I call this habit of optimizing details “suboptimizing”, because it is both suboptimal, and you are optimizing subcomponents.
The micro/macro thing is a good distinction. I’m suprised you didn’t reference the competitive Starcraft literature; it is full of discussions of micro and macro game.
Starcraft is definitely what inspired the choice of the word “macro”; unfortunately, I’m not a good enough Starcraft player to know that much about that literature. If you have particular references that you think I should read, I’d be interested in doing so.
Due to the context, personal evolution of the “player” (e.g. realizing that you can just get better at overwhelming your Enemies, and practicing for that) isn’t generally included in this dichotomy, and is considered part of the metagame, so I don’t know how far one could push the comparison.
This is a really good point.
I call this habit of optimizing details “suboptimizing”, because it is both suboptimal, and you are optimizing subcomponents.
The micro/macro thing is a good distinction. I’m suprised you didn’t reference the competitive Starcraft literature; it is full of discussions of micro and macro game.
Starcraft is definitely what inspired the choice of the word “macro”; unfortunately, I’m not a good enough Starcraft player to know that much about that literature. If you have particular references that you think I should read, I’d be interested in doing so.
I don’t even play starcraft, so I don’t know. I just know that they talk about it a lot.
They do, but it’s pretty much the game-theory min-maxing stuff you’d expect in a highly competitive environment dominated by geeks and nerds.
General usage of the terms in the Starcraft context.
Due to the context, personal evolution of the “player” (e.g. realizing that you can just get better at overwhelming your Enemies, and practicing for that) isn’t generally included in this dichotomy, and is considered part of the metagame, so I don’t know how far one could push the comparison.