Britain's biggest gaming company is not a household name, despite its parent company being valued at £6 billion. Warhammer, the popular fantasy game created by three self-confessed geeks in 1975, has become a global phenomenon with a loyal fan base. The company, Games Workshop, started as a mail order board games business and grew into an FTSE 100 darling.
The secret to its enduring appeal lies in its ability to cater to diverse interests. Warhammer is not just a game, but a hobby that encompasses painting detailed figures, reading rules, immersive gameplay, storytelling, and community. This emphasis on creativity and world-building has made it appealing to people from all walks of life.
Games Workshop's success can be attributed to several factors, including its smart business decisions, such as creating Warhammer in 1983 as a war game that required customers to buy entire armies. This move helped the company expand globally and cater to a broader audience. The recent Amazon-produced film and TV series has also removed the stigma associated with being a "geek" or a "nerd."
According to Jordan Sorcery, a Warhammer historian who has interviewed over 100 people who have worked for Games Workshop, the company made smart business decisions by creating Warhammer in 1983. This move helped expand the game globally and cater to a broader audience.
The company's appeal has broadened thanks to popular franchises such as Marvel Cinematic Universe, Lord of the Rings, and Game of Thrones, which have removed the stigma associated with being a "geek" or a "nerd." Additionally, product line updates have made it easier for new fans to get into the hobby.
Warhammer World, planned for opening in the US, has the potential to open up Games Workshop and Warhammer to a whole new army of fans. The company's recent success is partly down to this global expansion, according to Charles Hall, head of research at Peel Hunt.
For many players, the sense of belonging is what draws them to the game. Euan Bennington, treasurer of Derby University's growing Warhammer Society, said that he most valued the "sense of belonging" among fellow members, who shared his passion for the game. Many players appreciate a calmer, alcohol-free space in which to socialize and enjoy their hobby.
The company's high margin products represent affordable luxuries for many fans. Despite being high margin, models are something people view as an "essential spend." For these fans, Warhammer is more than just a game; it's a way of life that provides a sense of belonging and emotional fulfillment.
The secret to its enduring appeal lies in its ability to cater to diverse interests. Warhammer is not just a game, but a hobby that encompasses painting detailed figures, reading rules, immersive gameplay, storytelling, and community. This emphasis on creativity and world-building has made it appealing to people from all walks of life.
Games Workshop's success can be attributed to several factors, including its smart business decisions, such as creating Warhammer in 1983 as a war game that required customers to buy entire armies. This move helped the company expand globally and cater to a broader audience. The recent Amazon-produced film and TV series has also removed the stigma associated with being a "geek" or a "nerd."
According to Jordan Sorcery, a Warhammer historian who has interviewed over 100 people who have worked for Games Workshop, the company made smart business decisions by creating Warhammer in 1983. This move helped expand the game globally and cater to a broader audience.
The company's appeal has broadened thanks to popular franchises such as Marvel Cinematic Universe, Lord of the Rings, and Game of Thrones, which have removed the stigma associated with being a "geek" or a "nerd." Additionally, product line updates have made it easier for new fans to get into the hobby.
Warhammer World, planned for opening in the US, has the potential to open up Games Workshop and Warhammer to a whole new army of fans. The company's recent success is partly down to this global expansion, according to Charles Hall, head of research at Peel Hunt.
For many players, the sense of belonging is what draws them to the game. Euan Bennington, treasurer of Derby University's growing Warhammer Society, said that he most valued the "sense of belonging" among fellow members, who shared his passion for the game. Many players appreciate a calmer, alcohol-free space in which to socialize and enjoy their hobby.
The company's high margin products represent affordable luxuries for many fans. Despite being high margin, models are something people view as an "essential spend." For these fans, Warhammer is more than just a game; it's a way of life that provides a sense of belonging and emotional fulfillment.