How to Handle Micromanagement
There's a right way, and a wrong way...
Micromanagement and how to handle it is going to be a Big issue as the development of Elemental continues and I can already see debates over it are going to be heated and well balanced on both sides of the issue. The thing we have to keep in mind here is that Elemental is at it's heart a "4X" Strategy Game. With that in mind most of those who are wanting to play a Fantasy Strategy game of this scale have certain expectations, especially where Stardock, a company known for it's depth of game play and it's impressive range of options, is concerned. We expect and by all means want a "realistic" and in depth strategy simulation. Of course when we say "realistic" we understand we're talking about game concepts and play mechanics. I think we can all agree that none of us want a dumbed down boring game that is too simplistic to be challenging.
With that said, there are certain ways Micromanagement can be done that can actually hide the fact that the player is staring at a screen full of choices and numbers. Proper UI (User Interface) handling can turn a daunting screen full of sliders on numerous statistics into a fun, interactive, interface that affects game play decisions. A fun and intuitive UI can present options to the player on the most boring facts and if it's done right the player will have fun even doing something as mundane as choosing what tax level to set on sold wheat.
Imagine a UI for the allocation of workers in a city. Show a picture of a city, icons showing what buildings are in that city that the player built, and a line of people underneath the city representing the population. You have icons for a Blacksmith, a Farm, and a Horse Breeder because you built those in that city. Now you select the population units and drop them in the associated buildings to allocate workers thus producing things from those buildings faster. This kind of Graphical and Interactive UI can be fun while at the same time conveying a Lot of information. This is Micromanagement done Right.
Micromanagement done Wrong is simply to show a page with a bunch of numbers and sliders. This is plain and with too many numbers and sliders without Graphical representation for what they stand for becomes very daunting and overwhelming to the average game player. Too drab of a interface can even scare away Hard Core players that play games such as "Hearts of Iron" which has almost no strategic battle system to speak of. What that game does have though is walls of pages that display tons of useful information Without a Fun way to interact with that information. This can be fun for a few Hard Core gamers but to the over-all gaming population this kind of game lacks in delivering graphical and epic battles. It also lacks in a UI that is easy to understand for the novice strategy game player. As fun a game as Civilization is it can also fall into this category though it is argued that what it lacks in graphical battles it makes up for in options and a well done game play and diplomacy model.
The main point of this post is to show that it is Highly Possible to have Micromanagement that is Fun and Interesting while still conveying many options and choices for depth of control to the player. Layer upon layer of strategic depth can be added to this and as long as it has a intuitive UI that's fun to interact with the player won't even realize they are Micromanaging a ton of normally boring options.
If we leave out the depth and options and layers of choices then No Matter how pretty and fun you make the UI, with a limited and simplistic amount of choices people are going to get bored fast. Also keep in mind that no matter how "Moddable" you make a game, the "average" game player doesn't have the knowledge or desire to add things in. The average person who buys Elemental won't ever edit or Mod anything that can't be done from within the game engine. They won't be able to code in Python or make new models with 3DsMax. They'll use the in game editors because that's what they learned in Gal Civ 2, but they won't edit any text in files. The average life of the game will live or die to many gamers by how strategically strong the Vanilla game is.