Just recently, GCT games released the revised rules for their Ninja-themed boardgame Rise of the Kage to Kickstarter backers. Personally, I didn't think the first version was that bad, though it was very poorly explained. But the reaction suggests that a lot of people were deeply unhappy with the first version and this was a very welcome move.
One of the more obnoxious features of modern computer and video games is the tendency of some companies to release what are quite obviously an unfinished product, secure in the knowledge that they can later release a patch online to fix problems.* With the revised Rise of the Kage rules, we may be seeing wargames and boardgames going down the same path.
This highlights one of the problems with Kickstarters, the tendency to fixate on deadlines. GCT hit their deadline, more or less, and managed to get most copies of the game out to backers during August and September 2015, the deadline had been August 2015. But it looks like they achieved this at the cost of less than fully play-tested rules.
Mantic games seem to have adopted a variation on this strategy. Having been a backing of their original Kings of War Kickstarter, I was more than slightly irritated when, less than two years later, they launched a Kickstarter for the second edition. They are now planning a new edition of Deadzone. With so little time between Kickstarters, this suggests that Mantic are releasing less than fully tested rules and fixing them in subsequent Kickstarters.
Part of the problem is that different companies use Kickstarter in different ways. Some have an almost fully developed product and use Kickstarter as a glorified pre-order system, while others use it in a much more speculative fashion, asking pledgers to risk funds without a guaranteed return. The problem is that the first use has come to dominate the thinking of pledgers and the media. I remember an article a while back on the subject of successful and unsuccessful Kickstarters, with success defined almost entirely on whether the product was delivered on time.
In the case of GCT, there seems to be a second problem. One of the original concepts for Rise of the Kage was that all models would have two states. Ninja would either be detected or undetected and guards would be alert or unalert. The new rules have completely dropped the concept of alert and unalert guards because they couldn't find a way to make the two states work without the rules becoming too complicated. When such a fundamental element of the game can be dropped because it doesn't work, it suggests that the rules were never very well developed in the first place. I wonder if the problem was that the companies focus was entirely on production, the possibility of producing models in different coloured plastic, with game mechanics being left as an afterthought.
I have sworn off Kickstarter, having come to the conclusion that I didn't get much more value out of my pledges than I would have done by waiting for the official release. But it looks like Kickstarter may also be a bad way to develop good rules.
*Or at least in most cases, the PC version of Batman Arkham Knight was ultimately abandoned because the problems couldn't be fixed.
Showing posts with label GCT. Show all posts
Showing posts with label GCT. Show all posts
Monday, 21 March 2016
Monday, 14 September 2015
Rise of the Kage
After many months of basically not thinking about it, my copy of GCT's ninja-themed board game Rise of the Kage arrived on Friday. I had put money into the Kickstarter months back and then done my best to forget about it.
The nice thing about Kickstarters is that you can suddenly find yourself in receipt of a huge crop of new games or models that you paid for months earlier. The downside is that in can derail your existing plans (this should have been a post about painting the Warhammer fortress).
ROTK is an "asymmetric" game in which 1 - 3 players control ninja, sneaking into some location to accomplish a mission, the details of which are not fully revealed until part way through the game, while the other player controls the guards and and a "boss" character who leads them. In some ways the game is reminiscent of dungeon crawl games, like HeroQuest or Dungeon Saga, in that several players each controlling one model can team up to take on a "GM" like player who controls a larger number of weaker opponents. But the emphasis on stealth adds an interesting new dynamic.
One of the original selling points of the game was that there would be two of each model in different colours to represent different states. So you have orange models for unalert guards and red for alert, grey for undetected ninjas and green for detected. Somewhere along the line, GCT seem to have realised that this wasn't financially smart and dropped it from the commercial release of the game, where states will be represented by counters. So only we Kickstarter backers get the two colour models.
Unfortunately, something went a bit wrong and GCT sent out the wrong ratios so most of us do not have exactly fifty percent in one colour and fifty in another. This is not exactly a disaster as we still have the counters, can easily re-paint a few models and GCT insist that we have far more than we are likely to need for the game in any case.
That said, GCT's first announcement of this screw-up was actively confusing and pissed off a lot of people who felt they were being fobbed off. GCT's later response struck a more apologetic tone. Given that anyone buying the game outside of the Kickstarter will only be getting models in one colour, I am not overly bothered.
Seguing from what we didn't get to what we did, we red alert level backers received two fairly substantial boxes, one for the base game and one for the docks of Ryu expansion.The contents of both is substantially similar, each contain three ninjas, a selection of guards, cards and a double-sided board.
GCT made the decision to package everything as if we had bought the game in the shops, which meant that each box came with a collection of models packaged inside, with the extra, alternate colour models, packaged separately in a small white box. Having pledged a little extra, I also got a third boss model and some cards to use the models in Bushido.
After a few early reports, I had been concerned that the models would be a made from very soft plastic with poor detail. This turned out not to be the case. The plastic is not quite as hard as Games Workshop's or Renedra's hard plastic models, but harder than Mantic's restic. There are some mould lines and most of the guards ended up with bent spears, but this should be fixable with a bit of hot water. The casting detail is excellent. This is particularly noticeable on Minato, the boss from the expansion, whose individual scars can be picked out. The only draw back is that the models seem a little small compared to those from Bushido, which is disappointing given I plan to use them for that game.
