of Macromanagement.

Military Micromanagement is what most people refer to with the term Micromanagement. It is the management of military units on a small scale. More formally put it is controlling one's army to maximize damage being dealt to the enemy and to minimize damage being dealt to oneself. There are many aspects of military micromanagement. A few concepts in Micromanagement are:

Countering - Assigning unit types to attack unit types that they do well against.

Force Firing - Assigning multiple units to attack a single unit so the target unit dies faster and thus decreasing the enemies attack power.

Dancing/Selective Retreat - Retreating injured units so that they do not die and so enemy units must chase those units and thus decreasing the enemy's firepower.

Anticipate - Predicting how the enemy will micromanage their army so that one can make the appropriate micromanagement decisions.

Tactical Level - Micromanagement of groups of units rather than individual units.

Positioning and Maneuvering - Placing and moving units on the battlefield to advantageous positions.

Flanking - Maneuvering ones units around a meat shield to hit weak, normally ranged, units.

Meat Shield - High Health units used to protect weak units. Examples include units such as Pikemen and Zealots.

Suppressive Fire - Attacking enemies units to allow another group of units maneuver time.

Pressuring - A focused attack to prevent the enemy from attaining some goal.

In and Out Maneuvers - A tactical level micromanagement strategy where one limits contact with an enemy army to limit losses.

Hit and Run - Letting ones unit fire and then retreat. Normally with fast high ranged units. Examples include Dragoons from Starcraft and Age of Empires III. Skirmishers from Age of Empires II, and Calvary Archers in Age of Kings.

Crossing the T - Attacking an enemy column with a line thus maximizing firepower while minimizing enemy firepower.

Pincer - Enveloping an enemy army to limit retreat avenues.

Feigned Withdrawal - A fake retreat for some means. Normally an ambush.

Bearing on the Masses - Focusing splash damage unit fire on masses of enemy units to maximize damage. Examples inclue nukes and artillery damaging several units at the same time with one shot.

Micromanagement is often closely associated with APM (Actions Per Minute) whereas skillful micromanagement requires high APM. It is also commonly and inaccurately referred to as 'click-fests'. Micromanagement is inversely related to macromangement (management on a large strategic and economic scale).

[edit] Micromangement in popular culture

The highly popular Internet-distributed mockumentary series Pure Pwnage states that micromanagement is a trait of pro gamers.

In Korea, the real-time strategy game StarCraft is wildly popular. Micromanagement is a key reason for this popularity. The game is broadcast on TV, showing off professional gamers' micromanagement skills.

[edit] External links

  • Micro and Real Life Micro battles have been popularized by the series 'Pure Pwnage' [1]
  • Various Micromanagement Articles [2]
  • Famous Starcraft Micro Tricks [3]
  • Mission Red Micro Game [4]
  • Escapa! Micro Game [5]
  • A video showing a Starcraft tournament game [6]
  • The website of a korean TV Game Broadcasting network; also broadcasts StarCraft tournaments [7]
  • A video with a show of Marine micro in Starcraft [8]
  • More information about OnGameNet [9]
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