The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
So this is spawning from another thread discussing starting a hobby store. So my main question is, where will the tabletop gaming industry be in 5-10 years from now. In this I am including: miniatures, CCG's, RPGs, board games and the like. I have been having rumblings about thinking about getting back into running a hobby store.
Does the industry have what it takes to stick around with increasing competition from video games and the like? Will it be possible to lure in the younger crowds? It seems that the value of the hobby is hard to compare to a video game.
Will there be enough growth for companies to stick around? We live in an uncertain time where companies you never thought would close are shutting down. Will Games Workshop or Wizards of the Coast be the same in years to come? I have my crazy doubts about GW, as they are really screwing up their retail end of things in the states right now. What would the industry do if these companies folded? I know its crazy talk, but I can easily see GW dropping their retail stores in the US, as they are a gaping hole of money right now.
Is there anything out there to think there is brightness in the tabletop future? Will people be willing to spend money on a hobby they have to spend time on? I know this is a geek populated board, but am I being too pessimistic here?
I have a feeling that, as our the younger generation grows up on video games, we'll see more and more niche games become more mainstream. I don't mean Warhammer at Toys r Us, but Monopoly and its ilk will have to learn to share shelf space.
But I don't see tabletop as a whole dying out. Video games will always be more popular, but there's something nice about getting with people in person and playing cards.
Yeah I hope so. I just see the trend being more content coming to people over the net, thus less places to go get things. I have been thinking about GW getting desperate lately and trying to market a game that they can sell in walmart and the like. It's totally up their ally, as everything they have been doing lately speaks of crazy moves.
I think the industries gonna be fine. It might just be me just starting to get into tabletop games a year and a half ago, but it seems like more people are talking about and playing board games. Just recently a shop opened up in my town, and I make sure to buy stuff from them (even though the boardgame prices are crazy). I'd assume its more the town and less the market you should worry about.
PAX East had two hallways dedicated to the playing and buying of tabletop games. While it's not the same as a big exhibition hall, it seems that tabletop gaming is still healthy. Video games have a simple convenience factor that tabletop gaming won't be able to compete it. But that's not a requirement for survival.
but will there be enough growth in the industry? The big players are all publicly traded, and thus must show growth for the shareholders. This is the problem that I see. What happens when GW shows negative growth for three, four or five years in a row?
koconutmonkey on
Time to roll the dice.
0
admanbunionize your workplaceSeattle, WARegistered Userregular
edited April 2010
What is going to suddenly cause that to happen? Games Workshop's net profits last year were 6.5 million (pounds) higher than the year before.
I'm not a market analyst -- that's the job of the people GW is paying hundreds of thousands a year -- but I don't see any sudden reason why the tabletop industry is going to collapse. GW is stable, PP is growing, and Hasbro is growing (WotC's earnings aren't available). Obviously markets are inherently unstable, but in this economic downturn the fact that these niche luxury products are surviving is impressive alone.
And whilst Games Workshop has had blips it's been blips caused by other table top miniature and card games , Pokemon, Yu-Gi-Oh a bit of Warmachine that's what's caused their problems not video games.
I've written about this pretty extensively (and informally) - mostly when I left the hobby industry as a whole to jump to software after about a decade (GW, WotC, owned a store, and time at a distributor and accessory manufacturer).
The big guys (GW and WotC) seem to be skewing ever closer to a Marvel comics-style business; continued functioning as an extremely niche "idea house" that creates IP, then farms the IP out to more profitable mass-markets. We're already seeing this with stuff like Dawn of War and Magic: Online (as far as successful properties go). The middle tier of game companies look like they may be able to find success in being *extremely* diverse and tagging both the niche market and family boardgame market with well known IPs and accessible indie-style games (see: Fantasy Flight). These are all companies that are generally run like *businesses* though, so can survive a few years of down profits to turn it around (see: GW since LotR and their stock near doubling) and make hard decisions (FFG's willingness to drop unsucessful lines or D&D 4th shaking things up to try new revenue models).
