Quote Originally Posted by Hellebore View Post
As much as people laugh at the 'GW Hobby', I think this is actually one of the reasons other games haven't done as well.

People talk about GW being a gateway to wargaming, but it's actually a social training ground for a very specific way of thinking. GW have had great success developing their image and selling it extensively. They have turned hype and excitment and false uniqueness into a continuous wave of euphoria that keeps customers engaged with them, too busy to look elsewhere. They also become convinced that they are so invested they can't leave and why would you, when it's just sooo amazing? A bit of cognitive dissonance rationalising the sunk cost fallacy.

Even if you leave their 'hobby' they've already trained you to think of the 'hobby' a certain way and if other games do not match that image, you are not interested, whether you still like GW or not.

A lapsed Catholic is still a Catholic, they've grown up thinking like a Catholic, they see the world as a Catholic whether they realise it or not. It takes more than just inaction to change how you see things.

For all the jokes about the GW koolaid, plastic crack etc, there is some truth to at least some elements of addictive and cult psychology that GW employ (deliberately or coincidentally) to sell their products. It's what Apple does.

So I wouldn't call it the GW Hobby so much as the GW Lifestyle and it is the GW Lifestyle that has knockon effects on other products. They feel less 'whole' because they only offer a wargame, not a Lifestyle.

Some random soapbox psychology for you.

Hellebore
Yes, this is actually called "Cult Marketing" and it is somethign GW has actually moved away from since the LOTR bubble, and I would argue that such an approach was a mistake. Part of the secret to "Cult Marketing" is to keep studio "Stars" and to give people who ar epart of the GW Hobby glimpses behind the curtain and feel like they are par tof the process. I think we can all agree that they no longer do this.

Coincidentally as they moved away from this model they also ceasesd any effort sin teh Specialist Games and ceded market space to rivals. Not surprisingly, they began to see some successful competition develop in areas where they had none previously, as other game systems moved into the niches that GW left open. Combine this with the move away from their successful "Cult Marketing" techniques and you get a WTF business strategy decision of pretty large proportions.