Dice Men: The Origin Story of Games Workshop

£9.9
FREE Shipping

Dice Men: The Origin Story of Games Workshop

Dice Men: The Origin Story of Games Workshop

RRP: £99
Price: £9.9
£9.9 FREE Shipping

In stock

We accept the following payment methods

Description

In the end they go with Ansell who wants it so badly and who does seem to have a bit of a talent for making money and so now he’s the group managing director.

If you've come here for dirty laundry, insight into the conflicts between the artistic and commercial, or ruminations on the greater cultural significance of gaming, you're going to be disappointed. When Ian arrived home later that evening we excitedly told him of our plans, but it took him about 10 days or so to come around to the idea, following much cajoling, mainly by Steve. More likely it speaks to a culture for which the Nottingham operations were always slightly out of view; what was happening in London was the focus, because that’s where Livingstone and Jackson were. This is also a business environment alien to the modern age with no e-mail or IMs; for most of the time Ansell in Nottingham is going to be running things independently from Livingstone and Jackson in London and so by necessity he is going to be out of sight – and probably out of mind – for long stretches. Initially, it was a distributor for the role-playing games from the US, principally Dungeons and Dragons and Runequest.Los juegos de mesa han formado parte de mi vida desde mi infancia, y entre los cientos de estos que han pasado por mis manos están, por supuesto, los de la legendaria firma británica.

Other sections are like this too; often critical early figures appear in the narrative, disappear, re-appear, and then are finally introduced properly in a later chapter which deals with the particular subject they’re most relevant to. A treasure trove of nostalgia… Ian Livingstone's background with print media (White Dwarf) also shows in abundance. There’s a couple of hints as to why they seem so passive in letting it go; they’re overcommitted and exhausted, and Livingstone claims that they didn’t pay themselves much from GW and so the financial rewards of writing more of the now obviously-successful Fighting Fantasy books probably loomed large in the mind – why go through all the bother of the day job when someone else so clearly wanted to do it? Space Marines get just two mentions in the book – one a brief quote from Bob Naismith about sculpting the first metal one, and then a mention of the artwork on the RT cover. The tone is light and the writing agreeably pacy; it’s the kind of thing where if you just want to read the text without stopping to linger over the pictures, you can do so in a single evening.Based on the reviews and thoughts of some other individuals involved in the early days of GW it may well be that the smooth narrative sidesteps some of the thorny moments in the story, and this is definitely a story rather than a forensic history, but it is terribly well told and totally captivating. The idea to start our own company first cropped up during one of our many 'beer and a board game' sessions after work at our flat. You have a significant subsidiary helmed by a bloke who has already resigned twice in the last four years to force your hand in giving him more power, after telling you the reason he quit the last company he founded was because his co-owners lacked his vision and ambition. words (not that having pictures is a bad thing) and how much I get through when I sit down to read it. The book is full of great photos, fun anecdotes, and a good insight into the UK side of the gaming industry and how much Ian and Steve struggled utterly in the early days, but were carried by belief and blagging.

In the backwards view of history this newsletter is adorable in its naivete; it’s suggestive of a group of enthusiasts getting in miles over their heads playing at running a company which will be lucky to survive its first year, never mind eventually grow into a multinational. The format lends itself to this kind of picture-gallery stuff, though it isn’t necessarily the style you’d want for reading an in-depth history. I was excited when the Unbound project was initially announced, happy to be a supporter prior to publication, and gleefully received my signed copy once the finished product made its way into readers hands. It was a very interesting read; I enjoyed it a lot, especially after finding out that Ian and Steve were the authors of the Fighting Fantasy books I used to read when I was a kid. We don’t share your credit card details with third-party sellers, and we don’t sell your information to others.I would've loved to get even more on the decision-making process and more hard numbers on the growth of the company, but the book gives a decent picture.

This third party is Asgard Miniatures, Bryan Ansell’s original company, an established manufacturer based in Nottingham – and that location foreshadows events to come. In summary, if you have any interest in the history of GW and the men behind it then this is a must read. That isn’t the case, however; in these early days of struggle GW were very fortunate to attract a series of people who gave them a lift, either as staff or just as often as volunteers and collaborators, and Livingstone takes care to give credit, even praise, wherever he can. Less of a history book and more of a coffee table tome, Dice Men manages to do something quite remarkable in under 300 pages: tell a surprisingly deep story, rich with captivating imagery, without ever seeming verbose or vain. That isn’t to say they were wrong about it; they clearly have enjoyed enormous success from Fighting Fantasy, and it’s hard to argue with 50+ titles still in publication and a legacy that persists even today.A minor complaint - the timeline jumps around a bit, focusing on the chapter subject more than the chronology. This story is full of fascinating facts about lesser known games from the early days of the company, as well as the origins of the ones everyone knows, and Livingstone has a gift for making the story flow engagingly and engrossingly throughout. In 1995 he led the merger of computer games company Domark with Eidos, the name behind the Tomb Raider computer games, where he is now Creative Director. Second, that it's clear from the text that Livingstone was - and is - clearly a businessman first and a gamer second.



  • Fruugo ID: 258392218-563234582
  • EAN: 764486781913
  • Sold by: Fruugo

Delivery & Returns

Fruugo

Address: UK
All products: Visit Fruugo Shop