HEROCLIX -- Ooooh...the marketability
I'm bringing this up only because many of my friends have been entranced by the onslaught of tiny plastic clicking people. These same friends have made many attempts to draw me into their bizarre occult, but the question in my mind still remains:
This so called "gaming system" ironically takes the "gaming" out of the picture completely and relies solely on a "simple" combat system that grows more complicated each and every day. How can these poor souls be content playing a game where there is in fact NO role-playing whatsoever? Does it only appeal to power-gamers whose sole enjoyment of a game is the battles? I see HEROCLIX as nothing more than another hole in the ground for us to throw money. The makers of this system issue figures to the public (overpriced) then after a span of months, many of these figures are "retired" and are no longer permitted in the tournaments. Avid participants have no choice but to invest MORE money in newer figures if they wish to continue playing.
In their defense many of the players love the game because of the "strategy" that is involved. Being a long time chess-player, I can understand the how this would attract people. But how long will it last? All the strategy-based games have come and gone: Magic, Pokemon (cough), Yu-Gi-Oh! (will probably be gone in the Fall). I do understand that the many comic-book universes incorporated into HEROCLIX makes the game appealing to both casual and dedicated readers alike. But does this game have the substance to hold the attention of the comic-book and gaming population for years to come? Will this percentage of gamers be forever content with a "combat-only" gaming system?
I fear the epidemic of ADD is spreading into the gaming community: