MODEL BUSINESS MODEL – PART 2

…THEN LINGER LIKE A BAD SMELL…

GW started to sell books. It made them money. But the culture in those books corrupted those that read them. The fascist might-makes-right, elitist drivel they contained reflected in company management styles and the arseholes that populated the stores. Too many half-wits assimilating it all and churning it out, inflicting that and themselves on others. Awkward little thugs finding more ways to make themselves obnoxious in addition to unpopular. It was amusing, in a sad, sick way.


A community forum appeared on the increasingly-popular and steadily evolving GW internet site. The company encouraged people in their gaming community to share ideas. Trolls gravitated to it. They bullied anybody that suggested things they disagreed with, the age of the cyber-trolls was beginning. These idiots tried to force company ideologies onto the ‘noobs’ with vindictive insults to ensure the ‘snowflakes’ (as they’d call them today) “got the hint” and left. They had no idea who they were attacking. It didn’t matter. They had the anonymity of the internet and indifference of the company to enable them.

I’d suggested a couple of things over the few weeks I bothered to visit the site. Imperial flyers. Imperial warbuggies.  Heavy Sentinels. The ability for infantry to throw grenades. The ideas got trolled to hell with pathetic trash insisting background literature said the Imperium didn’t have them or some other bullshit excuse based on the respondent being an arsehole trying to make himself a sad little king on a sad little hill. A year or so later, GW introduced those things. Valkyries. Tauros. Heavy Sentinels.

It was a repeating pattern. New people would join the hobby and instantly know more than those who’d been there for years, then bully and mock them for concerns. Within a few years, they found themselves on the fringes of the hobby, targeted by the new people who claimed to be all knowing, the concerns of those before them now their own in a vicious cycle of what goes around comes around that began after the original elements of the community had been driven out.


Over the years, a lot of my ideas got adopted and produced by the company. Turns out, though, that the gestalt plays a huge roll in this. In the real world, beyond the fortress walls of the company, their market asks for things people like me think of all the time. We share a collective desire. The company figured this out too. Eventually. They had ignored us and allowed their sycophants to bully us into silence, then they unleashed lawyers and stole our ideas, claiming them as their own, based on nothing more than ideas were based on things from the Warhammer or Warhammer 40,000 setting, and copyrighted them.

The original creators got no credit. No recompense for what made the company millions. They expanded the practice to bigger and bigger targets. One of the more recent ones is to claim ‘Space Marine’ as their own IP, despite the fact it was a term coined by authors dating back to the 1930s, decades before GW had been back-birthed and respawned in the arse of Bryan Ansell, the ‘man’ who styles himself as the very same God-Emperor in the 40K literature. This is what happens when you inhale paint and glue fumes. It triggered the very clever, legendary, SOD OFF BRYAN ANSELL White Dwarf issue way back when.


The company doesn’t understand (or care about) the betrayal their fans feel because GW management just don’t get the whole loyalty concept. The original creators of Warhammer and WH40K wanted to share ideas with their community, using math to make a great game, but Ansell and his ilk used math to make money, sacrificing what the hobby was all about along the way. Wherever you find someone with an idea, no matter how selfless or beneficial their intentions, you’ll find at least one arsehole trying to exploit it to make themselves money.

And, since the days of Rogue Trader, GW made one stupid decision after the next. They don’t bother with market research. GW head-management relies on the delusional, megalomaniacal opinions of trolls and sycophants (inside and outside the company) to respond to their market. They assume that they control not just supply, but demand, the misguided belief that this means the company gets to demand what the market will pay, unaware demand is what the market wants. This has led to where they are now.


Since 1996, the rules for Warhammer and Warhammer 40,000 have been updated to new editions five times. That’s an average of once every four years. And each is slightly worse than the one before. This has proven problematic because the Codex or Army supplements have, in many cases, taken five or more years to update, rendering some armies completely obsolete for years on end. Worse, every supplement updated is afflicted by power-creep, leaving every previous one that much more uncompetitive.

Power-creep refers to two distinct things. The first is how points costs are used to allow a new product to outperform the previous new product that has the same points value, a marketing tool used to encourage people to buy the latest release. Which brings us to the next definition. Someone who takes advantage of this power-creep to win games through legalised cheating is a power-creep. They are the key demographic targeted by GW. They have to win. They are obnoxious, unpleasant, and usually cashed-up because their parents are arseholes who spoil their spawn rotten and raise them to be arseholes too.