The businesses that I don't see evolving or surviving are the majority of hobbyist-run small or mid-size publishers (at least those that don't embrace Print-on-Demand, PDF, or other cheap disti methods) and the classic FLGS "tournament center". It is extremely difficult to pay for the square footage needed to host games, unless a store owner can find a way to monetize the tables on a regular basis in addition to product sales. The games that tend to drive space usage the most (GW's stuff, Magic) are also those that drive in the most web sales based solely on cost. Especially Magic; the WAAC tournament mentality of many Magic players completely undermines the loyalty and "buy to support the store" type customers needed to support the space to promote the game. It's almost always a Catch-22.
GW really needs to figure the latter out; their stores are intended to be recruiting centers (or "Firebases" in the late 90's parlance), but they get stuck following the foot traffic, which makes near every store a loss leader just to introduce people to the hobby. While that may be fine in some situations, there are probably way more cost-efficient ways to introduce people to playing with toy soldiers. Not necessarily web-based, as the look and feel of their games and toy soldiers have been co-opted enough that they're no longer unique; rather some way to show people painted armies (which are like crack to certain males in those 12-18 and 30+ demographics) that doesn't involve paying for mall shop space. They may have figured this out recently, as there's a shift toward medium-traffic destination or strip mall stores.
GW's probably the best example of how tight management and cost control can bring success to a niche product, but WotC is probably pretty similar (if hidden in Hasbro's results). I think they indicate hobby gaming is viable as a niche market, but it needs to be a lot more creative and well-managed than most game companies are (or ever have been).
edit; fuck that's a wall of text.
tl;dr: a few hobby game companies can make it work by running very tightly and marketing creatively. The traditional game center FLGS is pretty much fucked.
great post Morskittar, but if the FLGS is screwed, where will they sell their product? Gw makes way more profit from selling to a FLGS, but if the place to play them is gone what then?
koconutmonkey on
Time to roll the dice.
0
CorporateLogoThe toilet knowshow I feelRegistered Userregular
edited April 2010
Online retailers, many of which offer products at discount
Online retailers, many of which offer products at discount
Or directly via their own website. GW made their success in the US, in part, when they sold only direct over the phone and through comic shops that often took special orders only (and didn't have much display or any gaming space). The promotion worked as word-of-mouth and via basement and club gaming. I truly think there's a way for them to mimic that model and drive it, using limited destination stores and a robust system (kind of like the old... Outrider (?) program) of volunteers and compensated evangalists.
I think I have to agree with Morskittar. We have a great comic shop/FLGS where I live but I really find it hard to pay full price for WotC books when I can buy two from Amazon, pay $5+ less per book and get free shipping.
I think the FLGS has to change their focus to create a safe place that geeks want to come to and then generate revenue from that. Like create a coffee shop/bistro that caters to gaming geeks. Sell a little bit of gaming product but serve food and then set up things like tournaments and organized play events.
And, if your food is good, you may get some non-geek patrons.
A friend of mine owns a store here in Seattle; he uses the back space as offices for his boardgame business (translating, producing, importing games) and the front space as a small, mass-market oriented shop. As he doesn't rely on sales in the shop to carry the space (it primarily exists as an office).
Thing is, a functional business model takes a lot of work and some actual business acumen. This runs counter to decades worth of opening FLGSes just to be able to hang out and play games all day. The truth is that retail sales (usually) will not support a clubhouse.
I try to feel out different designers' thoughts on this topic during interviews for our upcoming board game site, and most seem fairly rosey about the industry's outlook. There are hurdles, especially with tabletop games grappling with web content and how best to position expansion content so as to not glut the market and drive players away from the cash register -- rather than the desired effect.
A lot of folks I talk to seem to have weathered the economic turmoil fairly well, in fact. I think Matt Leacock said it best during a recent interview I had with him, when he said that above all players and the industry just want a quality product, and it's important for designers to identify their target market and build to those players' tastes.
