Sir Ian Livingstone begins with a question. “Are you a gamer?” he asks. I am, I reply.
I am confident this is the desired answer, as well as the truthful one. We are in the kitchen of his large house in Barnes, south-west London, where he is posing for a photograph with a large model statue of a dragon and the original copies of Warhammer and Dungeons & Dragons, the games he gave to Britain. On the way in, I snuck a peek at his study, where he tells me he has more than 1,500 board games, along with video games, copies of the more than 20 million books he has sold, and two life-size models of Lara Croft, the heroine of the Tomb Raider games, which Livingstone also helped give to the world.
“Oh good,” he says. “It makes things much easier if you’re into games.”
Livingstone, who was knighted in January’s New Year’s Honours, and received his award today, Tuesday November 8, from the Princess Royal, has spent the best part of 50 years telling the world that games are the future, being told that they are not, and then being proven triumphantly correct. At 72, he has the patient but wary manner of a man who has been burnt by the press before. His games have been accused of destroying children’s attention spans, or harming literacy, or of encouraging violence, or outright moral degeneracy. These criticisms have never withstood scrutiny. His games, meanwhile, have beaten off all comers.
In 1975, he and a couple of school friends, Steve Jackson and John Peake, were living in a flat in Shepherd’s Bush, west London. They were doing dull, badly paid day jobs, so stayed in a lot in the evening to play games. “We always thought it would be nice if there was more of a gaming community,” he says. They started a newsletter, Owl and Weasel, and a mail-order business called Games Workshop, through which they sold homemade backgammon boards and other games.
One of their newsletters found its way to Gary Gygax, the famous American game designer and co-creator of Dungeons & Dragons. They went over to see him and managed to secure exclusive UK distribution rights to his nascent role-playing game. “He must have wondered who these hippies were. We had long hair and bohemian-looking clothes. But we were the only Brits [interested], so he had no choice.”
With the help of Dungeons & Dragons, but without investment – no bank manager would touch it – Games Workshop started to grow, hand to mouth and cheque to cheque. In 1977, they started publishing a magazine, White Dwarf, which is still in circulation today, and, in 1978, they opened a shop – in Hammersmith, west London.
Part of Games Workshop’s appeal to fans was its immersive nature. Customers did not just come to the shop, buy a few toys and go home – they stayed and played. And, as the chain expanded, Livingstone and his partners prioritised that sense of community.
“We didn’t hire traditional retailers to work in the shops, we hired people like us,” Livingstone says. “They might have looked like Visigoths but they were hugely enthusiastic, and knowledgeable. So they would explain with passion how to play a game, how to paint a miniature [model]. That enthusiasm rubbed off on anyone who walked in through the doors.”