This Hex and Counter Article does a nice job of going over some of the prevailing thinking about the market today, price points, value etc and does a compare contrast with PC wargames. I’d encourage you to read it before you read this.
A few things about this article struck me that I didn’t whole heartedly agree with.
Firstly it highlights indirectly in inflation dollar adjusted terms the high cost of Decision Games production costs or over pricing in the market. In 2019 dollars the old WaR would be $78.80, versus a $160.00 offering with the only material physical difference being the odd shaped long box that fits in absolutely no bookcase anywhere.
So what is that delta? Profiteering [unlikely …LOL, and besides everyone deserves to make profits in a capitalist model yes?] .
Lack of access to lower cost production either China based production or volume discounts?
Poor business practices?
Or a lack of interest in attracting more and new players? I just dont know or understand why this band of men do the same old thing the same old way day in day out, and expect a different result….Hmm maybe they do not expect a different result. – Vive le Difference.
The box however in of itself, is symptomatic of DG’s tone deaf approach to its customers, its fans and over all usability. The former version with almost exactly the same components and map count presented it self in a attractive collectible soapbox version that screamed cool, AND functional. Whereas the new box is a long “narrow trip at night from the bookcase in the dark bit of silliness” all 11x17x2 inches of it….sigh.
Now you might say that the rules system for the old game which did not really work well for the campaign, has been re written and is much better. Well that is debatable as CSW and Facebook groups continually battle an ever evolving, and changing set of rules, that are at one time contradictory, densely worded and almost opaque to the new player, and confounding and fungible to the pro players..all 40 of them.
The only people I know who have learned the game system successfully sat side by side with the designer for days at a con, and then passed the “learning” on in a verbal almost tribal mode. How quaint!
So what are we getting for all that extra money? Im not really sure.
The second interesting element in this article is the price disparity between PC based and Physical games that are potentially very similar. There is a premium I feel that is worth paying for, for the access to maps, rules and counters. The tactile experience is critical to many wargamers and to me! Now while the cost may be less for a PC game, lets not forget that most PC games have a very, very steep learning curve with almost no tutorials. Whereas the wargame has come along and given us extensive full color training scenarios, examples of play and rapid support.
Of course we could derail ourselves and address Marco “Omni”wargamer guy who has flatly told us the hobby is dead unless we dumb down the hobby and make it as ahistorical, as beer and pretzel, and light fun like Undaunted from Osprey. But lets ignore that nonsense diatribe for what it is – total bollocks, you really cannot talk about where the hobby is at if you are not really playing the games.
Undaunted is a fine light game, it can hold your interest. It is not a however a benchmark war game, it is not meant to be a replacement for Fields of Fire. Its just another deck builder with a war theme, and an ok one.
Anyway back on topic. Some of the other data here in the article is a bit spurious too. Obviously Twilight Struggle…sigh do I have to accept it as a wargame 🙂 , I suppose so. That war themed resource management game has handily out sold Starforce mentioned in the article. But the challenge is, that GMT has not had another break out game like TS. It has had a few very successful runs with COIN systems, that are now plastered on any topic you care to think about. But even those are not selling 10k copies. Do we need to sell more than 10k copies per title?
I dont think we do to be a successful publisher, or to have a healthy market.
So what IS going right?
More pop up publishers, doing innovative things with components, color and rule design. More designers applying new or different mechanics to time worn older problems and generating fresh interest!
Much better feedback loops! Better support, heck we get to see more and learn more about games that are up coming than ever before with rules previews, videos, interviews and pre release rule downloads!
Designers are also working with their audiences, taking feedback, using VASSAL to expand play testing and Lord Above – Listening to more than their two best friends about issues, ideas and concerns!
The future is in great hands. There are new and fresh young designers who love history, who are finding success selling to under 50 year old wargamers who want to be challenged, engaged and immersed. In some ways these designers and publishers are shaping a new market where folks buy games regularly, can consume them more readily and become repeat buyers. This stands in stark contrast to the way some of the old timers, the ones who have been around the block and think its their way or no way. I’m celebrating the rest of 2020 as a new decade of innovation and exciting new designs! #RollDice.
That article seems a bit… light? Nothing that is insightful, made me think, or proved a point? My takeaway is that we are all introverts and have lots of options to play games?
Did I miss the takeaway of the article?