When all you have is the ability to tweak visuals, it does tend to show. |
Part 1: The Corporate Mentality and Change Don't Mix
So this is likely where I start to
divide people. Because the jugular is exposed and I'm going to go for
it. It's been quite popular to declare victory with “New
GW™”(nope, still not letting the ™ thing go) and act like all is
solved. I'm not convinced. You see, what was really bad before about
GW was the open hostility, incompetence and indifference that they
displayed regarding their own ineptitude and that of the fanbase.
Now, GW schmoozes that fanbase, which on the face of it looks like a
reversal of attitude. But is it? Certainly, it's working well,
for now at least. But I feel an argument should be made that in
actuality, things aren't really better, they're actually worse.
It's a difficult pill to swallow, and I tread mostly in the realms of
speculation, so take that for what you will. If I'm right I'll
probably be vindicated by time (seems to be my usual lot when it
comes to GW anyway), and if I'm wrong nothing happens, I'll go to
jail, peacefully, quietly, I'll enjoy it. Oh wait that's
Ghostbusters. But surely Dim, things are looking up? Why do
you think it's so bad? I'm glad you asked, poorly written segue!
Because it's hard to miss a few
principle changes that have all occurred post-rebrand which are not
particularly thrilling directions for many hobbyists. Above all,
we're seeing an obvious shift into a new, corporate
copyright-focussed aesthetic that evidently intends to replace at
least most of the range if not all, and the lore has been re-jigged
to allow them to deliver that change. This new design direction
involves a great many cuts to the experience, reducing the complexity
and nuance of the universe itself. The same will likely be the case
for all of 40k's factions, who will be Flanderized into
legality-conscious designs that come out of the box with less
options. We're seeing a severe option cull that is most likely going
to be followed by the largest sustained loss of usable units in the
company's history, that will most likely, at best, be
relegated to Open and Narrative play, the two modes that the vast
majority of what is left of GW's fanbase are wholly indifferent to.
Alongside the loss of options and lore depth the same thing happening
with the games themselves, with vast arrays of features cut and
removed with periodical tweaks that are largely underwhelming and
detract from the amount of material gamers have to work with. Coupled
with that is assurances of feedback being listened to, but with a
pathetically low hit rate that seems to fail to address core issues,
and at most all we've got out of it is a commitment to plastic
Sisters of Battle, something GW shouldn't have needed feedback to
figure out. Coupled with that is the fix it later culture of
FAQs that are needed to address blatantly obvious issues that should
have been spotted before printing, which is reinforced by GW's
Pre-Order culture which simply assumes people will buy their stuff
regardless of quality, with said quality just not being there at all.
I mean, let's face it, in many ways
this is an “improvement” over the situation that got us there, so
let's dwell on that for a moment, let's make sure things really are
worse. GW's latter decade or so's history is a long and
depressing document of corporate self-interest dominating all areas
of its products to the company's overall detriment. We are still
living with the consequences and damaged reputation of GW and its
associated players (such as Mat Ward for instance, who destroyed his
credibility indefinitely, along with arguably any hope of this
company improving long term – but more on that later) further
exacerbated by pathetic edicts that moved goalposts, shifting the
burden of responsibility and the metrics for success. Amid this
culture of corporate sales-driven abuses, we had a toxic apologist
culture, eager to defend GW's interests to the detriment of any
critic. This rose as a consequence of decades of backlashes from
consumer-based dissatisfaction at pay-to-win mechanics, poor writing,
unequal faction difference and faction favouritism. People would
criticise these kinds of attitudes, and corporate apologists would
make excuses, resort to ad hominem, and take refuge in the lack of
any kind of GW-led narrative as a cloak from criticism themselves.
The net result of all this being a toxic power-gaming culture that
was driven by the idea that so long as some people could win using
inequalities, the rest were simply butthurt that they couldn't do it
themselves. The fanbase collapsed in on itself, fell to infighting,
and GW could hobble along on a failing, anti-consumer business model
for most likely a decade longer than they should have been able to.
So when people tell me that things are
better now, the first thing I think about is what got us to this
point, and how much of the bullshit that came with it was addressed,
because here's the nub, most of it wasn't. The apologists
didn't go away, they merely did what GW did, and re-branded. They
took the GW attitude shift as proof they cared all along (doubtful)
and that anyway, all previous criticisms are obviously going to be
wrong now, they're listening! But to whom? To the people they
burned? No. They're listening to the people who defended them all
this time, and to some of the people who came back, many of whom
could handle a game-destroying power-gaming environment but evidently
drew the line at debate and “moaning”, well, at least other
people's moaning. The pay-to-win hasn't exactly gone away either.