Nowhere has this power-creep problem become more apparent than Space Marine Codex supplements. There were, at one point, six of them, while the Orks, Imperial Guard, Eldar, Tau, Tyranids, and Necrons were spread across just nine more. With only a single updated supplement every three months, across both Warhammer and 40K, you can see how it got bogged down. At three-or-four next edition Codex supplements every year, it took four-to-five years to update them all, but since some got dropped or ignored as others got multiple updates… well, it doesn’t take a genius to figure out what happened. Armies sat on shelves for years. Players grew-up, moved on. But it was worse than this.


GW constantly shifted to and between new projects. Blood Bowl. Talisman. Titan Legions. Warhammer Quest. Necromunda. Space Hulk. Gorka Morka. Mordheim. Lord of the Rings. There were a rash of them. Brief blurts of ideas that generated a lot of interest and short term profit-spike, but burned out quicker than Hugh Hefner without a Viagra. Players who invested in these suffered the same fate, every time: any support and products for these games vanished as quickly as retail staff working for GW.

But what looked like a series of monumental, idiotic blunders was, in fact, a cold, calculated, methodical raping of its market. The constant changing of rules, new Codex and Army books for each race every few years, modified rules that forced players to purchase full-size squads to play games, new formats to make them buy more and more models… it all channelled money into sales. Combined with constant, ridiculous price hikes to artificially inflate profits, the attrition in market share didn’t look so bad… at first.

The company was unfazed by the backlash of disgruntled, frustrated players. Its market regenerated. The folks who had been ripped-off, bled dry, and screwed over might leave, but there were always new fools who lined up to be parted from their money. The next generation. The company only cared about profit, and a shitload of it. Heads rolled in retail when sales figures dropped. Management made the decisions that led to failure, but staff at the bottom wore the blame and consequences.


Only a fool ignores wise counsel, and GW demonstrated foolishness on a grand scale. They repeated the very same mistakes that led to disaster, changed nothing and expected different results. Lord of the Rings proved a huge cash cow… until the public lost interest less than two years later. But GW kept pouring money into it, expecting it to last. It turned into a money pit, sucking down a huge chunk of the previous profits as the tide of this new market receded. Did they learn from this? Hell no.

Pissed off with over-inflated, extortionate prices, product-lines that only consisted of big-ticket items, and supplemental rule books that cost more than a game console new release game, but which players had to purchase to actually play games (forcing players to spend hundreds, even thousands, of dollars on their army), the market began to desert GW quicker than it could regenerate. The market moved toward other games, other miniature suppliers, and began to make their own house rules for GW products.

Did GW learn from this? Did they adapt to their market? Fuck no. They unleashed their lawyers. They set them upon rivals and their own market-community alike, stealing ideas and copyrighting them, claiming it as their own under the name of company stooges, demanding all evidence by deleted from the internet, suing anybody else that made anything even remotely similar to their own models (which was everything), and even trying to copyright terms like ‘Space Marine’ that had been around long before the company.


Ironic given so much Warhammer and Warhammer 40,000 background literature is lifted straight from the work of others. Read books like The Foundation series by Asimov, some of the works of Heinlein, and EE Smith’s Lensman series, and you will suddenly realise GW has engaged in a great deal of copyright infringement. But if GW has its way, they will simply use their lawyers to rewrite history and then delete and burn the works of those authors. Even the dust jacket of Asimov’s The Foundation Omnibus, that was published before GW came into being, bears an image of what looks a lot like a Tau spacecraft.

But what they did, while unethical and mortifying to the general public, is not unprecedented. Those of you who remember the movie Stargate, and the series that it spawned which ran for over a decade, may not be aware that the now copyright term Stargate (and its function) did not originate with that series in 1994. It first (as far as I’ve been able to ascertain) appeared in Joe Haldeman’s 1974 Forever War, which was protected by copyright laws. I’ve no idea if the Stargate franchise has to pay his Trust any royalties.

But the lawyers at GW were not done. They were set upon suppliers. The little mum and dad shops that sold games and miniatures. If they wanted to sell GW products, they had to order a minimum number of items even if they couldn’t shift it. And they couldn’t sell it outside a certain area. They couldn’t sell those products to people in other countries. You see, GW had been ripping off Australians for years, charging around 65% more than what the clients in the UK paid, so savvy Aussies had been buying it from the US, who paid around 30% more than the UK. Even with P&H it was still cheaper than buying it in Australia.