I have read through the rules but not tried them yet. As with Bushido, the rules are better laid out for reference than for learning. The manual runs through all the cards and components first, explaining what everything means, but often using terms that aren't defined until later in the rules. It only starts to make sense once you get to the end of the rule book, and you may have missed crucial information on the way. For example, it took me some time to find out the number of starting guards (its on the boss sheet).
Unusually, the expansion contains no additional rules, just extra cards and a single sheet defining the set up areas on the new boards. Everything else in included on the new cards, which suggests the game will play very differently depending on your choices of ninja, board and boss, all of which impacts the available cards.
I'm looking forward to giving the game a go, though it will probably be some time before I try painting any of the models.
The nice thing about Kickstarters is that you can suddenly find yourself in receipt of a huge crop of new games or models that you paid for months earlier. The downside is that in can derail your existing plans (this should have been a post about painting the Warhammer fortress).
ROTK is an "asymmetric" game in which 1 - 3 players control ninja, sneaking into some location to accomplish a mission, the details of which are not fully revealed until part way through the game, while the other player controls the guards and and a "boss" character who leads them. In some ways the game is reminiscent of dungeon crawl games, like HeroQuest or Dungeon Saga, in that several players each controlling one model can team up to take on a "GM" like player who controls a larger number of weaker opponents. But the emphasis on stealth adds an interesting new dynamic.
One of the original selling points of the game was that there would be two of each model in different colours to represent different states. So you have orange models for unalert guards and red for alert, grey for undetected ninjas and green for detected. Somewhere along the line, GCT seem to have realised that this wasn't financially smart and dropped it from the commercial release of the game, where states will be represented by counters. So only we Kickstarter backers get the two colour models.
Unfortunately, something went a bit wrong and GCT sent out the wrong ratios so most of us do not have exactly fifty percent in one colour and fifty in another. This is not exactly a disaster as we still have the counters, can easily re-paint a few models and GCT insist that we have far more than we are likely to need for the game in any case.
That said, GCT's first announcement of this screw-up was actively confusing and pissed off a lot of people who felt they were being fobbed off. GCT's later response struck a more apologetic tone. Given that anyone buying the game outside of the Kickstarter will only be getting models in one colour, I am not overly bothered.
Seguing from what we didn't get to what we did, we red alert level backers received two fairly substantial boxes, one for the base game and one for the docks of Ryu expansion.The contents of both is substantially similar, each contain three ninjas, a selection of guards, cards and a double-sided board.
GCT made the decision to package everything as if we had bought the game in the shops, which meant that each box came with a collection of models packaged inside, with the extra, alternate colour models, packaged separately in a small white box. Having pledged a little extra, I also got a third boss model and some cards to use the models in Bushido.
After a few early reports, I had been concerned that the models would be a made from very soft plastic with poor detail. This turned out not to be the case. The plastic is not quite as hard as Games Workshop's or Renedra's hard plastic models, but harder than Mantic's restic. There are some mould lines and most of the guards ended up with bent spears, but this should be fixable with a bit of hot water. The casting detail is excellent. This is particularly noticeable on Minato, the boss from the expansion, whose individual scars can be picked out. The only draw back is that the models seem a little small compared to those from Bushido, which is disappointing given I plan to use them for that game.
Minato, scars and all
I have read through the rules but not tried them yet. As with Bushido, the rules are better laid out for reference than for learning. The manual runs through all the cards and components first, explaining what everything means, but often using terms that aren't defined until later in the rules. It only starts to make sense once you get to the end of the rule book, and you may have missed crucial information on the way. For example, it took me some time to find out the number of starting guards (its on the boss sheet).
Unusually, the expansion contains no additional rules, just extra cards and a single sheet defining the set up areas on the new boards. Everything else in included on the new cards, which suggests the game will play very differently depending on your choices of ninja, board and boss, all of which impacts the available cards.
I'm looking forward to giving the game a go, though it will probably be some time before I try painting any of the models.
Tuesday, 5 May 2015
Salute Number Ten
Another Salute, the UK's biggest wargaming show, has been and gone and it only occurred to me on the day that this would be my tenth. My first was in 2006 and I have been to every one since.
In last year's post, I described Salute as "a pop-up wargaming superstore that trades for only one day each year." I still think that's an accurate description, but I don't think it's a negative thing. Salute is essentially a trade show, but one that gives small producers and traders representing what is, still, a very niche hobby the chance to reach the largest possible audience. At the same time, it gives hobbyists a chance to buy products they would struggle to find anywhere else.
But ten shows has left me wondering if their have been any major trends or developments? My Salute 2006 experience was dominated by Privateer Press who had just launched Hordes and had a huge stand set up at the front of the show to reflect that. Also present was Wizkids games, producers of Heroclix and other pre-painted miniatures with dials in their bases. Despite their medium-sized stand, their foot print was greatly increased by row upon row of demo games.
Both were largely absent from Salute 2015. Privateer press long ago gave up running a personal stand, although their miniatures are still represented by a number of traders. Since being sold by their parent company Topps, Wizkids has become smaller and more US focused, and their presence at Salute has dwindled.
Games Workshop too has given up running their own stand. They are clearly comfortably represented by independent traders and it is unlikely they ever did much business given the amount of discounted Games Workshop products available elsewhere. Forge World was left to fly the Games Workshop flag, and was still doing well this year, although they had eliminated their usual disorganised mob in favour of an orderly, if extremely long, queue.