Just buy knights and guard, still works well, still not addressed. It
may finally stop being top tier, but most armies have
one power list
and only a handful stretch beyond that, and are very, very hard to
counter. My local scene was astoundingly 40k-driven, and I've really
seen a major decline in both interest and play. Local tournaments are
dominated by Knight Soup (brainlessly so) and many local players are
not exactly unhappy with 40k as... well... bored. But that scene has
never really taken a major knock, simply because most of those people
were meta-chasing power-gaming gits anyway, so they've not really
been confronted by anything they didn't opt for. They've merely been
presented with a game that offers nothing else, and even for many of
those guys, that's evidently not much.
Things were never really going to
change. That's not what this has all been about really. Because 8th
Edition wasn't a revolution: it was a consequence. Nothing
major has changed at GW HQ. They still have the same attitudes, the
same “design philosophies” (whatever bullshit that is) and the
same plan: charge a lot of money for bog standard with boutique
polish. This is ultimately the secret of the corporate mindset,
and all GW have really done is catch up to the other corporate
companies doing the same. After all, when GW openly advertises for
new writers, but makes it plain that they're hiring on the basis of
attitude, don't give a shit about qualifications but boast about
crunch periods, that's not really an indication of any major change
in direction in terms of whether GW are actually going to make great
games. The bigger question is, are GW's fans? Well of course not,
they're fuckwits, and we'll get to them next time. But there's an
insidious motive behind the way GW acquire staff that is universal to
all corporate companies. They are all ultimately interested more in
attitude than ability, because ability is not something they're
willing to pay for. People with qualifications, valuable qualities,
and that certain X Factor: that makes for workers that expect to
be well paid, that will be hard to replace, that are
effectively unique. That's not what corporations like. They
like people who can provide a standard service and expect base level
pay. Corporations will always celebrate the bog standard, because
it comes with the lowest salaries. Take a burger company. With
minimal training, anybody can make a burger. But that burger
can be dressed up as a valuable service, even gourmet.
Boutique burger places are a thing, but labelling can be misleading.
No constructor of a burger should be called a chef. They may
be labelled as any kind of important craftsman, but a employee with
basic training and low salary is replaceable. The company
knows it, they know it. That's the point of it. GW is the same. By
opening up to “feedback” they have staff who are actually just
basic corporate staffers, and thus their job is straightforward, and
if they can't handle it, someone else will do it. Does that look like
a healthy, sustainable future business plan to you? Maybe it does. To
me it's an indication of intent. They intend to mimic the computer
gaming industry. New GW™ is a live service.
You may not be familiar with the Live
Service model, but you're probably living under a rock if you haven't
heard about the controversies surrounding Star Wars: Battlefront
2, Fallout 76, Anthem and the Loot Box Scandal.
These are just the big profile gaffs. The overall result of this kind
of model has been games that launch not feature complete,
promise down the line fixes after responding to feedback, and
promise ongoing development cycles using monetisation of
every basic feature, even ones that used to be free, as fuel for
this model. This model of business has been criticised heavily for
effectively monetising the Beta and Early Access
concepts, getting consumers to pay full price up front to help
companies finish twitchy, unfinished games with the overall promise
of a good, complete game down the line before they sell the next one.
Sound familiar? It should. It's 8th Edition to a tee. 8th
Edition has been focused around the area of exploiting the potential
for feedback, whilst launching pretty poorly. You have the yearly
updates that you pay into (Chapter Approved for 40k, General's
Handbook for AoS) which monetises the idea of adjustment. Yet in
spite of all this infrastructure, has much really come of it? Well,
it's not a great deal more than previous editions. Sure, power
difference has reduced, but 8th Edition doesn't provide
much of a solution. If anything, its exacerbated inequalities due to
the game being purely down to situational modifiable and re-rollable
dice rolls that retain heavy faction difference. This is why large
battles don't work when you have say Orks against Imperials. Orks are
just going to get easily shot off the table. 8th Edition
is effectively unfinished, basically a live beta, where rules are
being tweaked as the game goes on. They rely on free feedback, but
you're still paying a premium entrance fee up front at the boutique
price level. Now, some may feel this kind of service is worth paying
for, given that the pretence of being listened to feels so valuable
after years of writer indifference in their direction, but I'd say
that's the trap right there. They want you to feel like you're
getting this special “service” and thus they can charge you for
putting out incomplete, half-baked, not great games, with the promise
of “we'll fix it later”. The keyword here (and you can see
computer gaming CEOs use this term as well) is engagement.
They want you interested, buying into, basically long term investing
into their product. But actually, what you have is, is a service that
promises more and delivers less. 8th Edition is such a
stripped down and unintuitive mess compared to 7th
Edition's core rules. You've been so busy being sold on the idea of
having a say, that you can easily overlook that GW have reduced their
own workload, and that's not even the worst of it.
