A case for mixed race teams
Posted: Fri Jul 03, 2020 5:12 pm
Dear Games Workshop
I think it’s brilliant to see mixed Blood Bowl teams. I’ve been expecting it for a while.
If you guys didn’t put out rules for mixed teams sooner or later, either I had fundamentally misunderstood the importance of core design in making and selling games – or you had.
Mixed team rules give me the perfect reason to buy even more minis to pair with all the teams I’ve bought since 2016. I totally want that.
If you want to sell a niche product and have a hard time getting new players, you can simply give the current customers a good reason to buy more of the old product.
It’s the same reason Dungeon Bowl makes business sense.
I might not run out and buy several new full teams for a niche of a niche – but I’ll buy the boxed game and add-ons for my main-product teams. And if you give me incentive and value, I’ll gladly buy even more full team boxes I already own, just so I can paint them up differently and use them in all kinds of different settings and dungeons and Beach Bowls. That would be awesome!
Unfortunately there’s a bit of a “but”.
There are some key features that are necessary for this logic to work as the consumer part of my brain is being guided down whatever funnel is supposed to bring in customers.
Those key features would be “incentive and value”.
Until recently the Underworld team had just that.
With two boxes of skaven, a box of goblins and a troll I could get the full skaven team I actually wanted – and a team I didn’t want but was too good of a bargain to pass on.
It’s much easier to justify another full box of skaven to get the last two gutter runners, if the remaining miniatures can be put to good use elsewhere. I get the team I want and, for just the price of goblins and a troll, I get another full team! Do I ever really want to play Underworld? Isn’t the price for goblins and a troll actually… Nevermind that, practically half the cost!
This was a smart way of using a top tier team to give incentive and add value to a less popular lower tier team.
Now the community has already had three years to purchase what was a brilliant overlap in design of rules and product.
Simply changing the rules to be able to repackage an existing product might be sound logic in the boardroom – but much less so on the message boards.
It might look like a new product in a spreadsheet. But to everyone who already got their Underworld team – or simply care about the hobby – it’s a reminder that you never really seem to quite understand the community.
Who is this new Underworld team for? New players? Hey kids, wanna play one of the worst teams in the game that half the community now loudly opposes for lazy game design?
Games Workshop, you’ve brought so much joy to my life, but your decisions are killing my opportunities to market your products to myself – and mind you, that’s really kinda your job.
This might sound like a radical suggestion, but why not let the community bring in new players simply by making good, synergetic design decisions that benefit both the game and the bottom line?
I know it’s a pickle.
Blood Bowl was left untouched by the GW business logic for so long that it actually became a really good game. It was kept alive by the fans who loved it and nurtured it. But those fans are now more loyal to the game than to the brand and will either rage quit or simply ignore big changes.
I realise that Dungeon Bowl might need rework to bring up to date. The turnover rule and rules for moving through tackle zones never fit what was really a 2nd ed. game at heart. I can see why it might not seem worth the development costs.
But how about Sevens? Sixers? Or something entirely new with a smaller or maybe weirder pitch for quicker games?
You don’t need to make the rules easier to increase accessibility. Simply making an official variant that is slightly quicker to play would make the game more accessible by allowing it to happen more often and in more situations. And it would open a playground for designing mixed race teams.
Make the game designers and the model designers get in the same Zoom Room and let them figure out the best synergy between rules and products.
I’ll gladly buy the 15 Blood Bowl team boxes I’ve bought since 2016 all over again, if you give me good reason and good value.
I’ll buy blister packs for all the competitive teams and even for the bad ones that just look cool – as long as they don’t insult my intelligence. Did the orc blister pack outperform any expectations? I’ll bet you the time it takes to write this that it didn’t.
Sell me single sprues in plastic bags, if you want.
But make me buy more models through good game design, not 20th century monopoly bullying.
Design from the inside-out. How can mixed teams be balanced, interesting, make sense in the lore and also cleverly overlap to give good consumer value and incentive to buy more products that are already on the shelves?
Underworld was a pretty good example of just that. Now they are a reminder of a game and a company that once more failed to recognise what made them great in the first place.
If you have read this far and are, in fact, not a decision maker at GW, I’ll venture a guess that you probably have opinions on the matter of your own. If they reflect some of mine, feel free to share this letter. Thank you for reading.