Speaking as a gamer whose friends aren't really into gaming and/or are too far away to meet regularly:
IMO, the thing FLGS really have over online stores is having a physical gaming space, and what makes me willing to spend money there. Yeah, I pay a premium on the games, but I also get a nice free gaming area and PEOPLE to play with. If you have a problem with your purchase, it's also much more convenient and cheaper to just go back to a FLGS (though many game manufacturers are also good about fixing problems if you contact them directly).
It is definitely a problem that a lot of people don't realize this and just always get everything online (especially if they're in states with sales tax + willing to do a bit of tax evasion). It's a bit of a freerider problem.
I'm also currently more into boardgames, and less the competitive hardcore CCG/Warhammer stuff which I think is too much of a niche market to generate enough mass-market interest with gaming nights. It's a little like the video game industry with companies spending millions on the hardcore gamers with expensive graphics when there's really an even bigger market of facebook/browser PC gamers out there that are not traditionally counted. But I'm digressing.
tl;dr My FLGS gets first dibs on my money, but if they don't have something in stock, I will go online to get it because they offer me gaming opportunities. FLGS that appeal to a broader market instead of traditional niche gaming markets might have an easier time because they're more inviting to entire families and also PRETTY BITS without the time/money/lolgeekhobby worries of CCGs/minis/RPGs.
tl;dr My FLGS gets first dibs on my money, but if they don't have something in stock, I will go online to get it because they offer me gaming opportunities. FLGS that appeal to a broader market instead of traditional niche gaming markets might have an easier time because they're more inviting to entire families and also PRETTY BITS without the time/money/lolgeekhobby worries of CCGs/minis/RPGs.
This is huge, I think. Boargames are a link between the more hardcore hobby games and non-hobby passive entertainment (that I'd largely classify video games under), and both can build off of each other. Still, I'm skeptical that a FLGS that pays for gaming space can fund it with sales, even if focused on family-friendly or easily consumable boardgames.
It does seem that boardgames are a key piece for any independent store; the clubhouse all-CCG/wargame/RPG model of old will continue to become a rarity over time (and was not really viable in the first place).
I also think that trying to build purely off of loyalty and goodwill of customers willing to pay in store is a risky proposition. Certainly possible, depending on the owner, location, and his network, but not a reliable business model.
Well, one of my local FLGS offers a 20% discount if you RSVP and then attend one of their game nights. They also offer a discount to students, seniors, and soldiers. It also has one of the most consistently high ratings of any Yelp business I've seen though the discounts probably cut in quite a bit on their profit. They have weekly All ages night, 21+ night,and family night. They have open games you can use to play with. It is a complete board game store as well (no CCG, RPGs, or wargames). They also have a monthly ladies night and a game inventor/designer night where they can come in to demo alphas/sign products, which I think is big and something no online store can really do. This is probably how they got special cards designed for them in their edition of Word on the Street which I found out when I played against one of the owners and he started losing. :P
But this FLGS model is a rarity. Most other FLGS have the CCG/RPG/wargames and the employees!=owners. Another FLGS is half a netcafe as well with a lot of computers set up for online gaming (it's also located right next to a major public university which may be why it works. It'd probably die in the suburbs)
Well, it's also only been open for a few years, so time will tell if it truly is viable. I certainly hope it is. But I think it may also just be the area. Back around 2000 there were only 2-3 FLGS stores. Now there's like 5 or 6.
All of them sell board games (amonst other stuff) and none of them are located inside malls. All the FLGS I've seen close down in recent years have all been in a mall, which I suspect is because of the high rent, small space, and less controllable store hours. Can't game till midnight if the mall closes at 9 and you don't have the table space to keep weekly customers.
It could be that the environment can be so tough right now that really strong stores are being encouraged to spring up, grow, or adapt to the challenges. Also the general boardgame renaissance in the US, and increased mass-market awareness, could be creating a great foundation for a lot of these stores.
The FLGS/CS is slowly dying. It's actually a good thing, as the crash will cause a web-based revival of the catalog/club phenomenon of the 80s/70s.
Also promising is the success of Posthuman studios' Eclipse Phase(Which is under Creative Commies License and therefore freeeeeee.) DESPITE the fact that their dead-tree publisher hasn't paid them a cent.
