How successful was HeroQuest?
Just how successful was HeroQuest from a commercial perspective? I saw it in the stores for a breif time in the early 90's and found Kellar's Keep and Return of the Witch Lord in the Toys R Us close out bin right after it disappeared from the shelves. One can conlude that the game was a success from the fact that several expansions and ancillary products were produced. The Battlemasters box even said "From the makers of HeroQuest" accross the top, implying the game was well known and liked. Then there's the loyal fan base as evidenced by the many webpages and active fourms that still exist. It must have sold well as there is a steady supply of games and components on eBay.
Yet, if it were truly successful it seems like it would have stuck around for a while. Plenty of games have been in production for several years, even failry complex wargames like Axis & Allies that don't appeal to the typical Monopoly or Scrabble player. Could it be that several similar games came on the market soon after? I know the current Dungeons & Dragons and Descent board games bear some similarity to HeroQuest. Was the game too expensive to produce or sidelined due to legal battles (which can't be settled with combat dice)?
Yet, if it were truly successful it seems like it would have stuck around for a while. Plenty of games have been in production for several years, even failry complex wargames like Axis & Allies that don't appeal to the typical Monopoly or Scrabble player. Could it be that several similar games came on the market soon after? I know the current Dungeons & Dragons and Descent board games bear some similarity to HeroQuest. Was the game too expensive to produce or sidelined due to legal battles (which can't be settled with combat dice)?