But under the terms and conditions of trade imposed by GW, only GW could make internet sales. Sure, it looked like GW was violating Fair Trade laws, but the company had never hesitated when laws established to prevent unethical behaviour threatened their profit margins. Besides, that’s what the lawyers were for, dealing with anybody stupid enough to challenge GW. Like foolishly believing that the ideas they created were not automatically the property of GW because they mentioned something GW related or that GW insisted was its IP, even if they didn’t have copyright and it wasn’t.

The backlash was catastrophic. The market contracted, like a sphincter GW aggressively raped over and over. Sales plummeted as people abandoned the predatory business. Profits went with it. An intelligent person would reconsider their business model, change their attitude, evolve, adapt. Not GW. No, their response was to just jack-up the prices again. A model that cost 50 cents to produce, package, market and ship was sold for ten, even twenty times that, what remained of the market propping up profits.

Instead of trying to fix the problems – shitty products, price gouging, rules mechanics that simply didn’t work, and unethical treatment of the market, staff and rivals – GW focussed on the problem it had created, by trying to aggressively drive competitors out of the market and continue to make overly elaborate Codex and Army supplements they then sold as big-ticket items. It had become impossible to keep those current. Players simply couldn’t play the games. Their rules were obsolete within months. So GW did what they always did. GW amputated entire games. But this time, it was a founding game: Warhammer.


GW rebranded it with a whole new set of rules: Age of Sigmar. The focus, like the new Warhammer 40,000, was on maximum size squads and other big-ticket items. Whoever spent the most could purchase armies that could crush their opponent. An army cost upwards of $500, the rules and Codex or Army supplement another $200, paint at $5 or more (each!) for a tiny pot. If you didn’t have a spare $1,000 to just hand over and piss off, GW didn’t want you. You were considered, and treated as being, worthless.

So where do the now disgruntled, discarded elements of that market go? Well, there’s a whole new breed of miniature suppliers around, and many great games. GW lawyers suddenly hit a brick wall trying to bully competition into bankruptcy. Those rivals were there to stay. One of the more successful was Zombicide, especially its Black Plague range. It filled the gap Warhammer had left. Medieval miniatures of far better quality and a fraction of the cost, with fun, simple rules that did not constantly change and require the sale of vital organs to purchase, and a focus on collaborative play rather than competitive.

To demonstrate just how popular the game became, and impact on GW, look no further than the CMON Zombicide: Green Horde Kickstarter. It had a goal to raise just $300K to produce the next range for their game. It raised over a million in the first day. At the end of the 28 days allotted to fund the project, it had raised over $5M. CMON also made excellent use of the community forum option, responding to the comments and ideas with adaptations to improve the game, make new miniatures, and so on. 


Once the Kickstarter was over, however, their behaviour changed. Communication with their community ceased. Suggestions for Optional Buys were rejected out of hand. Requests from backers who wanted to purchase Exclusive Kickstarter models that CMON indicated would be sold at promotional events (and could be easily manufactured like all their other products), as part of the Kickstarter Pledge that would be sent out to backers, were also rejected out of hand. This was an odd response.

During the Kickstarter campaign, an element within the community had expressed disappointment with two Optional Buys: Friends and Foes, and No Rest For the Wicked. First, each of them included an Exclusive Kickstarter model needed to complete a set of five based on characters from the Stranger Things series. To complete the set, a backer had to purchase both Optional Buys at US$50 each, plus P&H, even if they did not need or want the rest of the contents. These big ticket items were a step in the wrong direction.

While Friends and Foes included several redeeming features, No Rest For the Wicked didn’t. It included a ballista, which was already included with the Core Box. It also included a second dragon. Again, the Core Box already included (a better) one. It included models that backers got if they purchased the Rat King and Swamp Troll Optional Buy. In short, it was an eclectic mixture of stuff but in no real way an expansion pack because it did not include additional tiles, quests, or a rule book.


No Rest For the Wicked was a straight-up, big ticket cash grab. If you didn’t buy it, you didn’t complete your set of five Stranger Things Kickstarter Exclusive Survivors. Did CMON adapt to its market? Did it offer the two Exclusive Kickstarter models as a separate Optional Buy? Did it repackage No Rest For the Wicked as an actual expansion and allow the backers to use the pledge manager to adjust as needed? Did it offer additional Optional Buys like a Conversion Kit (alternate heads, weapons, etc) and Survivors, cards, etc, from other sets (to replace lost or broken items) for backers to buy separately?  No. No. No. And no.

