Editing Decipher
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In late 2001, Decipher's contract for Star Wars was up for renewal and Wizards of the Coast (then-recently acquired by Hasbro, who had an existing relationship with Lucasfilm to lean on) swiped the IP from underneath them, forcing Decipher to cease production on their most successful game to date. Warren Holland announced this loss [https://www.youtube.com/watch?v=wS84wdG4EUI on the Radio Free Decipher podcast] and [http://web.archive.org/web/20080207033208/http://www.decipher.com/starwars/rfd011228transcript.html online]; in the end, this resulted in the formation of the [https://www.starwarsccg.org/ Star Wars CCG Players Committee], which has persisted to this day. | In late 2001, Decipher's contract for Star Wars was up for renewal and Wizards of the Coast (then-recently acquired by Hasbro, who had an existing relationship with Lucasfilm to lean on) swiped the IP from underneath them, forcing Decipher to cease production on their most successful game to date. Warren Holland announced this loss [https://www.youtube.com/watch?v=wS84wdG4EUI on the Radio Free Decipher podcast] and [http://web.archive.org/web/20080207033208/http://www.decipher.com/starwars/rfd011228transcript.html online]; in the end, this resulted in the formation of the [https://www.starwarsccg.org/ Star Wars CCG Players Committee], which has persisted to this day. | ||
With the acquisition of FANtastic Media, Decipher also attempted to pivot from exclusively producing card games into fan-community-management, and they tried to establish themselves as a FanHQ capable of setting up centralized fan communities as a selling point. Although the longevity of the Star Trek Fan Club was a reasonable success story to attempt to emulate, social media was just beginning to form and would be the death knell of the | With the acquisition of FANtastic Media, Decipher also attempted to pivot from exclusively producing card games into fan-community-management, and they tried to establish themselves as a FanHQ capable of setting up centralized fan communities as a selling point. Although the longevity of the Star Trek Fan Club was a reasonable success story to attempt to emulate, social media was just beginning to form and would be the death knell of the product. | ||
In 2004 Decipher tried to reuse their plans for a Star Wars second edition by creating the WARS TCG, streamlining the rules and inventing their own IP, which was new ground for them. WARS however struggled to attract players, underlining that much of the appeal of the SWCCG had been the Star Wars content rather than the game engine itself, and WARS as a product failed to get off the ground. The similarity of the names no doubt hurt its [https://en.wikipedia.org/wiki/Search_engine_optimization SEO] and drowned any new player's attempt to search for the product online, making Decipher victims of their own previous success. | In 2004 Decipher tried to reuse their plans for a Star Wars second edition by creating the WARS TCG, streamlining the rules and inventing their own IP, which was new ground for them. WARS however struggled to attract players, underlining that much of the appeal of the SWCCG had been the Star Wars content rather than the game engine itself, and WARS as a product failed to get off the ground. The similarity of the names no doubt hurt its [https://en.wikipedia.org/wiki/Search_engine_optimization SEO] and drowned any new player's attempt to search for the product online, making Decipher victims of their own previous success. |