The FLGS/CS is slowly dying. It's actually a good thing, as the crash will cause a web-based revival of the catalog/club phenomenon of the 80s/70s.
Also promising is the success of Posthuman studios' Eclipse Phase(Which is under Creative Commies License and therefore freeeeeee.) DESPITE the fact that their dead-tree publisher hasn't paid them a cent.
The FLGS/CS is slowly dying. It's actually a good thing, as the crash will cause a web-based revival of the catalog/club phenomenon of the 80s/70s.
Also promising is the success of Posthuman studios' Eclipse Phase(Which is under Creative Commies License and therefore freeeeeee.) DESPITE the fact that their dead-tree publisher hasn't paid them a cent.
What does the bolded part mean?
Predates me a bit, but I'd imagine during the genesis of all the great games (in the mid/late 70's and early 80's) there were no hobby shops; maybe model train stores with a few books in the back, at best. People formed clubs and ordered via mail order. I do clearly remember the existence of regular glossy catalogs from TSR and GW back in the day; the year's release was always a big deal.
One thing that board games have a huge advantage over video games in, is making a drinking game out of it. Any dexterity-based board game is loads more fun with drinking involved, or word games (Ever play Apples to Apples as a drinking game? Every time I have, my throat was raw the next morning from laughter). There are some board games that only appeal to a set amount of people, like the fantasy strategy type games (Smallworld, Settlers of Catan) that I would *love* to be able to play online, but that's mostly because the people I'd want to play it with live in other states.
On that note, the future of tabletop gaming may tie directly into a combination of current tabletop games and those big touch-screen monitors that you can set into tables. I'm talking 15-20 years from now, but I wouldn't be surprised in the slightest.
On that note, the future of tabletop gaming may tie directly into a combination of current tabletop games and those big touch-screen monitors that you can set into tables. I'm talking 15-20 years from now, but I wouldn't be surprised in the slightest.
I have mixed opinions about the merging thing.
Pros: Much more portable, much more DURABLE.
Cons: Just looking at how DRM has affected software negatively, I really don't want board game companies to become tainted with that too. Also, this doesn't work as well with anything where the physical aspect is actually important (dexterity games, etc.)
I more meant, say, you buy the game, but instead of having a board, it has software. You install this software and run the program, and you use the big touchscreen monitor as a 'tabletop'. Like, say for Settlers, it would randomize the grid for you, place the numbers, etc. Each player would get streaming wi-fi updates onto their iPod that held their resource cards, and when it becomes your turn, you can trade them in for cities or roads or what have you, and placing them is still physical.
I mean, that sounds pretty Star Trek, but to be honest, it's not unfeasible.
There is a miniatures game called Ex-Illis I believe, that is trying the hybrid approach with wargames. They have most of the movement and combat on the computer. You register your units and they level up and stuff. Its an interesting concept. I think its early, and will be a possible future.
Eh I dunno, I like having something that doesn't require batteries or a power source. You're also much less likely to have your board game stolen than your new-fangled $500-$1000 hardware.
It's nice to be able to create your own rules as needed without knowing programming, too. The vast majoritiy of tabletop gaming I've done in the past few decades has involved scenarios, characters, or rules that have been completely made up. There's a strong DIY element to hobby games that computers can't come close to mimicking (unless you're a developer, I suppose).
Eh I dunno, I like having something that doesn't require batteries or a power source. You're also much less likely to have your board game stolen than your new-fangled $500-$1000 hardware.
I call partial shenanigans on that observation.
Some fool broke into my car one night and took 2 of my figure cases, some spare change and a picnic blanket (which was covering the cases at the time). But they left some of my Snapon tools and CD wallet behind. And get this, i had a few spare dice loose in the ashtray -this jerk picked them out and took em. Loose dice were prioritised over a freaking $100 spanner !
I think a criminal is going steal what they think they can fence easily or what they want as an individual. sometimes that is an X Box or laptop but sometimes its a fully converted 40k Ork army.