I think it’s brilliant to see mixed Blood Bowl teams. I’ve been expecting it for a while.
If you guys didn’t put out rules for mixed teams sooner or later, either I had fundamentally misunderstood the importance of core design in making and selling games – or you had.
Mixed team rules give me the perfect reason to buy even more minis to pair with all the teams I’ve bought since 2016. I totally want that.
If you want to sell a niche product and have a hard time getting new players, you can simply give the current customers a good reason to buy more of the old product.
It’s the same reason Dungeon Bowl makes business sense.
I might not run out and buy several new full teams for a niche of a niche – but I’ll buy the boxed game and add-ons for my main-product teams. And if you give me incentive and value, I’ll gladly buy even more full team boxes I already own, just so I can paint them up differently and use them in all kinds of different settings and dungeons and Beach Bowls. That would be awesome!
Unfortunately there’s a bit of a “but”.
There are some key features that are necessary for this logic to work as the consumer part of my brain is being guided down whatever funnel is supposed to bring in customers.
Those key features would be “incentive and value”.
Until recently the Underworld team had just that.
With two boxes of skaven, a box of goblins and a troll I could get the full skaven team I actually wanted – and a team I didn’t want but was too good of a bargain to pass on.
It’s much easier to justify another full box of skaven to get the last two gutter runners, if the remaining miniatures can be put to good use elsewhere. I get the team I want and, for just the price of goblins and a troll, I get another full team! Do I ever really want to play Underworld? Isn’t the price for goblins and a troll actually… Nevermind that, practically half the cost!
This was a smart way of using a top tier team to give incentive and add value to a less popular lower tier team.
Now the community has already had three years to purchase what was a brilliant overlap in design of rules and product.
Simply changing the rules to be able to repackage an existing product might be sound logic in the boardroom – but much less so on the message boards.
It might look like a new product in a spreadsheet. But to everyone who already got their Underworld team – or simply care about the hobby – it’s a reminder that you never really seem to quite understand the community.
Who is this new Underworld team for? New players? Hey kids, wanna play one of the worst teams in the game that half the community now loudly opposes for lazy game design?
Games Workshop, you’ve brought so much joy to my life, but your decisions are killing my opportunities to market your products to myself – and mind you, that’s really kinda your job.
This might sound like a radical suggestion, but why not let the community bring in new players simply by making good, synergetic design decisions that benefit both the game and the bottom line?
I know it’s a pickle.
Blood Bowl was left untouched by the GW business logic for so long that it actually became a really good game. It was kept alive by the fans who loved it and nurtured it. But those fans are now more loyal to the game than to the brand and will either rage quit or simply ignore big changes.
I realise that Dungeon Bowl might need rework to bring up to date. The turnover rule and rules for moving through tackle zones never fit what was really a 2nd ed. game at heart. I can see why it might not seem worth the development costs.
But how about Sevens? Sixers? Or something entirely new with a smaller or maybe weirder pitch for quicker games?
You don’t need to make the rules easier to increase accessibility. Simply making an official variant that is slightly quicker to play would make the game more accessible by allowing it to happen more often and in more situations. And it would open a playground for designing mixed race teams.
Make the game designers and the model designers get in the same Zoom Room and let them figure out the best synergy between rules and products.
I’ll gladly buy the 15 Blood Bowl team boxes I’ve bought since 2016 all over again, if you give me good reason and good value.
I’ll buy blister packs for all the competitive teams and even for the bad ones that just look cool – as long as they don’t insult my intelligence. Did the orc blister pack outperform any expectations? I’ll bet you the time it takes to write this that it didn’t.
Sell me single sprues in plastic bags, if you want.
But make me buy more models through good game design, not 20th century monopoly bullying.
Design from the inside-out. How can mixed teams be balanced, interesting, make sense in the lore and also cleverly overlap to give good consumer value and incentive to buy more products that are already on the shelves?
Underworld was a pretty good example of just that. Now they are a reminder of a game and a company that once more failed to recognise what made them great in the first place.
If you have read this far and are, in fact, not a decision maker at GW, I’ll venture a guess that you probably have opinions on the matter of your own. If they reflect some of mine, feel free to share this letter. Thank you for reading.