Post by scrotatohead on Jan 28, 2014 17:49:43 GMT
If I was Games Workshop for a weekend I would hold a tournament. A massive tournament. A tournament that would have an extremely diverse range of brackets for players to select from. Different point levels. Forgeworld allowed. Forgeworld not allowed. Expansion rules allowed. Expansion rules not allowed. Things like that. And I would have a massive staff of tournament volunteers (compensated with free model kits) responsible for watching the event and taking copious notes. Notes on such things as:
* what made the matches enjoyable for players. What drove them crazy.
* Which armies dominate, if any? Which armies are at the bottom? Which armies aren't even present?
* What models and armies were fielded and which combinations contributed to wins and which to losses. Yes I know there are other elements that contribute to winning, but we all know that unit selection is critical.
* What rules were hotly contested.
* Why do players pick the armies and models that they fielded?
* Win or lose, are the players having a good time with my product? Are they talking outside of the matches? Are they griping about the matches, their opponents, my company, my products? If yes, what is at the core of the gripes?
* What are the common things players of all armies are saying that would make the game better
I'd have my volunteers compile all that information and then I'd look at the trends, the data that really stands out as being the most common, most impactful positives and negatives about GW. And then I'd challenge the department heads to come up with answers and strategies for how to optimize the positives and minimize the negatives.
That's what I'd do if I ran Games Workshop for a weekend. What would you do?
* what made the matches enjoyable for players. What drove them crazy.
* Which armies dominate, if any? Which armies are at the bottom? Which armies aren't even present?
* What models and armies were fielded and which combinations contributed to wins and which to losses. Yes I know there are other elements that contribute to winning, but we all know that unit selection is critical.
* What rules were hotly contested.
* Why do players pick the armies and models that they fielded?
* Win or lose, are the players having a good time with my product? Are they talking outside of the matches? Are they griping about the matches, their opponents, my company, my products? If yes, what is at the core of the gripes?
* What are the common things players of all armies are saying that would make the game better
I'd have my volunteers compile all that information and then I'd look at the trends, the data that really stands out as being the most common, most impactful positives and negatives about GW. And then I'd challenge the department heads to come up with answers and strategies for how to optimize the positives and minimize the negatives.
That's what I'd do if I ran Games Workshop for a weekend. What would you do?