The Live Service model acts as a shield
from higher standards. It effectively allows them to lower the metric
of success to match the level of their output. Their staff are, as I
said earlier, unqualified, replaceable and poorly paid. Not only is
this situation beneficial to GW financially in the short term, they
can attempt to offset long term drawbacks with audience engagement.
So basically, you the fans are expected to make up for the fact that
since people like Chambers and Priestley left, and you had the likes
of Ward, GW have been unable or unwilling to hire in particularly
talented writers. Their plan is, most likely, if 8th
Edition fucks up, they can blame you. They'll just use this
“feedback” experiment as justification for the rhetoric that the
fanbase is unpleasable and you have yourselves to blame. As we'll see
next time, the argument has some merit, but nonetheless, the motive
is dodgy. At any rate, 8th Edition is stripped down to the
barest minimum, so they're charging you to freely give them
information on how to tweak it in minor ways that will only truly
matter to a very small part of GW's audience. The advantage of a
stripped down game with a promise of “tweaks” allows them to
increase turnover. So we're looking at a massive amount of
supplements that are largely just shallow, quickly cobbled together
cash-grabs. Nobody actually cares that much about Open or Narrative,
so the odd bone thrown there wont be greeted with negativity nor
excitement, but overall positive press just because it's extra
content, and “well meaning”, if almost entirely pointless. But
none of this informal, less deep game design has led to any
discounts, nor any lowering of the price they attach to their brand.
They charge boutique, as if they lead the way in design, but how can
they lead the way in design if they don't hire the best writers? At
least McDonald's burgers are affordable to the lowest common
denominator. That's GW's biggest oversight in their business. They
want to appeal to everyone but build an empire on high-spending
whales. Like all Live Service models, GW rely to a greater extent on
visuals and aesthetics than they do on anything else. They invest
millions into the best presentation of their miniatures and books. I
guess they figure cutting the corner with the rest of the staff will
go unnoticed. Sadly, largely it does, but that itself is the
consequence that leads to games like 8th that claim to
deliver more than they could ever possibly deliver.
Let us not also pretend that GW are not
still the same sort of beast they have always been. They may claim to
be a new company, but they're still playing the game by the old
rules. They're still putting their own interests ahead of their
customers, after all, in what way does removing options, units and
factions from their games benefit their consumers? They don't, they
benefit GW. We still have GW aggressively defending their product
from anything, and they've actually got far worse with this than they
ever have. Tournaments these days must be 100% Games Workshop, and
Forge World units cannot be represented by GW kitbash if a official
model exists (which is hilarious given that Forge World encourage
kitbash for units they have yet to represent and then put models out
for them with no advanced warning. I can just imagine the outrage
that will be coming from HH Daemon players in a year or so). They
currently make some allowances for “modelling materials” but I do
wonder how long that will last. They have also recently forced a
competitor to change their company name or face legal action.
Warbanner are now called Para Bellum thanks to GW being arseholes.
Although I suppose some of their fans are probably the kinds of
dumbasses who couldn't spot three consonants being totally
different, so maybe they had a point there. In terms of writing
quality, in terms of anything pro consumer, we've not seen any
positive change beyond a “listening agenda”, and let's face it,
that's a promise, and not necessarily a reality. We are yet to see
any major fruits of change that are not as easy to deliver as the
abstract promise they make. I for one do not plan to pay money into
the promise of improvement knowing what I know both of the level of
GW's writers (the lowest of the low, I'd say, in this entire industry
easily the poorest) and that of its fanbase (who I am going to insult
more next time).
Overall, I still feel strongly that
this is the beginning of the end, really. That is not to say that
things will be done for Games Workshop, but honestly, as a force
within this industry, GW remains a far larger influence than they
have any right to have. They dominate on the basis of an IP they
cannot sustain or improve upon, an aesthetic that they know
themselves is not remotely unique and they are trying to fetishize
the very idea of the hobby experience itself through “engagement”
and generic promises whilst they stare upon the future that could
very well leave them behind; with their capacity to join in on that
future becoming an ever bleaker prospect. That's assuming Brexit
doesn't snuff them out first. They remain a company past its sell by
date, past its prime, and woefully out of touch, even as they appeal
to feedback, to the broken community that they fucked for easy money
over the past decade. This is the only course open to them, and so
far they have managed to bluff people into thinking that this is a
evolution brought on from choice, rather than what is more likely, a
threadbare piece of spin trying desperately to hold on to the
monopoly they do not deserve to have. With Kickstarters, 3D Printers
and Brexit on the horizon, where many see good intentions, I merely
see fear and incompetence. GW will have to continue to up their game
if they want to stave off the future they're setting themselves, a
luxury product doomed to shed most of its appeal, not because they
make a limited effort to improve, but because they allowed over a
decade to transpire before they even bothered the attempt. So far,
the attempt is still merely a promise.
A promise is not good enough any more.
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