Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Interesting Post by Mearls on rpg.net
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cadfan" data-source="post: 4936659" data-attributes="member: 40961"><p>I don't think Mearls is missing anything, because I don't take the rhetorical question "what would you do" as implying the answer "give up and die," or "stop publishing hex games and start publishing computer games." I take it more like the guy in post 4. Ask why computer games are suddenly eating your market. Adapt. Recognize that you're not a "hex game company," you're a "wargame company," and it just so happens that up until now that's meant hexes, but it doesn't have to mean <em>only</em> hexes.</p><p> </p><p>In the specific example of hex and counter wargames, a computer wargame has a number of significant advantages:</p><p> </p><p>You don't have to memorize rules minutia if the program handles it for you. This not only helps your brain not hurt, it allows for different rules.</p><p>Ease of matching yourself with opponents, as opposed to the broad diversity of low sales volume wargames that made finding opponents difficult.</p><p>The computer can handle minutia of rules faster than you can, even after you memorize it.</p><p>If you can't find an opponent at all, you can play against the AI.</p><p>Graphic improvements.</p><p>Setting up a wargame can be very time consuming, starting a computer game is very fast.</p><p>Patches instead of errata.</p><p> </p><p>Meanwhile, of course, the hex and counter industry was being attacked from another direction: miniature wargaming. Its advantages were,</p><p> </p><p>Better appeal to the hobbyist fiddlers who like spending hours messing with their game components (true counter wargamers prep materials, sort them, trim their hexes with special tools, etc, but true miniature wargamers paint metal, which allows greater customization).</p><p>3d graphics.</p><p>Counter games are almost all historical, but some miniature games have special appeal for the fantasy and science fiction fans.</p><p>Better business model that encourages multiple repeat purchases instead of one single purchase of a set of rules and some sheets of perforated cardbaord.</p><p> </p><p>Now, many years after these developments took place, the original companies didn't learn their lesson. In fact, there is good reason to think they doubled down on their player base, designing games to appeal to the most dedicated existing customers, earning themselves a very small, EXTREMELY committed fangroup that is unfortunately aging and even more unfortunately has, probably as a result of the encroachment of other games, become very insular and negative towards changes in their gaming culture.</p><p> </p><p>They've not done so well for themselves sales wise. If their goal was to become an insular fan group of people who know each other and have a sense of community, then they're doing fine, and that may indeed be the goal of some small, one-man studios, to have fun, publish a little bit, and participate in a community. </p><p> </p><p>But in spite of flagging sales for the big companies, wargaming has NOT died out. In fact, I'd argue that the lessons listed above have in fact been taken to heart by the larger (not just hex) wargaming community, and incorporated into game design. </p><p> </p><p>Look at modern wargames like Memoir 44, or Battlelore. They address these problems almost categorically? Shorter? Done. Better visual appeal? Done. Paintable miniatures if people want to? Done. Instant set up for those who don't care about painting or fiddling with bits? Done. Fantasy themes available as well as historical? Done. Easier to teach to new players? Done. I could go on, but won't.</p><p> </p><p>So... yeah. I lost track of the thesis in the historical interpretation. At this point, hex and counter wargames are a pretty small thing that functions as a sort of vestigial limb on the body of the boardgame community. But wargaming as a whole is doing really, really well. I think that recognizing the wave and deciding to ride it instead of fight it could have let them build their existing player base and reputation and maybe become something like Games Workshop or Fantasy Flight in scale and scope.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4936659, member: 40961"] I don't think Mearls is missing anything, because I don't take the rhetorical question "what would you do" as implying the answer "give up and die," or "stop publishing hex games and start publishing computer games." I take it more like the guy in post 4. Ask why computer games are suddenly eating your market. Adapt. Recognize that you're not a "hex game company," you're a "wargame company," and it just so happens that up until now that's meant hexes, but it doesn't have to mean [I]only[/I] hexes. In the specific example of hex and counter wargames, a computer wargame has a number of significant advantages: You don't have to memorize rules minutia if the program handles it for you. This not only helps your brain not hurt, it allows for different rules. Ease of matching yourself with opponents, as opposed to the broad diversity of low sales volume wargames that made finding opponents difficult. The computer can handle minutia of rules faster than you can, even after you memorize it. If you can't find an opponent at all, you can play against the AI. Graphic improvements. Setting up a wargame can be very time consuming, starting a computer game is very fast. Patches instead of errata. Meanwhile, of course, the hex and counter industry was being attacked from another direction: miniature wargaming. Its advantages were, Better appeal to the hobbyist fiddlers who like spending hours messing with their game components (true counter wargamers prep materials, sort them, trim their hexes with special tools, etc, but true miniature wargamers paint metal, which allows greater customization). 3d graphics. Counter games are almost all historical, but some miniature games have special appeal for the fantasy and science fiction fans. Better business model that encourages multiple repeat purchases instead of one single purchase of a set of rules and some sheets of perforated cardbaord. Now, many years after these developments took place, the original companies didn't learn their lesson. In fact, there is good reason to think they doubled down on their player base, designing games to appeal to the most dedicated existing customers, earning themselves a very small, EXTREMELY committed fangroup that is unfortunately aging and even more unfortunately has, probably as a result of the encroachment of other games, become very insular and negative towards changes in their gaming culture. They've not done so well for themselves sales wise. If their goal was to become an insular fan group of people who know each other and have a sense of community, then they're doing fine, and that may indeed be the goal of some small, one-man studios, to have fun, publish a little bit, and participate in a community. But in spite of flagging sales for the big companies, wargaming has NOT died out. In fact, I'd argue that the lessons listed above have in fact been taken to heart by the larger (not just hex) wargaming community, and incorporated into game design. Look at modern wargames like Memoir 44, or Battlelore. They address these problems almost categorically? Shorter? Done. Better visual appeal? Done. Paintable miniatures if people want to? Done. Instant set up for those who don't care about painting or fiddling with bits? Done. Fantasy themes available as well as historical? Done. Easier to teach to new players? Done. I could go on, but won't. So... yeah. I lost track of the thesis in the historical interpretation. At this point, hex and counter wargames are a pretty small thing that functions as a sort of vestigial limb on the body of the boardgame community. But wargaming as a whole is doing really, really well. I think that recognizing the wave and deciding to ride it instead of fight it could have let them build their existing player base and reputation and maybe become something like Games Workshop or Fantasy Flight in scale and scope. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Interesting Post by Mearls on rpg.net
Top