In contrast, independent trader Wayland games have seen their presence expand year on year to the point where they are essentially running a their own wall-less games shop from the centre of the Excel centre, offering proper checkouts, carry bags and the chance to pay with plastic, a dangerous temptation for many wargamers.
This year, however, they were challenged by the Troll Trader who were offering a similar open-plan shopping experience, combined with even sharper discounts and an extensive range of bargain bins.
If there is a trend here, it is the character of the show has shifted from being dominated by big producers to the larger independent traders. That is not to say that producers do not have a presence. A great number including, but not limited to, Perry Miniatures, Heresy Miniature, Hasslefree Miniatures, West Wind productions, GCT Studios, Crooked Dice and Warlord games, have been attending Salute for years meeting enthusiasts and diligently plugging their latest games.
But the biggest players, by which I mean those with the largest footprint and the most visible presence have shifted. With Games Workshop and the largest US companies gone, the place has been taken by traders, but they can only offer what the producers supply. Wayland and the Troll trader may get the bulk of the business, but the shopping experience is likely to be brief. If this gives the small producers more time to actively engage with their customers this may be no bad thing.
One significant shift made only this year was the change to the Salute grand prize. Previously this had been a raffle held at the end of the day in which a random ticket would be drawn and the winner given a large prize of Salute vouchers. This had the effect of keeping a lot of attendees at the show until they end and ensured that a large crowd gathered for the shows gaming and painting awards.
This year, the prize draw was replaced with golden tickets hidden in three of the shows goody bags. The winners, and the much larger number of losers, knew where they stood much earlier in the day, but it removed one incentive to stay to the end. Whether this lead to a tailing off as they day progressed I don't know, because for the first time in ten years, I didn't stay until the end.
Cloudships of Mars Salute 2006
In last year's post, I described Salute as "a pop-up wargaming superstore that trades for only one day each year." I still think that's an accurate description, but I don't think it's a negative thing. Salute is essentially a trade show, but one that gives small producers and traders representing what is, still, a very niche hobby the chance to reach the largest possible audience. At the same time, it gives hobbyists a chance to buy products they would struggle to find anywhere else.
But ten shows has left me wondering if their have been any major trends or developments? My Salute 2006 experience was dominated by Privateer Press who had just launched Hordes and had a huge stand set up at the front of the show to reflect that. Also present was Wizkids games, producers of Heroclix and other pre-painted miniatures with dials in their bases. Despite their medium-sized stand, their foot print was greatly increased by row upon row of demo games.
SF30 Salute 2009
Both were largely absent from Salute 2015. Privateer press long ago gave up running a personal stand, although their miniatures are still represented by a number of traders. Since being sold by their parent company Topps, Wizkids has become smaller and more US focused, and their presence at Salute has dwindled.
Games Workshop too has given up running their own stand. They are clearly comfortably represented by independent traders and it is unlikely they ever did much business given the amount of discounted Games Workshop products available elsewhere. Forge World was left to fly the Games Workshop flag, and was still doing well this year, although they had eliminated their usual disorganised mob in favour of an orderly, if extremely long, queue.
Lego Star Wars Salute 2010
In contrast, independent trader Wayland games have seen their presence expand year on year to the point where they are essentially running a their own wall-less games shop from the centre of the Excel centre, offering proper checkouts, carry bags and the chance to pay with plastic, a dangerous temptation for many wargamers.
This year, however, they were challenged by the Troll Trader who were offering a similar open-plan shopping experience, combined with even sharper discounts and an extensive range of bargain bins.
Trebuchet Salute 2013
If there is a trend here, it is the character of the show has shifted from being dominated by big producers to the larger independent traders. That is not to say that producers do not have a presence. A great number including, but not limited to, Perry Miniatures, Heresy Miniature, Hasslefree Miniatures, West Wind productions, GCT Studios, Crooked Dice and Warlord games, have been attending Salute for years meeting enthusiasts and diligently plugging their latest games.
But the biggest players, by which I mean those with the largest footprint and the most visible presence have shifted. With Games Workshop and the largest US companies gone, the place has been taken by traders, but they can only offer what the producers supply. Wayland and the Troll trader may get the bulk of the business, but the shopping experience is likely to be brief. If this gives the small producers more time to actively engage with their customers this may be no bad thing.
Stingray Salute 2015
One significant shift made only this year was the change to the Salute grand prize. Previously this had been a raffle held at the end of the day in which a random ticket would be drawn and the winner given a large prize of Salute vouchers. This had the effect of keeping a lot of attendees at the show until they end and ensured that a large crowd gathered for the shows gaming and painting awards.
This year, the prize draw was replaced with golden tickets hidden in three of the shows goody bags. The winners, and the much larger number of losers, knew where they stood much earlier in the day, but it removed one incentive to stay to the end. Whether this lead to a tailing off as they day progressed I don't know, because for the first time in ten years, I didn't stay until the end.
Saturday, 24 January 2015
Bushido - All Dead in Shimoda
For a little while I have been wanting to try adding more of a narrative element to Bushido. My attention turned to the mini-campaiagns that used to be very popular for Warhammer games in which you would play two or three small games and then one big game. The winners of the earlier games would get bonuses in the last game, like extra points.