Tabletop gaming isn't going anywhere anytime soon, least of all electronic.
Much as I love gadgets and computers and lust after a touch-sensitive, table-sized display with gaming software it's not going to be the future of boardgames any time soon. Even ignoring the issues of hardware adoption for the device the game is to run on, turning a boardgame into software introduces a lot of unnecessary costs, risks, and complications.
It's relatively cheap to turn out a boardgame design on cardboard with some cards and wooden/plastic bits. Most of the cost involved with producing a boardgame goes into design, art, and playtesting. If you want to make a computerized version of the same game you have every one of those costs plus: software design, programming, UI design, testing, and potential platform translation costs. Even more if you want to integrate an AI into the thing to let people play alone or with less than the required number of players. And your art budget is likely going to have to increase to cover animations and 3d models and such in place of static art on boards and wooden meeples.
Assuming you manage to get your software made, where do you sell it? Do you try to market it at hobby shops and comic book stores? Or in traditional software sales places, where you're competing with regular, non-boardgame titles? If your card-and-plastic game has rules issues you post errata on the website and change the rules pamphlet for the next print run. If your software game has issues you need to bring back the developers to re-code the rules, create a patch, and then pay for servers and bandwidth to let your users download it.
Then there's the issue of piracy. It's possible to 'pirate' a boardgame. Plenty of people make custom game boards and bits for games they like, or DIY versions of out-of-print games. But it's a not-insignificant investment of time, money, and effort to achieve something similar to the out-of-the-box version. Pirated software boardgames are one DRM hack away.
If I have a physical boardgame, I can take it with me. To my friend's house, on a trip, to a party or meetup.com get together, wherever. A software game requires not only that my destination have hardware to run it but that there be no DRM or licensing issues involved. And unless the hardware platform is console-style 'put in the disc and go', there's going to be installation and setup time that I wouldn't have to worry about with just breaking bits out of a box.
Finally, there's the secondaries market. I don't imagine that Kosmos/Mayfair really give a crap about the secondaries market for Catan copies, but it's pretty important to any publisher of a game with collectible elements. Where the secondaries market adds 'free' sales for any CCG publisher, allowing the same sort of after-market sales and trading in a software product would entail a significant and continued investment in the form of ownership servers for your digital cards/figures/whatever.
tl;dr: Software boardgames are all well and good when it's a known hit like Catan on XBLA but an effort to move toward software entirely in place of hard-copy is a horrible, horrible idea.
I agree with CptHamilton. But an issue i think he touched upon that needs to be considered further is that there is a market for non electronic games.
people buy games which do not have computer elements because, among other their other characteristics (detailed above) , they are not on a computer and in that way they are a unique, distinct experience/commodity. Even if all of the games we know and love did transition onto computers, that would simply leave the market open for other tabletop games to develop. If people are still interested in buying hobby games then somewhere someone is gonna keep making em. And if there isn't then that means that means that no consumer, all of you included, cares any more. so don't worry.
I think the other thing face-to-face gaming has that is a huge advantage is a real, physical commitment from the players to put time into the game.
I've tried playing collectible card games vs friends on the net, and `RL' stuff always crops up. Its not satisfying, and if you're not in competitive position you really wonder why you're still playing and make take up a bit of websurfing while you lose or similar. This all cheapens the social aspect of the gaming experience.
Its a similar situation with roleplaying games. In real life, players don't wander off to put out the bins or watch Lost or any number of other things, because with a physical game in play, people have allocated time and made the commitment already. They might get a quick drink while someone else is combatting, but thats about it.
Sure, there are exceptions that bring this quality to online gaming (such as Raid guilds in MMOs), but the value of players making a genuine commitment to participate is a real strength of tabletop gaming. IMO this is why a lot of focus in game development is going towards making sure everyone can enjoy the whole game, rather than sit back and chuck a heal out occasionally - it gives value for that time commitment.
Posts
But I don't see tabletop as a whole dying out. Video games will always be more popular, but there's something nice about getting with people in person and playing cards.
