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Macromanagement is the act of leading decision makers or managing the managers. Macromanagement is a close concept to the economic concept of mechanism design.

When a macromanager directs a system, first he will focus on the system's entities (such as constraints, rules, information architecture, etc.) and thereafter he will change them so that the system spontaneously moves to the defined aim, i.e. to the new lower potentials which a macromanager has tuned.

Therefore, to manage a system, a macromanager begins by evaluating the potential of different elements of the system to determine the most appropriate route. Then, instead of driving toward objectives or impeding anomalies, he works on the metasystem, rules, potential coefficients, categorizations, information architectures, etc.

After a while, the system naturally and spontaneously proceeds to well-defined aims with a selected pace. Because it is spontaneous, opposing the system seems to be an irregular manner. Meanwhile, because of the nature of the mentioned process, no one would consider the presence of macromanager.

In computer gaming[edit]

In strategy games, especially StarCraft and Warcraft, macromanagement is often misused to refer to the general economy aspect of the game such as constructing buildings, conducting research, and producing units, among other things involving the intake and expending of resources. This is actually a form of micromanagement done to a relatively large number of units.[citation needed]

In turn-based games, macromanagement is a style of play where the player manages the overall strategy of the game, such as the overall economy or armed forces. In real-time games, macromanagement refers to a player's management of the overall game or the management of large groups of units rather than individual ones, whether those units are involved in resource-gathering or combat.[citation needed]

See also[edit]