It was a strange response. Business opportunity carelessly discarded. A message sent to CMON on behalf of a group of backers even offered to exchange some of the Kickstarter Exclusives for others. It pointed out the black market trade in Kickstarter Exclusives made scalpers rather a lot of money. If just 4% of the Kickstarter Core Boxes sold were used for this this trade, a conservative figure on its value would be half a million dollars. More likely much, much more. Estimating the value of product the company could sell to its market instead of allowing scalpers to profit using this estimate put figures at $1.25M, once again a very conservative figure and likely much, much more. 

The message pointed out that, after all, the project page itself stated that “anything marked with this: ‘Kickstarter Exclusive!’ is an Exclusive item for Kickstarter backers, with remaining stock available at conventions and special promotions only.” But it turns out that not all items marked Kickstarter Exclusive are awarded unless backers purchase Optional Buys, they are only available as part of the Kickstarter project, and even though remaining stock will be sold, Backers cannot access this unless they attend a convention and special promotion.


Yes, a Kickstarter Exclusive is used as an incentive to encourage backers to fund a project. It is effectively free to backers. Although, try asking for one without handing over cash (or even if you do) and see what response you get. But it doesn’t make this toy or recipient any less special if the company sells more copies to other people later. Those people would have to pay for them. Seriously, if someone comes up to you and says, “me and the lads like the product you make, we’d like to give you $1.25M for some of the things you already make,” are you going to say ‘no’?

Well, CMON did. They answered that message with these three, short sentences. “Add-ons and stretch goals cannot be exchanged for different kickstarter exclusive items. As the campaign is over, we are not releasing anymore stretch goals, add-ons or optional buys. Thank you for backing the Green Horde!” So… let’s get this straight… players are offering to give CMON money for product, CMON is not interested. The market can buy big-ticket items to get what could be a small-ticket item, or keep their money and go without. Unless they find something else they want to spend their money on.

Interesting. A real winning marketing strategy there. Profit on small ticket items is not worth it unless you sell a lot. Better to risk the market not buying big-ticket items at all in the hope they will and you make big profit. Ignore the market. Restrict choice. Price a huge chunk of the market out of the market. Tell the market what it will and can’t do. Discard opportunity. Refuse to adapt. Treat those who do not bend knee with contempt. Where have we seen that before? How did that work out?


This business failure was heralded by their complete lack of effort to deter the trolls that migrated onto the community forum and posted comments. Kickstarter does not provide an ‘edit’, ‘report’ or ‘fuck off’ button on their comments options. You cannot edit your comments if you make a mistake, or block trolls so a) you don’t have to read the mindless shit they spew, and 2) they cannot troll you. To report a troll you have to report the project, and you can only do that once… even if trolls continues to stalk, harass, and engage in pile-on moves against a target.

The flaw is obvious. Trolls drive off elements of the market, and discourage potential elements who might join. Worse, they discourage any ideas but their own, and too often simply bobble-head at the company in the bizarre hope for a pat on the head. They act like they are part of the authority, that it is theirs, and don’t share or play well with others. Relying upon market feedback that is corrupted in this manner leads to disaster. Trolls should be reprimanded and then given marching orders when they fail to behave.

How did GW respond to this new challenge? What strategy did they implement to deal with competition they could not drive out of business with their lawyers? Did they lower their prices to increase the market base upon which the company was founded? No. Did they improve the quality of their product to justify their idiotic, self-destructive pricing? No. Did they decide it was time to conduct actual market research? No. Did they adopt a more ethical business practice? No.


Instead, they hired a new CEO…. Who retained the same idiotic ideologies. He and his stooges happily admit they don’t give a damn about their customers. They only care about money. Unless idiots are willing to scuttle in, drop wads of cash for shitty product, then piss off until they bring back more cash, those people are considered worthless, weak, trash. GW upper-management sell their IP (often ideas they have stolen from others) through legalised injustice to computer-game developers. The big money.

The notion that they make and sell the best miniatures, and will do so forever, is delusional. Their product was briefly great, but largely the most dominant. They have now been surpassed and will go the way of every other dinosaur, they are just too stupid to accept the facts. Their model business model is a wonder of the modern age, yes, but also an example of monumental arrogance and ultimate, predictable failure. It is the inverted pyramid that will topple for a series of very obvious reasons.

It has an incredibly narrow, shrinking foundation, but is top-heavy with an abundance of wilful stupidity, the massive ego and greed of over-paid, incompetents whose heads are buried so deeply in the trough of their own anal cavities that they have lost sight of what the company was supposed to be, and how it has failed to listen and adapt to its market. A White Dwarf that turned into a bloated red giant, consumed all of its available resources, and collapsed under its own, over-inflated gravitational mass to form a black hole that will continue to suck long after it has vanished from sight.


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