Google +
I'm not a market analyst -- that's the job of the people GW is paying hundreds of thousands a year -- but I don't see any sudden reason why the tabletop industry is going to collapse. GW is stable, PP is growing, and Hasbro is growing (WotC's earnings aren't available). Obviously markets are inherently unstable, but in this economic downturn the fact that these niche luxury products are surviving is impressive alone.
I made a game, it has penguins in it. It's pay what you like on Gumroad.
Currently Ebaying Nothing at all but I might do in the future.
The big guys (GW and WotC) seem to be skewing ever closer to a Marvel comics-style business; continued functioning as an extremely niche "idea house" that creates IP, then farms the IP out to more profitable mass-markets. We're already seeing this with stuff like Dawn of War and Magic: Online (as far as successful properties go). The middle tier of game companies look like they may be able to find success in being *extremely* diverse and tagging both the niche market and family boardgame market with well known IPs and accessible indie-style games (see: Fantasy Flight). These are all companies that are generally run like *businesses* though, so can survive a few years of down profits to turn it around (see: GW since LotR and their stock near doubling) and make hard decisions (FFG's willingness to drop unsucessful lines or D&D 4th shaking things up to try new revenue models).
The businesses that I don't see evolving or surviving are the majority of hobbyist-run small or mid-size publishers (at least those that don't embrace Print-on-Demand, PDF, or other cheap disti methods) and the classic FLGS "tournament center". It is extremely difficult to pay for the square footage needed to host games, unless a store owner can find a way to monetize the tables on a regular basis in addition to product sales. The games that tend to drive space usage the most (GW's stuff, Magic) are also those that drive in the most web sales based solely on cost. Especially Magic; the WAAC tournament mentality of many Magic players completely undermines the loyalty and "buy to support the store" type customers needed to support the space to promote the game. It's almost always a Catch-22.
GW really needs to figure the latter out; their stores are intended to be recruiting centers (or "Firebases" in the late 90's parlance), but they get stuck following the foot traffic, which makes near every store a loss leader just to introduce people to the hobby. While that may be fine in some situations, there are probably way more cost-efficient ways to introduce people to playing with toy soldiers. Not necessarily web-based, as the look and feel of their games and toy soldiers have been co-opted enough that they're no longer unique; rather some way to show people painted armies (which are like crack to certain males in those 12-18 and 30+ demographics) that doesn't involve paying for mall shop space. They may have figured this out recently, as there's a shift toward medium-traffic destination or strip mall stores.
GW's probably the best example of how tight management and cost control can bring success to a niche product, but WotC is probably pretty similar (if hidden in Hasbro's results). I think they indicate hobby gaming is viable as a niche market, but it needs to be a lot more creative and well-managed than most game companies are (or ever have been).
edit; fuck that's a wall of text.
tl;dr: a few hobby game companies can make it work by running very tightly and marketing creatively. The traditional game center FLGS is pretty much fucked.
Or directly via their own website. GW made their success in the US, in part, when they sold only direct over the phone and through comic shops that often took special orders only (and didn't have much display or any gaming space). The promotion worked as word-of-mouth and via basement and club gaming. I truly think there's a way for them to mimic that model and drive it, using limited destination stores and a robust system (kind of like the old... Outrider (?) program) of volunteers and compensated evangalists.
I think the FLGS has to change their focus to create a safe place that geeks want to come to and then generate revenue from that. Like create a coffee shop/bistro that caters to gaming geeks. Sell a little bit of gaming product but serve food and then set up things like tournaments and organized play events.
And, if your food is good, you may get some non-geek patrons.
- Blog: http://bnunes.wordpress.com -Twitter: @Nimrod108 -Wave bnunes@googlewave.com
A friend of mine owns a store here in Seattle; he uses the back space as offices for his boardgame business (translating, producing, importing games) and the front space as a small, mass-market oriented shop. As he doesn't rely on sales in the shop to carry the space (it primarily exists as an office).