It then occurred to me that both my Bushido factions of choice largely divide into two type of model The Temple are largely split into Monks and Peasants (with a few extras) and the Savage Wave into Oni and Bakemono (with a few extras). From there it seemed obvious to devise scenarios that only allowed one of each type. This is why I suddenly bought and painted Hisao, to bulk up my supply of peasants.
In Scenario 1 - All Dead in Shimoda, a group of Monks investigate strange goings-on at a small peasant village, only to find the villagers gone and the village overrun with Oni.
There are three injured peasant left in the village, and both sides have to capture them. The Monks to find out what's going on, the Oni to silence them.
This was a small scenario of only 35 rice per side. The Temple faction cannot use peasants and the Savage Wave cannot use Bakemono. The full scenario rules are here.
And so to the battle.
Initial table layout before the two sides had deployed. The buildings are from 4Ground, the rice paddy and other accessories from Oshiro model terrain and the bamboo forest is home made from cork tiling, cocktail sticks and modelling putty. The peasant models are objective models representing the wounded peasants.
Both sides advanced through the centre of the village. Riku, defended by the Gorilla, headed for the peasant in the centre, throwing up a wall of water to protect himself. But the wall proved unable to stop the mighty Bobata the bell-ringer. On the left, Kenko and Hotaru fight with Waka and the Oni Slave over the left peasant.
In the background, the Nian advances across the rice paddy.
Disaster for the Savage Wave as Riku pushed back Bobata and a devastating charge from Gori-san finished him off. Meanwhile, Hotaru finished off the Slave and joined Kenko in attacking Waka. But they would both have to survive his giant stone Buddha head.
Sadly for Waka, Kenko survived the stone Buddha head with only minor injuries. No match for two monks, Waka was knocked down and then finished off.
Meanwhile, the Nian sneaked around the back of the village.
If the Nian had been lucky and had managed to finish off Kenko or Riku who were carrying the other wounded peasants, the Savage Wave still had a chance at a draw. He got off to a got start, hurling Gori-san to one side, but he wasn't strong enough to take out Kenko.
Scenario 1 went to the Temple.
It was an enjoyable, and pretty quick game, but it all went wrong for the Savage Wave when Bobata went down. While he would have had a hard time taking on both Gori-san and Kenko, he had a good chance of lasting long enough for the Nian to give him support from the other side. Gori-san rolled really well.
Hopefully, I'll update soon with details of Scenario 2.
It then occurred to me that both my Bushido factions of choice largely divide into two type of model The Temple are largely split into Monks and Peasants (with a few extras) and the Savage Wave into Oni and Bakemono (with a few extras). From there it seemed obvious to devise scenarios that only allowed one of each type. This is why I suddenly bought and painted Hisao, to bulk up my supply of peasants.
In Scenario 1 - All Dead in Shimoda, a group of Monks investigate strange goings-on at a small peasant village, only to find the villagers gone and the village overrun with Oni.
There are three injured peasant left in the village, and both sides have to capture them. The Monks to find out what's going on, the Oni to silence them.
This was a small scenario of only 35 rice per side. The Temple faction cannot use peasants and the Savage Wave cannot use Bakemono. The full scenario rules are here.
And so to the battle.
Initial table layout before the two sides had deployed. The buildings are from 4Ground, the rice paddy and other accessories from Oshiro model terrain and the bamboo forest is home made from cork tiling, cocktail sticks and modelling putty. The peasant models are objective models representing the wounded peasants.
Both sides advanced through the centre of the village. Riku, defended by the Gorilla, headed for the peasant in the centre, throwing up a wall of water to protect himself. But the wall proved unable to stop the mighty Bobata the bell-ringer. On the left, Kenko and Hotaru fight with Waka and the Oni Slave over the left peasant.
In the background, the Nian advances across the rice paddy.
Disaster for the Savage Wave as Riku pushed back Bobata and a devastating charge from Gori-san finished him off. Meanwhile, Hotaru finished off the Slave and joined Kenko in attacking Waka. But they would both have to survive his giant stone Buddha head.
Sadly for Waka, Kenko survived the stone Buddha head with only minor injuries. No match for two monks, Waka was knocked down and then finished off.
Meanwhile, the Nian sneaked around the back of the village.
If the Nian had been lucky and had managed to finish off Kenko or Riku who were carrying the other wounded peasants, the Savage Wave still had a chance at a draw. He got off to a got start, hurling Gori-san to one side, but he wasn't strong enough to take out Kenko.
Scenario 1 went to the Temple.
It was an enjoyable, and pretty quick game, but it all went wrong for the Savage Wave when Bobata went down. While he would have had a hard time taking on both Gori-san and Kenko, he had a good chance of lasting long enough for the Nian to give him support from the other side. Gori-san rolled really well.
Hopefully, I'll update soon with details of Scenario 2.
Friday, 28 February 2014
More-ish
Recently, I've been doing my best to cut back on the amount of miniatures I've been buying. For the first time in about five years I skipped the "Call to Arms" show in Theale, on the grounds that I would just bring back more stuff that I didn't have time to assemble or paint. Of course, I blew it slightly by taking a trip into London and buying two more models for Bushido instead.
Bushido has acted as something of an exception to my "no new models" rule, largely because I want to keep up to date with the Temple of Ro-kan faction. But the fact that I have allowed this exception, says something about the effectiveness of GCT's marketing.
