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    The Origins of Games Workshop, with Sir Ian Livingstone

    enDecember 27, 2022
    Who were the founders of Games Workshop?
    What opportunity did Gary Gygax provide to Livingstone and Jackson?
    How did Dungeons and Dragons change the gaming industry?
    What role did Brian Ansell play in Games Workshop’s history?
    What types of products does Games Workshop offer today?

    Podcast Summary

    • From a fanzine to a gaming empireStarting from a small fanzine, Ian Livingstone and Steve Jackson built Games Workshop into a global company known for games, miniatures, novels, video games, and animated series, by seizing an opportunity to distribute Dungeons and Dragons in Europe.

      The origins of Games Workshop, a company now known for its games, miniatures, novels, video games, and animated series, began with two old friends, Ian Livingstone and Steve Jackson, who shared a passion for board games. They started a small fanzine called Owl and Weasel and, by chance, sent a copy to Gary Gygax, the creator of Dungeons and Dragons. Gygax was impressed and gave them an exclusive distribution agreement for Europe. This opportunity allowed Livingstone and Jackson to build their business around their love for games, starting with Dungeons and Dragons, which opened up new forms of interactive entertainment and storytelling. Today, Games Workshop continues to innovate and transform the gaming industry. Another key takeaway is the importance of following your passion and taking opportunities when they arise, as Livingstone and Jackson did with their small fanzine and their distribution deal with Gygax. Additionally, the discussion highlighted the impact of artificial intelligence on various industries and the future role it will play in shaping our world.

    • The Creation of Dungeons and Dragons revolutionized gaming in the UKDungeons and Dragons introduced complex strategy, immersion, and social interaction to gaming in the UK, surpassing expectations and inspiring the creation of mid-core games like Talisman and Battle Cars by Steve Jackson and Ian Livingstone.

      The creation of Dungeons and Dragons in the 1970s revolutionized the gaming world by introducing a new level of complexity and immersion, bridging the gap between simple family games and complex military strategy games. Prior to D&D, gaming in the UK was dominated by companies like Waddington's, offering games with limited strategy and negotiation opportunities. Gamers like Steve Jackson and Ian Livingstone sought more strategic and socially interactive experiences, leading them to look for games like Diplomacy. However, D&D surpassed their expectations by transporting them to a fantastical world of monsters, magic, and epic adventures. This shift towards fantasy gaming was a natural progression, as the UK had a rich mythological tradition and Tolkien's works had already established its appeal. D&D emerged from earlier role-playing concepts, but it was Gary Gygax who turned it into a commercial success by publishing a comprehensive rulebook and launching its commercialization. Recognizing the need for more accessible mid-core gaming experiences, Jackson and Livingstone also started publishing their own board games, such as Talisman and Battle Cars, under the Games Workshop brand.

    • The origins of Citadel Miniatures and their impact on the miniature war games industryCitadel Miniatures, a Games Workshop subsidiary, was founded in response to the logistical challenges and costs of importing miniatures from the US. Brian Ansell of Asdoc Asgar Minutes played a key role in its formation, leading to the creation of Sisdale Manages and a significant expansion of Games Workshop's operations.

      The history of miniature war games and toy soldiers dates back over a century, with companies producing historical figures for collecting and battling long before Citadel Miniatures came onto the scene. The creation of Citadel Miniatures, an auxiliary of Games Workshop, was driven by the need to address the logistical challenges and expenses of importing miniatures from the US. This led to the formation of Sisdale Manages, which became a significant addition to Games Workshop's publishing and retail operations. A notable figure in this story is Brian Ansell of Asdoc Asgar Minutes, who played a pivotal role in the formation of Citadel Miniatures. Additionally, the discussion touched upon the long-lasting nature of some games and the use of historical figures in miniature war games, which can be traced back to the Edwardian era.

    • Struggle between games and miniatures, WARHAMMER's creationWARHAMMER, an original idea from Brian Ansel, became Games Workshop's savior by shifting focus towards independent intellectual property, leading to the publication of the first fantasy battle game and the company's success.

      The early days of Games Workshop saw a struggle between focusing on games or miniatures. While Steve Jackson and Ian Livingstone ran the games division and wanted to allocate resources to print media and retail, Brian Ansel ran Citadel Miniatures and pushed for more resources towards miniatures production. The high gross margin in miniatures and the need for a set of rules to sell more units led to the creation of the WARHAMMER concept. However, when the exclusivity with Dungeons and Dragons ended, Games Workshop needed an independent intellectual property to thrive. WARHAMMER, an original idea from Brian Ansel, became the focus of the company, leading to the publication of the first fantasy battle game in 1983. The success of WARHAMMER allowed the company to shift its focus towards its own products, leading to the retail stores selling more of their own items and White Dwarf focusing on WARHAMMER content.

    • From tabletop games to Warhammer: The early days of Games WorkshopThe early days of Games Workshop were marked by passion, determination, and hardships, including living in a van and attending Gen Con 9, while the shift from tabletop games to Warhammer resulted in a rich business history with over 400 previously unseen photographs.