Thing is, a functional business model takes a lot of work and some actual business acumen. This runs counter to decades worth of opening FLGSes just to be able to hang out and play games all day. The truth is that retail sales (usually) will not support a clubhouse.
A lot of folks I talk to seem to have weathered the economic turmoil fairly well, in fact. I think Matt Leacock said it best during a recent interview I had with him, when he said that above all players and the industry just want a quality product, and it's important for designers to identify their target market and build to those players' tastes.
I'm hopeful we have many good years ahead of us.
IMO, the thing FLGS really have over online stores is having a physical gaming space, and what makes me willing to spend money there. Yeah, I pay a premium on the games, but I also get a nice free gaming area and PEOPLE to play with. If you have a problem with your purchase, it's also much more convenient and cheaper to just go back to a FLGS (though many game manufacturers are also good about fixing problems if you contact them directly).
It is definitely a problem that a lot of people don't realize this and just always get everything online (especially if they're in states with sales tax + willing to do a bit of tax evasion). It's a bit of a freerider problem.
I'm also currently more into boardgames, and less the competitive hardcore CCG/Warhammer stuff which I think is too much of a niche market to generate enough mass-market interest with gaming nights. It's a little like the video game industry with companies spending millions on the hardcore gamers with expensive graphics when there's really an even bigger market of facebook/browser PC gamers out there that are not traditionally counted. But I'm digressing.
tl;dr My FLGS gets first dibs on my money, but if they don't have something in stock, I will go online to get it because they offer me gaming opportunities. FLGS that appeal to a broader market instead of traditional niche gaming markets might have an easier time because they're more inviting to entire families and also PRETTY BITS without the time/money/lolgeekhobby worries of CCGs/minis/RPGs.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
This is huge, I think. Boargames are a link between the more hardcore hobby games and non-hobby passive entertainment (that I'd largely classify video games under), and both can build off of each other. Still, I'm skeptical that a FLGS that pays for gaming space can fund it with sales, even if focused on family-friendly or easily consumable boardgames.
It does seem that boardgames are a key piece for any independent store; the clubhouse all-CCG/wargame/RPG model of old will continue to become a rarity over time (and was not really viable in the first place).
I also think that trying to build purely off of loyalty and goodwill of customers willing to pay in store is a risky proposition. Certainly possible, depending on the owner, location, and his network, but not a reliable business model.
But this FLGS model is a rarity. Most other FLGS have the CCG/RPG/wargames and the employees!=owners. Another FLGS is half a netcafe as well with a lot of computers set up for online gaming (it's also located right next to a major public university which may be why it works. It'd probably die in the suburbs)
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
All of them sell board games (amonst other stuff) and none of them are located inside malls. All the FLGS I've seen close down in recent years have all been in a mall, which I suspect is because of the high rent, small space, and less controllable store hours. Can't game till midnight if the mall closes at 9 and you don't have the table space to keep weekly customers.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
Also promising is the success of Posthuman studios' Eclipse Phase(Which is under Creative Commies License and therefore freeeeeee.) DESPITE the fact that their dead-tree publisher hasn't paid them a cent.
What does the bolded part mean?
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
Predates me a bit, but I'd imagine during the genesis of all the great games (in the mid/late 70's and early 80's) there were no hobby shops; maybe model train stores with a few books in the back, at best. People formed clubs and ordered via mail order. I do clearly remember the existence of regular glossy catalogs from TSR and GW back in the day; the year's release was always a big deal.
On that note, the future of tabletop gaming may tie directly into a combination of current tabletop games and those big touch-screen monitors that you can set into tables. I'm talking 15-20 years from now, but I wouldn't be surprised in the slightest.
I have mixed opinions about the merging thing.
Pros: Much more portable, much more DURABLE.
Cons: Just looking at how DRM has affected software negatively, I really don't want board game companies to become tainted with that too. Also, this doesn't work as well with anything where the physical aspect is actually important (dexterity games, etc.)
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
I mean, that sounds pretty Star Trek, but to be honest, it's not unfeasible.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
I call partial shenanigans on that observation.