Games Workshop games are all but armies for me. I pick an army and buy models until it feels big enough. And then GW try to encourage me to start a new army. I don't expect to collect every model or unit available for the army and I may even restrict my choices to make it more thematic. While I wouldn't describe any of my armies as "finished" exactly, they are all of a size were I don't feel any great pressure to add any more models to any of them.
Oddly, Games Workshop's release pattern helps reinforces this behaviour. Every five years or so they release a new army book, I buy it and maybe one or two units or characters and that's it. My army is up to date. I don't feel the need to replace my existing models. Take the new dwarf book, I will probably grab it, King Duregar and a Gyrobomber and leave it at that. I won't replace my carefully painted metal hammerers with the new plastics any more than I replace my beloved metal miners when the plastic miners came along.
Bushido is different. For some reason, Bushido doesn't feel bounded in the same way as my Warhammer armies, so every time a new release comes along for the Temple of Ro-Kan, I buy it. Due to a combination of the small number of models required to play the game and the relatively low cost of each, I have started thinking of my Bushido models as a "collection" and not an army. Which means I need to buy the lot. Because new models are released every two months or so, there is never a natural pause and so I keep buying.
Bushido isn't the only game to do this. Warmachine/Hordes, Infinity, Malifaux, Helldorado, even Anima Tactics if it was more organised, all depend on a model of steady and constant releases, which keeps you army/gang/warband/crew in a permanently incomplete state.
It reminds me of when I was seriously into Magic the Gathering. Every time a new expansion appeared I had to buy a few boosters or feel like the game was leaving me behind. Consequently, the collection was never complete only constantly expanding. This is great for the company, as they get a steady income. The drawback is that players have to be pretty devoted to the game to keep up. Part of the reason I never really got into Warmachine was because I couldn't get the old models assembled painted and on the table before the next expansion came out, not when there was so many other games out there. As a marketing strategy, it encourages the fanatic at the expense of the casual gamer.
Of course much of the pressure is self-imposed. I have more than enough Bushido models to game with and I really don't need any more. And yet the pull is still there and, for the moment at least, I can keep up with the new releases without it totally monopolising my time.
In the last few months I have found myself drawn back to games that have effectively "died." Games Workshop's Epic and Mordheim and Confrontation. It's the lack of new releases that is the draw in these cases. With no more support coming, the games are "finite" and I can concentrate on painting and gaming with the models I have without feeling a compulsion to buy any more. Except, of course, for those last one or two Mordheim models I might get from Ebay...
Bushido has acted as something of an exception to my "no new models" rule, largely because I want to keep up to date with the Temple of Ro-kan faction. But the fact that I have allowed this exception, says something about the effectiveness of GCT's marketing.
Games Workshop games are all but armies for me. I pick an army and buy models until it feels big enough. And then GW try to encourage me to start a new army. I don't expect to collect every model or unit available for the army and I may even restrict my choices to make it more thematic. While I wouldn't describe any of my armies as "finished" exactly, they are all of a size were I don't feel any great pressure to add any more models to any of them.
Oddly, Games Workshop's release pattern helps reinforces this behaviour. Every five years or so they release a new army book, I buy it and maybe one or two units or characters and that's it. My army is up to date. I don't feel the need to replace my existing models. Take the new dwarf book, I will probably grab it, King Duregar and a Gyrobomber and leave it at that. I won't replace my carefully painted metal hammerers with the new plastics any more than I replace my beloved metal miners when the plastic miners came along.
Bushido is different. For some reason, Bushido doesn't feel bounded in the same way as my Warhammer armies, so every time a new release comes along for the Temple of Ro-Kan, I buy it. Due to a combination of the small number of models required to play the game and the relatively low cost of each, I have started thinking of my Bushido models as a "collection" and not an army. Which means I need to buy the lot. Because new models are released every two months or so, there is never a natural pause and so I keep buying.
Bushido isn't the only game to do this. Warmachine/Hordes, Infinity, Malifaux, Helldorado, even Anima Tactics if it was more organised, all depend on a model of steady and constant releases, which keeps you army/gang/warband/crew in a permanently incomplete state.
It reminds me of when I was seriously into Magic the Gathering. Every time a new expansion appeared I had to buy a few boosters or feel like the game was leaving me behind. Consequently, the collection was never complete only constantly expanding. This is great for the company, as they get a steady income. The drawback is that players have to be pretty devoted to the game to keep up. Part of the reason I never really got into Warmachine was because I couldn't get the old models assembled painted and on the table before the next expansion came out, not when there was so many other games out there. As a marketing strategy, it encourages the fanatic at the expense of the casual gamer.
Of course much of the pressure is self-imposed. I have more than enough Bushido models to game with and I really don't need any more. And yet the pull is still there and, for the moment at least, I can keep up with the new releases without it totally monopolising my time.
In the last few months I have found myself drawn back to games that have effectively "died." Games Workshop's Epic and Mordheim and Confrontation. It's the lack of new releases that is the draw in these cases. With no more support coming, the games are "finite" and I can concentrate on painting and gaming with the models I have without feeling a compulsion to buy any more. Except, of course, for those last one or two Mordheim models I might get from Ebay...
Labels:
Anima Tactics,
Bushido,
Games Workshop,
GCT,
Hordes,
Infinity,
Malifaux,
Philosophy,
Warhammer,
Warmachine
Monday, 3 June 2013
The UK Games Expo
I'm sorry I haven't updated in ages. I hadn't realised it had been that long, I have a whole other post just ready to go that just needs pictures uploading and it will be ready. I'd forgotten I hadn't already posted it.
