Showing posts with label holy bolter. Show all posts
Showing posts with label holy bolter. Show all posts

6 September 2013

Path of the Gamer

In less than 48 hours new Space Marine Codex is going to arrive and bring its joy to the new and old fans of Warhammer 40k. Excited, yeah? By this moment in time I've spent more hours than I'd expect doing this hobby, and less hours than it is reasonable for any mundane folk with wife, kids and mortgage. (unless they are hooked on this as well). Though people who build Games Workshop's marketing strategy probably knew what they would do to the lives of their customers, we poor geeks can seen only the shiny side of this (more new shiny things, cool heroes, grand games and conversation in circle of friends). 

So how does Path of the Gamer looks from the receiving end of the bolter? 

Phase 1: The Cool stuff.   
Yep. The stuff you buy is cool. It makes you feel great, its new, its exciting and nice guy in blue (or black) T-shirt have gave you enough time to praise your painting skills. In fact you never knew you could paint at all, before that. Each of minis give you a personal attachment, as you practise your painting and stories of Heroes battles ring as promise of great victories for you, personally. 

This stage lasts from 2 days to couple of months, depending on temperament and surrounding. There are other forms of entertainment, which are more brain damaging but less demanding in terms of time, money and dedication. 


Phase 2: Tip of the curve
Oh yeah! You made it to your first big victory over another fella who had even less knowledge of the game than you. Your victorious army is still half painted but somehow after all this dice rolling and pushing models over the table something happend, and you won. Rejoice! 


The greatest danger of this stage is meeting the Professional (see below), who plays not only game,
but who  understands the game and can play your psyche for his benefit as well as executing battle plan. Result of this meeting could be quite demoralising, as opponent will mop the floor with your battle plan, laugh over army tactics and shovel your pride up your gaming bridge. Those who survive that, and still able to paint, buy and play may proceed to next phase.

Phase 3: Revelation
The rules start to make sense, numbers gain meaning and in debate over which unit is "cheesier" you can add your profound opinion. Models become just another one to paint and put in a box, but perception of the game itself changes into strategy and dice luck. What unit to choose as damage dealer, which relic or upgrade works better and how to write a winning army list. Some even go further and attempt to criticise authors of the rule book, on  a basis that player knows better. 

To drop out of hobby on this stage is difficult, but not impossible. Life commitments like work or personal life are among prime suspects. Even so, the wargaming virus has been planted deep and have left significant effect in terms of social life and mental ability to categorize and analyse combinations of probabilities and options. Useful life skill if it ever gets a chance to be used in real life. Taking decision in the heat of battle is probably useful as well.             
  
Phase 4: New shores
After a while (in some cases couple of armies and hundreds of £ later), Gamer is going for something new and even more shiny. Great! Now he has got experience, he can compare, he knows how to spend money and leave toys unpainted for many months to come. The game system is much easier to understand, especially if new shore is just a different army of the same game. This is the time when Gamer finally enjoys himself as he is just playing it, the biggest difficulty here is an opponent. If opponent is as good as you then it all comes to dice luck. If opponent is even better than you, that's where dirty tricks are coming into a play with full swing. (it's not like you didn't do that before, of coarse)

Dropping out of the habit on this stage is plausible to lack of challenge (you know game system far too well) or opponents (nobody want to play with you). All usual suspects are still here: women, booze, work, money, not bothered anymore.   

Phase 5: The Professional
You are cool. You can teach the game to those youngsters who just got their first box. Or you can finally satisfy your Dark side and beat the crap of everyone who fields the army on the table. You can quickly adjust to any new rule set, codex or update. Your army is painted to perfection, you dice love you and there few people on the planet who dare to challenge you. Wargaming is not a profession, pastime or a lifestyle - it is a part of your body.      
When you ascended on this Path so far, you may stop playing the game anytime you want. The problem is you don't want to.

Sincerely yours, 
Mark-Paul Severn 
on the eve of 7th Space Marine Codex arrival  
        

   

28 March 2013

Games Workshop vs. the World

Every now and then I hear  from fellow gamers in private conversation and online rants how bad and greedy GW is. I must admit, these cries of pain have their point, and I do share some of the less-than positive opinions about how GW handles its clients, their policy towards certain games, competitors and retailers. However, in this post I will try to remind why we, as gamers and human beings must be grateful to Games Workshop.

First of all, Games Workshop  as company a  should have ceased to exist at after 5 years of operations.
Reason? GW  as a business became trapped in high licensing fees for games like Dungeons and Dragons and multiple computer games, while sale figures were declining. By trying to grab every bit of gaming market company almost went bust. GW at that point (1976-79, I believe) was saved by Citadel, paints and accessories company which bought large packet of shares thus providing vital money influx. That save the company from bankruptcy.  

GW's management, was replenished by "suits", and "geeks" were forced to step down. They might have had  misty-eyed understanding of games and rolling dice, but lost the battle to those who knew rules of the money-making game. Ironically they were helped by company who was selling support products. If that would not happen, we would not have a hobby in the first place. (I re-tell this story from one of my well-informed source inside of the company. The official history is much more shiny.)   


Next strategic move of GW made our beloved hobby into what we know today: shops as hobby centers. It is best seen in UK, and probably less around the world. GW shops are first of all game hubs, where people gather to have a game, socialize and thanks to friendly and professional staff buy more toy soldiers. Three main products, three distinct universes and lot of room to play and most important friends to share the hobby.


Games Workshop opening day at 1 Dalling Road, Hammersmith, London, in April 1978.
Source: Wikipedia
I strongly believe that social aspect was the main driver behind GW success. Sales were coming after, as a need to compete, share games and have fun demanded more toy soldiers. Secondly, those who grew up and left the hobby in search of job, marriage and  other game non-relevant stuff, brought their kids into GW hobby. I can bet my hat, that those kids will do the same when they reach the age of their parents.

On a grand scale, GW products are known all over the world, thanks to hobby centres/shops and the vibe which they have and still do spread. Thanks to this, after 25 years of such practise, table top games are well established time passing and multi-billion business. You can walk in any shop from Nottingham to Los-Angeles or Tokyo and you will find someone who would like to play with you.

Third thing we, as human beings, should be grateful for: quality of GW products.


To make matter simple look at those two pictures. One on the left is a simple toy soldier, on the right Space Marine. Notice the difference? Before the arrival of GW and their Space Marines, Elves, Orkz and Hobbits our ancestor were playing with that on the left.

Guess what? There were no rules. At all. But now we can discuss the higher math and probabilities as well as curse the dice for not giving us desired victory.

So thank you for that Games Workshop. Thank you for giving us 25 years of gaming and excitement.