Some fool broke into my car one night and took 2 of my figure cases, some spare change and a picnic blanket (which was covering the cases at the time). But they left some of my Snapon tools and CD wallet behind. And get this, i had a few spare dice loose in the ashtray -this jerk picked them out and took em. Loose dice were prioritised over a freaking $100 spanner !
I think a criminal is going steal what they think they can fence easily or what they want as an individual. sometimes that is an X Box or laptop but sometimes its a fully converted 40k Ork army.
Much as I love gadgets and computers and lust after a touch-sensitive, table-sized display with gaming software it's not going to be the future of boardgames any time soon. Even ignoring the issues of hardware adoption for the device the game is to run on, turning a boardgame into software introduces a lot of unnecessary costs, risks, and complications.
It's relatively cheap to turn out a boardgame design on cardboard with some cards and wooden/plastic bits. Most of the cost involved with producing a boardgame goes into design, art, and playtesting. If you want to make a computerized version of the same game you have every one of those costs plus: software design, programming, UI design, testing, and potential platform translation costs. Even more if you want to integrate an AI into the thing to let people play alone or with less than the required number of players. And your art budget is likely going to have to increase to cover animations and 3d models and such in place of static art on boards and wooden meeples.
Assuming you manage to get your software made, where do you sell it? Do you try to market it at hobby shops and comic book stores? Or in traditional software sales places, where you're competing with regular, non-boardgame titles? If your card-and-plastic game has rules issues you post errata on the website and change the rules pamphlet for the next print run. If your software game has issues you need to bring back the developers to re-code the rules, create a patch, and then pay for servers and bandwidth to let your users download it.
Then there's the issue of piracy. It's possible to 'pirate' a boardgame. Plenty of people make custom game boards and bits for games they like, or DIY versions of out-of-print games. But it's a not-insignificant investment of time, money, and effort to achieve something similar to the out-of-the-box version. Pirated software boardgames are one DRM hack away.
If I have a physical boardgame, I can take it with me. To my friend's house, on a trip, to a party or meetup.com get together, wherever. A software game requires not only that my destination have hardware to run it but that there be no DRM or licensing issues involved. And unless the hardware platform is console-style 'put in the disc and go', there's going to be installation and setup time that I wouldn't have to worry about with just breaking bits out of a box.
Finally, there's the secondaries market. I don't imagine that Kosmos/Mayfair really give a crap about the secondaries market for Catan copies, but it's pretty important to any publisher of a game with collectible elements. Where the secondaries market adds 'free' sales for any CCG publisher, allowing the same sort of after-market sales and trading in a software product would entail a significant and continued investment in the form of ownership servers for your digital cards/figures/whatever.
tl;dr: Software boardgames are all well and good when it's a known hit like Catan on XBLA but an effort to move toward software entirely in place of hard-copy is a horrible, horrible idea.
people buy games which do not have computer elements because, among other their other characteristics (detailed above) , they are not on a computer and in that way they are a unique, distinct experience/commodity. Even if all of the games we know and love did transition onto computers, that would simply leave the market open for other tabletop games to develop. If people are still interested in buying hobby games then somewhere someone is gonna keep making em. And if there isn't then that means that means that no consumer, all of you included, cares any more. so don't worry.
I've tried playing collectible card games vs friends on the net, and `RL' stuff always crops up. Its not satisfying, and if you're not in competitive position you really wonder why you're still playing and make take up a bit of websurfing while you lose or similar. This all cheapens the social aspect of the gaming experience.
Its a similar situation with roleplaying games. In real life, players don't wander off to put out the bins or watch Lost or any number of other things, because with a physical game in play, people have allocated time and made the commitment already. They might get a quick drink while someone else is combatting, but thats about it.
Sure, there are exceptions that bring this quality to online gaming (such as Raid guilds in MMOs), but the value of players making a genuine commitment to participate is a real strength of tabletop gaming. IMO this is why a lot of focus in game development is going towards making sure everyone can enjoy the whole game, rather than sit back and chuck a heal out occasionally - it gives value for that time commitment.