Part of the problem is that I write most of these at work, during my lunch break, and having taken a few days off I haven't had any lunch breaks. But I promise to get things up to speed and will have new Chaos Dwarf pictures very soon.
Now that I'm back at my desk it feels like a good opportunity to talk about the UK Games Expo in Birmingham, which took place a little over a week ago. The Expo was an event I had been meaning to go to for years but, somehow, always failed to get myself organised. I was always labouring under the misconception that it took place later in the year than it actually did. By the time I got round to looking it up, it would be the following weekend and far too late to sort anything out.
Well not this year, I had tickets, train tickets and a hotel room for me and my little brother booked months in advance. We set off early Saturday morning, got there for about ten and stayed the whole weekend, leaving on the morning of the bank holiday Monday. It was my first true multi-day convention. I have been to conventions that last more than one day, but not stayed for more than one day. More significantly, this was the first convention where I was staying at the venue, in this case the Birmingham NEC Metropole Hotel, which did have an effect on the atmosphere.
Having a proper base at the venue meant we could pick things up and drop them off easily, no need to carry out cumbersome bags of stuff. The fact that we had two days gave a relaxed air to proceedings. Both the bar and the buffet restaurant (when it wasn't serving breakfast) were quickly colonised by gamers trying out newly acquired games. It was nice to be able to withdraw from the rush and find a quiet spot to game.
Most of my convention experience has been at shows that emphasised wargaming, with a handful of RPGs and board games on the side. I have also attended board game and RPG focused shows. The Expo was unusual in striking a pretty good balance between all three. The dealer room was, perhaps, slightly biased towards board games, but Mantic, GCT and Exodus Wars flew the flag for wargaming and there were plenty of stands selling Games Workshop stuff and RPGs. Board games and wargames were pretty evenly represented in tournaments and RPGs were run all weekend in a room of their own.
There were also plenty of demo and pickup games. Most of these were board games, unsurprising as these were the easiest to set up. As well as trying out a few new games, such as Red Dragon Inn and Smash Up, both of which made there way home with us, MLB and I also got to try out giant-sized versions of Ticket to Ride and Castle Panic which added a bit of novelty to already enjoyable games.
The Expo was also one of the most child-friendly conventions I've been to. The giant games attracted attention, but there were also family areas set aside and plenty of child friendly games to try out. I'm quite sorry I left it so late to start coming, MLB would certainly have appreciated it when he was younger. Another nice addition was the inclusion of the cinema room, showing Avengers Assemble, the Judge Dredd fan film Judge Minty and the documentary the People versus George Lucas, which gave us something to do in the evening.
If there was any kind of problem it was that it was very difficult to sample a bit of everything. MLB and I hadn't booked any RPG sessions, partly because of the amount of time they would have taken up, nor did we look at the tournaments. In retrospect, I think that was a mistake, but it would have been hard to squeeze any more in. Next year, I think I will make a point of signing up for at least one RPG session.
Overall, it was an enjoyably different experience and one I intend to repeat next year.
Part of the problem is that I write most of these at work, during my lunch break, and having taken a few days off I haven't had any lunch breaks. But I promise to get things up to speed and will have new Chaos Dwarf pictures very soon.
Now that I'm back at my desk it feels like a good opportunity to talk about the UK Games Expo in Birmingham, which took place a little over a week ago. The Expo was an event I had been meaning to go to for years but, somehow, always failed to get myself organised. I was always labouring under the misconception that it took place later in the year than it actually did. By the time I got round to looking it up, it would be the following weekend and far too late to sort anything out.
Well not this year, I had tickets, train tickets and a hotel room for me and my little brother booked months in advance. We set off early Saturday morning, got there for about ten and stayed the whole weekend, leaving on the morning of the bank holiday Monday. It was my first true multi-day convention. I have been to conventions that last more than one day, but not stayed for more than one day. More significantly, this was the first convention where I was staying at the venue, in this case the Birmingham NEC Metropole Hotel, which did have an effect on the atmosphere.
Having a proper base at the venue meant we could pick things up and drop them off easily, no need to carry out cumbersome bags of stuff. The fact that we had two days gave a relaxed air to proceedings. Both the bar and the buffet restaurant (when it wasn't serving breakfast) were quickly colonised by gamers trying out newly acquired games. It was nice to be able to withdraw from the rush and find a quiet spot to game.
Most of my convention experience has been at shows that emphasised wargaming, with a handful of RPGs and board games on the side. I have also attended board game and RPG focused shows. The Expo was unusual in striking a pretty good balance between all three. The dealer room was, perhaps, slightly biased towards board games, but Mantic, GCT and Exodus Wars flew the flag for wargaming and there were plenty of stands selling Games Workshop stuff and RPGs. Board games and wargames were pretty evenly represented in tournaments and RPGs were run all weekend in a room of their own.
There were also plenty of demo and pickup games. Most of these were board games, unsurprising as these were the easiest to set up. As well as trying out a few new games, such as Red Dragon Inn and Smash Up, both of which made there way home with us, MLB and I also got to try out giant-sized versions of Ticket to Ride and Castle Panic which added a bit of novelty to already enjoyable games.
