The
GW Annual Report came out a few days ago, and having an above average interest in finance and economics (and
WH40K) I decided to have a look for myself and see what I could deduce from the health of
GW from their annual report.
Disclaimer: I am not a financial analyst. I just find it interesting.
Now, let's make things clear -
GW are making money. They made less money than last year, which was their strongest year to date, but they still made a profit. Their royalties are lower than before due to THQ going bankrupt. Now bear in mind, as this
article points out, they spent a total of 8.5 million GBP on getting rid of management and upgrading the website (you can argue whether the 4 million spent on the website was money well spent), which are costs that won't occur every year and hit their profits.
So in reality, what's their problem? Let's look at some very exciting charts! Or as I'd say Norwegian, "sykt spennende figurer!"
2014 Annual Report wrote:
Reported sales fell by 8.2% to £123.5 million for the year. On a constant currency basis, sales were down by 6.5% from £134.6 million to £125.9 million; progress was achieved in Other sales businesses (+20.9%) and Export (+2.7%) while sales in UK (-7.1%), Continental Europe (-10.6%), North America (-7.5%), Australia (-9.4%) and Asia (-3.3%) were in decline.
Sales have dropped after previously strong showings. The question is why. Bear in mind their numbers are in no way devastating, or as
Reinholt points out.
The punch line? They have, in terms of actual sales to actual customers, about the same revenue as 2006 if we correct for currency valuation. If we don't, they are just below 2009 levels. I wouldn't call this picture good, but I also wouldn't call it bad. Whatever complaints one may have with GW, they aren't currently bleeding revenue everywhere, and are flat over 8 years. Many companies have done worse.
Sales increase in percentage. This is very important to read properly.
Can you spot where they started getting rid of middle-managed and start cost-cutting? While their revenues have remained fairly stable, their profits have changed considerably as they have become a much better business. Their profits (even one year of losing money) were much lower (single digits) pre-2009, and if this was 2009 it would've been said to have been a fantastic year. However, you can clearly see their profits have taken a hit this year. To me, it appears cost-cutting turned the company around in 2009, but it appears more cutting is damaging sales. Let's now have a quick look at price increases in other sectors.
*2014 numbers were until June rather than July.
Now I personally believe these numbers are hilariously low compared to what they should be and real price increases are MUCH higher outside the ivory tower of the academics. I'm abstaining from using the word "inflation," as inflation more correctly describes the increase in monetary supply of which rising prices is a symptom. Regardless of my misgivings I'll use these numbers. So for argument's sake think of a 100£ boxed set in 2010. This, if
GW followed CPI would cost 112.2£ in 2014, and for those of you not solid at maths this signifies a 12.2% net price increase. Most of their price increases are within reason, so stop whining about it - either they lower their workers' real wages and/or fire people, their profits take the hit or they raise prices. However, this can also be applied to their revenue and their profits, making them smaller than they otherwise would be in CPI-adjusted GBP.
What needs to be done is explore why sales dropped. Market saturation, market expansion and competition (they're all intertwined) is what strikes me as the core concepts here. The market is gradually going to be saturated with plastic crack, because let's be honest, even if many people are plastic addicts you can only paint so much before you decrease the rate of new plastic crack. Once you've got a 5000pt Eldar army, 8000pt Ork army and 6000pt
IG you're not likely to buy at the same pace anymore.
This leads on to my second point, market expansion. I was in
GW a few days ago and there were 3 people working, so I'm guessing my store hasn't been dropped to one guy yet. My brother, who doesn't play any
GW game, was surprised at how nice the guys working there were, however, he also noticed the general smell of sweat and Cheetos. I seem to be in the minority (at least a vocal minority), but I tend to find the
GW guys very nice, though I can see how certain things would rub people the wrong way, like them bringing up politics and flinging faux-intellectual conservative-bashing statements without knowing anything about my political views, or their quite frankly, hilarious sales techniques. Now I see the problem of only having a single guy working there; at busy hours there are loads of people in there - who's gonna be there to rope in the few people willing to brave the very unique smell of a
GW store? Similar to Texan border patrol, they can't catch everyone and loads of people slip right through their paint-stained fingers. From a business point of view, if you've got a company that doesn't advertise, you better not let anyone who wanders into your store go unhelped, especially when there's a merica (plural for fat people, like a murder is for ravens) of neckbeard-sporting hambeasts tipping their fedoras at people and going "m'lady" while stinking up the place with their questionable hygiene.
Now I think 5 people to run a store is too many, but 1 is too few, and it would seem the numbers suggest this. Running campaigns, inventory, helping customers, helping people get their first plastic injection etc. takes time. A compromise of say 2-3 (without going deeper into their numbers) would greatly improve the experience, because regardless of how good their web store might be, they are 100% reliant on FLGSs, their own stores and word-of-mouth to addict a new generation of plastic junkies.
Reinholt over at Warseer underlines another point about
GW's store strategy, but I'll give a quick summary here.
