Macromanagement
Encyclopedia
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 she or he will focus on the system's entities (such as constraints, rules, information architecture, etc.) and thereafter she or 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, she or 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.
and WarCraft
, macromanagement refers to the general economy aspect of the game. This includes constructing buildings, conducting research, and producing units, among other things involving the intake and expending of resources. This is in contrast with micromanagement (gameplay), which involves small-scale management of individual units.
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.
Mechanism design
Mechanism design is a field in game theory studying solution concepts for a class of private information games...
.
When a macromanager directs a system, first she or he will focus on the system's entities (such as constraints, rules, information architecture, etc.) and thereafter she or 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, she or 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
In strategy games, especially StarCraftStarCraft
StarCraft is a military science fiction real-time strategy video game developed by Blizzard Entertainment. The first game of the StarCraft series was released for Microsoft Windows on 31 March 1998. With more than 11 million copies sold worldwide as of February 2009, it is one of the best-selling...
and WarCraft
Warcraft
Warcraft: Orcs & Humans is a real-time strategy game , developed by Blizzard Entertainment and published by Blizzard and Interplay Entertainment. The MS-DOS version was released in November 1994 and the Macintosh version in late 1996. Sales were fairly high, reviewers were mostly impressed, and the...
, macromanagement refers to the general economy aspect of the game. This includes constructing buildings, conducting research, and producing units, among other things involving the intake and expending of resources. This is in contrast with micromanagement (gameplay), which involves small-scale management of individual units.
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
Real-time strategy
Real-time strategy is a sub-genre of strategy video game which does not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II....
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.
See also
- MicromanagementMicromanagementIn business management, micromanagement is a management style where a manager closely observes or controls the work of her or his subordinates or employees...
- Micromanagement (gameplay)
- Mechanism designMechanism designMechanism design is a field in game theory studying solution concepts for a class of private information games...
- Game theoryGame theoryGame theory is a mathematical method for analyzing calculated circumstances, such as in games, where a person’s success is based upon the choices of others...
- Metasystems