The Expo was also one of the most child-friendly conventions I've been to. The giant games attracted attention, but there were also family areas set aside and plenty of child friendly games to try out. I'm quite sorry I left it so late to start coming, MLB would certainly have appreciated it when he was younger. Another nice addition was the inclusion of the cinema room, showing Avengers Assemble, the Judge Dredd fan film Judge Minty and the documentary the People versus George Lucas, which gave us something to do in the evening.
If there was any kind of problem it was that it was very difficult to sample a bit of everything. MLB and I hadn't booked any RPG sessions, partly because of the amount of time they would have taken up, nor did we look at the tournaments. In retrospect, I think that was a mistake, but it would have been hard to squeeze any more in. Next year, I think I will make a point of signing up for at least one RPG session.
Overall, it was an enjoyably different experience and one I intend to repeat next year.
Tuesday, 27 September 2011
Startup Costs
In my last post I mentioned that I had bought some models for Bushido, from GCT games, a fantasy skirmish game set in a version of Medieval Japan.
Although by no means its strongest attraction, one element that drew me to it was its nicely constructed starter sets. As well as containing five or six models, it also included dice, cards and, tucked away at the back, a full set of rules. GCT games had already been handing out these small-sized rule books at the event so I came away with two copies. It was quite gratifying to see a skirmish game with a complete rule book included like this and it made me think of the late Rackham and Confrontation second edition.
Confrontation was Rackham's fantasy skirmish game, which was on to its second edition by the time it really started to make waves in the UK. This was also the time I started playing. At the time, Confrontations distribution method was highly original. Each blister back or box came with cards which contained all the rules for the models. This was a novelty at the time, miniature rules on cards were still a new thing, but Rackham took it to extremes by never printing the rules for the miniatures anywhere but on the cards, there were no Army Books until Rackham made its foray into pre-painted plastic. Also each blister came bundled with a mini-rulebook. Most models included Confrontation, the basic rules for moving and fighting, but Wizards and Clerics came with Divination and Incantation, which provided rules for magic and faith, artillery included Fortification and some characters Incarnation, which gave the rules for ongoing campaigns.
The great advantage of this approach was that you could buy a few blisters of models and be confident of having all the rules you needed to play. The points values of the models were printed on the cards, which were visible through the packaging, so you could even have a good idea of how many points you were getting.
Sadly, this all came to an end when third edition was released. Although, in many respects superior to its predecessor, the rules now came in a lushly produced hard back rulebook costing £15. The rules booklets that came with the figures were relegated to starter rules.
It has always surprised me that more games don't follow the Confrontation 2nd edition approach. Starter sets, like Bushido's, are common enough, but these generally come with 'starter rule' if any at all, with the bulk of the came relegated to a large, usually hardback, book.
As far as I can see, there are two principle motivations for producing a set of game rules. One is a belief in the rules themselves. That is to say, that the writer(s) have an excellent idea for an enjoyable game, or even a particular rules mechanic, or they see an area not well catered for by existing rules and produce a set to meet that need. This seems to be the main motivation behind a lot of historical rules writing, where the rule publishers are often different from the miniature makers, but also appears to be the case for many stand alone fantasy and sci-fi rules sets.
The other motivation, is to support a range of miniatures. In this case the miniature concept comes first, and the rules exist to justify the miniatures. That isn't to say that the rules are not well thought through or simply an after thought, but it is the miniatures that drive the game. Games Workshop have been open about this for years: the purpose of the rules is to sell miniatures. But I also suspect that it is true of a number of high concept fantasy and skirmish games, such as Malifaux, Helldorado and Infinity. In the case of Anima Tactics, I know that it is a spin off of an RPG and that the principle motivation behind the game was to create a miniature game set in that world.
When looking at this second motivation, it seems to me that a rule book simply represents a barrier to entry. If your goal is to get people buying miniatures and playing with them, then you want to minimise any additional start up costs. The great advantage of the Confrontation 2nd edition approach was that you could buy a few blisters packs and get started. If you have to buy a rulebook first, then that's money you can't spend on miniatures. Warhammer now requires a rule book and an army book meaning that the start up cost, before any miniatures are put down, is close to £70. But this is less noticeable in a mass battle game, where the number of miniatures required is large and you would expect to spend some time collecting before you can play a full sized game. With some skirmish games we have ended up in the bizarre situation where you can spend as much, or even more, on the rules than the miniatures. When a significant selling point of your game is that it is quick and easy to pick up and play, why do anything to slow it down?
It's possible that there is serious money to be made in rulebooks. I'm not really sure where to find data on this, but it may be that the cost of rulebooks provides a valuable supplement to the income of miniature companies. Though I do wonder if the profit is offset by the cost of potential players who never get into the game in the first place.
Another potential justification is the need for background material. While there are some games based on existing IP, the majority of Fantasy and Sci-Fi games are set in their own unique world. If you want customers to invest in the miniatures you need them to invest in the game world. If this is your goal, then pages of flavour text and illustrations is obviously likely to be of benefit. In this scenario, if you sell the players on the rulebook, you sell them on the game.
But while players may drawn into a game by its flavour text and imagery, we often want very different things during a game. Hundreds of pages of non-rules material can be a serious pain when you just want to look up the rules. Wyrd games seem to have realised that, hence their decision to release a background free 'rules manual' half the size of their full rulebook.
This is an area where I think GCT games have been very smart with Bushido. They have kept their background material and illustrations to a minimum within the rulebook, but put a considerable amount of material on their website. There are short stories and illustrations for every faction and, so far, they have seen frequent updates. They are not the first company to do this, Mantic has been trying it for one, but they seem to be doing a better job than most.