GW's weak US numbers are essentially down to a complete lack of market research with regards to US demographics. Britain, and most of Europe, is well suited to placing
GW stores, whereas due to the US' population spread out nature, it's nowhere near as profitable and they should restrain themselves to larger cities like NYC, Boston,
SF, Dallas etc. Additionally, the edge they had over FLGSs is diminished due to this.
One thing in particular that mauled their NA numbers, as Reinholt pointed out, was what seems to be a complete lack of market research. Making an official
GW forum with things like a monthly painting competition (50£ web store voucher and a picture in
WD or something) would provide a invaluable source for market research and
feedback at negligible cost. They can do polls on what models people would prefer to see and what they'd like to buy (this mean more money) and tailor upcoming releases and miniatures to what the customers want.
This leads me to my last point: competition from FLGSs. Competition from FLGSs is different from region to region, but if they have better customer service and a nicer atmosphere (and gaming tables...) customers'll go there instead. However, working against them on a sales level has also hurt profits. On a miniature level, competition from Privateer Press, Mantic Games and the like will also draw people away from
GW products, though
GW are masters at release schedules for codices and miniatures. This year in Warhammer
40k GW launched 7th edition
WH40K, the Imperial Knights (apparently a financial success), a truly awful (
IMHO) looking
SW flyer (see picture below), new Imperial Guard (not too shabby), new Orks and a few other things. However, their miniatures must look awesome and their game needs to be best, as the price difference between
GW and its competitors is significant.
The new Space Wolf flyer.
With regards to competition from other companies and keeping people hooked, let's have a look at what Rick Priestly has said.
Rick Priestly wrote:
But when we were in Enfield Chambers (prior to 91) the studio was a very easy going creative environment to put it mildly. We were left to our own devices for much of the time, and Bryan Ansell (owner and boss) pretty much kept the creative part of the business separate from the manufacturing and sales part. Bryan was a very creative and ideas driven man – I don’t think he’d mind me saying that – he always wanted to make great games with interesting mechanics and stimulating ideas – and he didn’t mind investing in creative staff. He was a real patron of the studio and took a real interest in all the models and artwork. Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
Then let's read from
Comical Kirby's annual report.
Annual Report wrote:
Because no one seems able to grasp the essential simplicity of what we do there has always been the search for the Achilles heel, the one thing that Kirby and his cronies have overlooked. These are legion. I run through the list from time to time when someone says that computer games will be the death of us – they are so much more realistic now! – again. This year it is 3-D printing. Pretty soon everyone will be printing their own miniatures and where will we be then, eh? We know quite a lot about 3-D printers, having been at the forefront of the technology for many years. We know of what we speak. One day 3-D printers will be affordable (agreed), they are now, they will be able to produce fantastic detail (the affordable ones won't) and they will do it faster than one miniature per day (no, they won't, look it up). So we may get to the time when someone can make a poorly detailed miniature at home and have enough for an army in less than a year. That pre-supposes that 3-D scanning technology will be affordable and good enough (don't bet the mortgage on that one) and that everyone will be happy to have nothing but copies of old miniatures.
All of our great new miniatures come from Citadel. It is possible that one day we will sell them direct via 3-D printers to grateful hobbyists around the world.That will not happen in the next few years (or, in City-speak, 'forever') but if and when it does it will just mean that we can cut yet more cost out of the supply chain and be making good margins selling Citadel 3-D printers. At the heart of the delusion is the notion that designing and making miniatures is easy. It isn't.
The part in bold is what I'd particularly want to address. Making good models is really important and some changes might be required. I left Warhammer and
WH40K a decade ago and came back 6 months ago to a lot of really poor plastic models cast using metal casts. That needs to go. However, not all
GW miniatures are awful and after going through a rough patch (read: Finecast) they seem to be back on track (with the exception of Mutts Cutts). Now to keep people hooked,
GW should immediately allow for use of their IP with regards to miniatures rather than
sue people who make things to complement their stuff. This could be allowed for free, similar to what WotC did for D&D 3rd edition, a game blessed with considerably longer lifespan than 4th edition. Allowing other companies to make models
GW can't be bothered doing, like Praetorians or Black Dragon Space Marines, and they will add an extra dimension to their game.
FW is a small step in the right direction, but it's not happening fast enough.
With regards to 3D printers, nobody will be dumb enough to buy Citadel 3D printers at a hefty mark up (look at their measuring tapes) and it also rides on people wanting to buy Citadel miniatures. All you need is the plans for it - someone else will make cheaper alternatives and Hell, even make their own model plans for people to freely download. What they can do when the time comes however is set up a Steam-like program where you can download the blueprints for a particular squad or model and then pay a nominal fee each time you use it. However, this is far into the future.
Competition from other companies is also getting stiffer, be it Mantic Games or Privateer Press, though neither is likely to overtake them as the market leader any time soon. Here they need to make sure their rules are as concise, effective and enjoyable as possible. And for God's sake, learn the singular of dice and plural of codex, it looks incredibly unprofessional not knowing basic English grammar.
GW is not run by people who speak Colonial Pidgin English so they have no excuse.
I hope my analysis is of value to some people here