      The early days of Games Workshop were filled with passion, determination, and a lot of hardships. The company's focus shifted from tabletop games to Warhammer over several months, and the authors' personal experiences and anecdotes add depth to the business history. The book includes over 400 photographs, many of which had never been seen before, providing a visual scrapbook of this fascinating period. Some of the most memorable stories include living in a van for three months due to lack of funding, attending Gen Con 9 and delivering cars across the US, and witnessing the darker side of gaming in Vegas. The process of piecing together this history took longer than expected, with the authors initially estimating six months but ultimately taking much longer due to the extensive research and personal memories involved.

    • The History of Video Games: A 4-Year Labor of LoveAuthor Steve Jackson spent 4 years researching and writing an engaging account of video game history, incorporating his work on Fighting Fantasy game books and their impact on the industry.

      The creation of a meaningful and engaging retrospective account of the early history of video games took author Steve Jackson over four years due to his full-time commitments and the desire for accuracy. Jackson, who is known for his work on the Fighting Fantasy game books and his digital creativity school, also serves as a general partner in Hero Capital, a venture capital fund investing in video games and related technologies. The process involved extensive research and validation, even reaching out to people from the past. The result is a compelling account not just for gaming enthusiasts, but for anyone interested in people's passions and the origins of a multi-billion dollar industry. The Fighting Fantasy game books, which Jackson co-created, represent a significant milestone in gaming history. They introduced a branching narrative and game system, empowering the reader as the hero and providing an interactive experience. With over 400 paragraphs and choices to make, these books offered a unique role-playing experience for a solo player. The game system included elements like skill, stamina, and luck, which could be modified through the adventure. This innovative approach revolutionized the concept of game books and set the stage for future developments in the gaming world.

    • Empowering readers with choice in 'Choose Your Own Adventure' booksThe 'Choose Your Own Adventure' book series, such as 'World of Fire Top Mountain,' became a global success by empowering readers with choices, leading to over 20 million copies sold and inspiring a love for reading in a generation.

      The success of the "Choose Your Own Adventure" book series, such as "World of Fire Top Mountain," came from the empowerment and excitement it offered to readers through their choices. This agency was spread through word-of-mouth, leading to global sales of over 20 million copies and inspiring a generation of children to read. The creators aimed for a thrilling experience with detailed illustrations and challenging decisions, which required careful planning and writing. Despite the challenges, the joy of succeeding and the innovation of using dice rolls made the experience enjoyable. The recent adaptation of dice rolls at the bottom of pages for those without physical dice added to the convenience and accessibility of the series. Overall, the "Choose Your Own Adventure" books were a groundbreaking success due to their empowering and thrilling nature, which captivated readers and inspired a love for reading.

    • Staying connected to Detroit's black community through the Michigan ChronicleSubscribe to the Michigan Chronicle for authentic perspectives, stories, and cultural elevation. Enjoy the choice between physical and digital game formats, and consider Visible for affordable, transparent wireless plans.

      Staying connected to the heartbeat of Detroit's black community is essential, and the Michigan Chronicle Digital Daily is an excellent resource for authentic perspectives and stories. The Michigan Chronicle goes beyond just news, elevating black voices and culture. Subscribe to stay informed, empowered, and connected. Another key takeaway is the enduring appeal of physical tabletop games and game books, even with the advancement of video games and technology. Some classic game books have been adapted into digital formats, but many gamers still enjoy the physicality and imagination involved in these games. It's not a matter of one at the expense of the other, but rather having the freedom to choose what format suits our mood or circumstances best. Lastly, Visible is a wireless carrier offering transparency with their affordable, no-contract plans, providing a refreshing alternative to traditional wireless carriers. Their one-line plans with unlimited 5G data start at just $25 a month, making wireless more accessible and affordable for everyone.

    • The Power of Great Game Design and Importance of GameplaySuccessful games, whether tabletop, board, or video, have engaging gameplay that's easy to learn but hard to master, an exciting theme, and the shared enjoyment of playing with others. Industry legends prioritize gameplay above all.

      The success of the Space Marines in Warhammer 40,000, which started as a small idea, grew into an iconic and lucrative part of the brand, is a testament to the power of great game design and the importance of gameplay. The most successful games, whether tabletop, board, or video games, have engaging gameplay that is quick to learn but difficult to master, an exciting theme, and the shared enjoyment of playing with others. Industry legends like Steve Jackson and Peter Molyneux, who have been involved in designing various types of games, emphasize the importance of gameplay above all else. Even they still gather weekly to play games for the pure enjoyment of it.

    • The Origins of Games WorkshopFrom a humble pastime to a multibillion-dollar enterprise, this book chronicles the incredible journey of Games Workshop and its founders.

      The creation and growth of Games Workshop, a company that started as an amateur pastime in the 1970s, is an incredible journey that led to the birth of the game industry in the UK and globally. The author, Ian Livingstone, wrote "Dice Men: The Origin Story of Games Workshop" to document this history and preserve it for future generations. The book provides insights into the humble beginnings of the company and how it evolved into a multibillion-dollar enterprise. Livingstone shares his personal experiences and anecdotes, making the book a great read for anyone interested in the history of gaming or Games Workshop specifically. The book also serves as a testament to the joy and privilege of working in the games industry for over four decades. Overall, "Dice Men" is a must-read for anyone who wants to learn about the origins of a successful gaming company and the passion that drives its creators.

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