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Warmachine

Game ID: GID0402229
Collection Status
Year Published
2003
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 0 · mix 1 · neu 0 · neg 0
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Video Bv2yMDZEIeQ Unknown analysis at 2:11 sentiment: mixed
video_pk 6263 · mention_pk 114410
Unknown - Warmachine video thumbnail
Click to watch at 2:11 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
none
Cons
none
Thematic elements
  • epic siege warfare with heavy warjacks and warcasters
  • grim, stylized fantasy-steampunk battlefield scale
  • tactical skirmish with a campaign-like feel in a larger world
Comparison games
  • Warhammer 40,000
  • Battletech
  • Age of Sigmar
Mechanics (from transcript analysis)
  • armored war-gaming with heavy melee and ranged combat — large tabletop battles with unit-based movement and stat-based outcomes
  • Asymmetric Mechanics — factions with distinct units and special rules affecting play
  • faction-based synergy — factions with distinct units and special rules affecting play
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is generally known as churn in the wargaming industry.
  • New additions cause many players to rebuy the books that they already have because some small things changed in the rules.
  • What I mean by sunk cost is this. If you get into a war game ecosystem like Warhammer 40,000, and it is an ecosystem with all the rules and the models and the terrain and the novels and the video games and the merch, all that stuff, then you're less likely to switch to a different ecosystem or even a different game that isn't its own ecosystem.
  • Lately, Games Workshop has gotten into a pattern where every other edition of 40k, they also invalidate all of the cotices as well.
  • They'll be doing it in Age of Sigmar as well, fourth edition of Age of Sigmar which just came a little while ago did it.
  • This is generally known as churn in the wargaming industry. And it's kind of different than just like making and releasing a lot of products, right?
  • The main reason that big companies come out with new editions of their games kind of constantly is money.
  • New editions cause many players to rebuy the books that they already have because some small things changed in the rules.
  • Three-year edition cycle is something I would certainly stop; some people say five years is more reasonable, and while that's technically true, is that still necessary?
  • A longer gap would let them make more optional add-on books during that time.
  • The problem is that they don't want to make too many optional books; they want the new add-on books to seem optional but required.
  • If something comes up that needs a change, then they usually have a free download that fixes it.
  • Battletech is great because it's been the same addition for so long.
  • Paid new edition is pretty clearly a cash grab.
  • If you're not even interested in having to learn new editions at all, then I'd tell you to look at most smaller indie games because generally they don't do new additions of their games.
  • What do you think? Are you okay with game systems with paid updates on a fixed schedule, like video game seasons?
References (from this video)
No references stored for this video.
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