Talk:Micromanagement (gameplay)

message: I believe this is the English wikipedia, not the internet slang wikipedia.
:Bah. All Internet slang is in a language. No other languages exist besides English. Only English is a real language. QED. Internet slang is English. --Maru (talk) 08:17, 26 September 2005 (UTC)
thread_title:  Someone set us up the POV 

message: I think this article should have sections in micromanagement on turn-based games like Civilization IV and non-war based Real-Time games like Sim City or Caesar 3, as these type of game feature vastly different definitions of micromanagement. (Indeed, the original Civ predates all RTS games.
As the article stands, there is too much bias towards RTS games despite the fact that they are only one part of the micromanagement genre. The Kinslayer 12:56, 4 October 2006 (UTC)
thread_title:  Turn-Based and Domestic Game Micromanagement 

message: This article sucks. It's loaded with poor spelling and it looks like the contributors made the same effort they'd make to a Counter-Strike forum post. It NEEDS work. --Victor 02:21, 17 December 2006 (UTC)
replies: text: Fixed the spelling and removed some of the more seemingly useless external links. I don't know enough on this subject to be able to accurately assess alot of the rest of it. 68.39.174.238 03:58, 18 December 2006 (UTC)
thread_title: Poor quality

message: The original Homeworld game required a ton of micromanagement, and its sequel, Homeworld 2, took steps towards eliminating/reducing the problem.  This would be a good example for use in the article.  --Rodzilla (talk) 10:08, 22 January 2007 (UTC)
replies: text: Only if sources can be found to support that. I still think the article still has an insufferable bias towards RTS at the expense of numerous other types of micromanagement such as those found in games like Civ, Caesar, Transport Tycoon and other business games. The type of micromanagment required there is completely different from the type required in a real-time war game. The Kinslayer 14:14, 22 January 2007 (UTC)
replies: text: Another good example is The Settlers and The Settlers 2, where the whole game has been built around the principles of micromanagement, making small changes to achieve big results, or big disasters for that matter! The Kinslayer 12:32, 26 January 2007 (UTC)
thread_title:  Homeworld as an example 

message: I hope nobody minds that I am making a few necessary cleanup edits. I hope they are helpful.--Clyde (talk) 03:07, 27 January 2007 (UTC)
thread_title:  Cleanup 

message: This entire article discusses micromanagement as if it is a good thing. I play computer games and I think that micromanagement uses up valuable time that could be spent on larger movements and controls. Perhaps we should add the bad stuff about micromanagement as well?
Captain panda Mussolini ha sempre tarche Quis ut Dues 02:34, 2 February 2007 (UTC)
replies: text: Depends on the game whether it's good or bad though. Some games don't need any, some need a little, some inadvertantly need too much, and some have the whole point of the game being to micromanage. The Kinslayer 09:02, 2 February 2007 (UTC)

text: I think that is a fine idea, but it is hard enough to find stuff for this article. I did my best to cleanup the article when it was more tags than words, and during that time I found how little real references there are. If you can add anything useful it would help.--Clyde (talk) 20:30, 3 February 2007 (UTC)
thread_title: Right Idea?

message: Why does macromanagement redirect here?  It's never mentioned, and it's not the same thing.  --ZxqamF 22:37, 23 June 2007 (UTC)
thread_title:  Macromanagement? 

message: I suggest removing the "stub" tag. I'm sure the article is not complete, but it covers some key points: the distinction between economic and tactical micro; the controversy about micro, especially in RTS, with examples and citations. Philcha 19:48, 21 October 2007 (UTC)
replies: text: Agreed, and done. --VPeric 19:50, 21 October 2007 (UTC)
thread_title: Remove "stub" tag?

message: I realised this could be possible via allowing the player to provide units that manage themselves, ie. move the huge amount of micromanagement into management units that work under player's command. What other thoughts would you have. I really hate all sorts of micromanagement.  —Preceding unsigned comment added by 217.140.255.108 (talk) 18:14, 2 January 2008 (UTC)
thread_title:  How to eliminate micromanagement completely while making the game still interesting? 

message: *Too Many Clicks! Unit-Based Interfaces Considered Harmful
Philcha (talk) 23:17, 25 May 2008 (UTC)
thread_title: Philcha's notes

message: Cake Mania as a game that requires micromanagment?
Even on the Cake Mania wikipedia page it is mentioned as a game that requres *time* management. _NOT_ micro.
Anyone got something to say?  —Preceding unsigned comment added by 79.103.165.186 (talk) 16:56, 28 June 2008 (UTC)
thread_title:  Cake Mania?  

message: Maybe it's worth mentioning the existence of experimental games who try to actually eliminate micro-management. Globulation 2 is a good example of such a game, as you can't actually command units yourself, they take all decisions on their own. All you have to do is place buildings, set priorties, place explore/attack flags and mark areas to be defended/forbidden/cleared of resources. You cannot give a single unit a task, which effectively eliminates micromanagement.
If you want a more known game, The settlers IV follows the same principles in terms of economy, although it does require micromanagement of your army. Migikon (talk) 11:46, 4 October 2008 (UTC)
thread_title:  Globulation 2 

message: Just a note on last paragraph, first of all it's not only South Korea where Starcraft is popular and played professional. China, and most European countries have several pros or have a country team.
http://www.gosugamers.net/starcraft/rankings
And it's also not limited to Starcraft, Warcraft 3 has a big following that requires micro-management in pro level play, and again South Korea puts out a lot of pros but professional games that come from around the world.
http://www.gosugamers.net/warcraft/rankings
                                                          Sincerely,r3dmag3 5:09 EST 12/09  —Preceding unsigned comment added by 69.217.62.96 (talk) 22:10, 9 December 2008 (UTC)
thread_title:  Just a little note 

message: In RTS games, micromanagement is controlling your units in battle. Macromangagement is how you manage your economy, resources and your ability to maintain unit production.
Someone please rewrite the article as it is entirely incorrect as it stands now.
--95.96.117.68 (talk) 13:11, 3 August 2009 (UTC)
thread_title:  Micro vs Macro 

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thread_title:  External links modified 

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thread_title:  External links modified 

message: Macromanagement is a deadend as it just links to rts page. It should be like micromanagement.  — Preceding unsigned comment added by Dutyclaus (talk • contribs) 08:57, 30 August 2019 (UTC)
thread_title:  Issue