This was one area where Confrontation 2 fell down. The Rackham website was never as extensive as it might have been and players had to turn to Cry Havoc, their quarterly magazine, for more background information. Releasing a regular magazine is beyond the resources of most game companies, but updating a website is increasingly easy. With all that in mind, I am watching GCT with interest and wondering who else may follow their lead.
Although by no means its strongest attraction, one element that drew me to it was its nicely constructed starter sets. As well as containing five or six models, it also included dice, cards and, tucked away at the back, a full set of rules. GCT games had already been handing out these small-sized rule books at the event so I came away with two copies. It was quite gratifying to see a skirmish game with a complete rule book included like this and it made me think of the late Rackham and Confrontation second edition.
Confrontation was Rackham's fantasy skirmish game, which was on to its second edition by the time it really started to make waves in the UK. This was also the time I started playing. At the time, Confrontations distribution method was highly original. Each blister back or box came with cards which contained all the rules for the models. This was a novelty at the time, miniature rules on cards were still a new thing, but Rackham took it to extremes by never printing the rules for the miniatures anywhere but on the cards, there were no Army Books until Rackham made its foray into pre-painted plastic. Also each blister came bundled with a mini-rulebook. Most models included Confrontation, the basic rules for moving and fighting, but Wizards and Clerics came with Divination and Incantation, which provided rules for magic and faith, artillery included Fortification and some characters Incarnation, which gave the rules for ongoing campaigns.
The great advantage of this approach was that you could buy a few blisters of models and be confident of having all the rules you needed to play. The points values of the models were printed on the cards, which were visible through the packaging, so you could even have a good idea of how many points you were getting.
Sadly, this all came to an end when third edition was released. Although, in many respects superior to its predecessor, the rules now came in a lushly produced hard back rulebook costing £15. The rules booklets that came with the figures were relegated to starter rules.
It has always surprised me that more games don't follow the Confrontation 2nd edition approach. Starter sets, like Bushido's, are common enough, but these generally come with 'starter rule' if any at all, with the bulk of the came relegated to a large, usually hardback, book.
As far as I can see, there are two principle motivations for producing a set of game rules. One is a belief in the rules themselves. That is to say, that the writer(s) have an excellent idea for an enjoyable game, or even a particular rules mechanic, or they see an area not well catered for by existing rules and produce a set to meet that need. This seems to be the main motivation behind a lot of historical rules writing, where the rule publishers are often different from the miniature makers, but also appears to be the case for many stand alone fantasy and sci-fi rules sets.
The other motivation, is to support a range of miniatures. In this case the miniature concept comes first, and the rules exist to justify the miniatures. That isn't to say that the rules are not well thought through or simply an after thought, but it is the miniatures that drive the game. Games Workshop have been open about this for years: the purpose of the rules is to sell miniatures. But I also suspect that it is true of a number of high concept fantasy and skirmish games, such as Malifaux, Helldorado and Infinity. In the case of Anima Tactics, I know that it is a spin off of an RPG and that the principle motivation behind the game was to create a miniature game set in that world.
When looking at this second motivation, it seems to me that a rule book simply represents a barrier to entry. If your goal is to get people buying miniatures and playing with them, then you want to minimise any additional start up costs. The great advantage of the Confrontation 2nd edition approach was that you could buy a few blisters packs and get started. If you have to buy a rulebook first, then that's money you can't spend on miniatures. Warhammer now requires a rule book and an army book meaning that the start up cost, before any miniatures are put down, is close to £70. But this is less noticeable in a mass battle game, where the number of miniatures required is large and you would expect to spend some time collecting before you can play a full sized game. With some skirmish games we have ended up in the bizarre situation where you can spend as much, or even more, on the rules than the miniatures. When a significant selling point of your game is that it is quick and easy to pick up and play, why do anything to slow it down?
It's possible that there is serious money to be made in rulebooks. I'm not really sure where to find data on this, but it may be that the cost of rulebooks provides a valuable supplement to the income of miniature companies. Though I do wonder if the profit is offset by the cost of potential players who never get into the game in the first place.
Another potential justification is the need for background material. While there are some games based on existing IP, the majority of Fantasy and Sci-Fi games are set in their own unique world. If you want customers to invest in the miniatures you need them to invest in the game world. If this is your goal, then pages of flavour text and illustrations is obviously likely to be of benefit. In this scenario, if you sell the players on the rulebook, you sell them on the game.
But while players may drawn into a game by its flavour text and imagery, we often want very different things during a game. Hundreds of pages of non-rules material can be a serious pain when you just want to look up the rules. Wyrd games seem to have realised that, hence their decision to release a background free 'rules manual' half the size of their full rulebook.
This is an area where I think GCT games have been very smart with Bushido. They have kept their background material and illustrations to a minimum within the rulebook, but put a considerable amount of material on their website. There are short stories and illustrations for every faction and, so far, they have seen frequent updates. They are not the first company to do this, Mantic has been trying it for one, but they seem to be doing a better job than most.
This was one area where Confrontation 2 fell down. The Rackham website was never as extensive as it might have been and players had to turn to Cry Havoc, their quarterly magazine, for more background information. Releasing a regular magazine is beyond the resources of most game companies, but updating a website is increasingly easy. With all that in mind, I am watching GCT with interest and wondering who else may follow their lead.
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