Hasbro Sells Game Manufacturing Plants; Focuses On "Global Brand Experiences"

It's kinda tangential to RPG news, so I wasn't originally going to cover this. But enough people have emailed me links to it that there's clearly interest in the subject. Hasbro has just sold its game manufacturing plants (one in Massachusetts, USA; and one in Waterford, Ireland) to Cartamundi, a Belgian company. They're not getting out of the publishing of games, just the physical manufacturing side, and this affects CCGs and boardgames rather than RPGs.

It's kinda tangential to RPG news, so I wasn't originally going to cover this. But enough people have emailed me links to it that there's clearly interest in the subject. Hasbro has just sold its game manufacturing plants (one in Massachusetts, USA; and one in Waterford, Ireland) to Cartamundi, a Belgian company. They're not getting out of the publishing of games, just the physical manufacturing side, and this affects CCGs and boardgames rather than RPGs.

The plants produce Magic: The Gathering, Monopoly, and many other Hasbro games.

In a sentence familiar by now to D&D fans, Duncan Billing (executive vice president, chief global operations and business development officer) said “We will continue to focus on global brand building, driven by great storytelling and innovation”. The CEO, Brian Goldner, phrases it as "Hasbro is in the middle of transitioning itself from a toy and game company to an organization delivering global brand experiences." That's a phrase that will echo around the messageboards for a while....

The staff is being retained at both locations.
 

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Talmek

Explorer
Could someone please explain what " global brand experiences" means in the real world? What does one DO with a global brand experience? I play games, I play with and read game books. I honestly have no idea why I would buy, or what the hell I would do, with a global brand experience.

How does one enjoy a global brand experience? This isn't making a lot of sense.

This exactly.
 

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Scrivener of Doom

Adventurer
Could someone please explain what " global brand experiences" means in the real world? What does one DO with a global brand experience? I play games, I play with and read game books. I honestly have no idea why I would buy, or what the hell I would do, with a global brand experience.

How does one enjoy a global brand experience? This isn't making a lot of sense.

This exactly.

You don't.

"Global brand experience" and similar phrases from the lexicon of corporate wank-speak are not aimed at the consumer. The consumer is largely irrelevant.

Wank-speak is aimed at wank-speakers: the economy-destroying 3-year olds who can cause share prices to move up.
 

Icon_Charlie

First Post
You don't.

"Global brand experience" and similar phrases from the lexicon of corporate wank-speak are not aimed at the consumer. The consumer is largely irrelevant.

Wank-speak is aimed at wank-speakers: the economy-destroying 3-year olds who can cause share prices to move up.

You know I would be leery when doing business in the Pacific Rim. IP and copyright controls are pretty much non existent (For myself it came down to the US and/or Western Europe). Oh yea you can get your finished product manufactured over there very cheaply but if your product is good.... expect phantom numbers runs to happen and knockoffs to suddenly appear.

I originally thought that Hasbro was purchasing a US plant man was I ever wrong when I read that.

I agree. This is done only to make the share holders happy.
 

Scrivener of Doom

Adventurer
You know I would be leery when doing business in the Pacific Rim. IP and copyright controls are pretty much non existent (For myself it came down to the US and/or Western Europe). Oh yea you can get your finished product manufactured over there very cheaply but if your product is good.... expect phantom numbers runs to happen and knockoffs to suddenly appear. (snip)

That's true in some places - especially parts of China (but not all of China) - but can be ameliorated somewhat if you have good distribution because the reputable wholesalers/retailers won't want knock-off products. Of course, if you're producing some sort of generic item then distribution won't matter.

By contrast, I would never do business with/in the USA, and that's based on hard numbers. Chapter 11 and similar legal manoeuvres make avoiding debts too easy for US-based businesses, especially when it's backed by its defective, Third World, and yet horribly expensive legal system. At least with the Pacific Rim countries you can work on an L/C basis with countries and banks that actually understand how L/Cs work (instead of going, "That's some kinda escrow thing right? I heard a bad story about that once...") and then have everything handled under Singapore law where going to court in relation to contract disputes is relatively quick, fair, painless, and a fraction of the US cost.
 

Icon_Charlie

First Post
That's true in some places - especially parts of China (but not all of China) - but can be ameliorated somewhat if you have good distribution because the reputable wholesalers/retailers won't want knock-off products. Of course, if you're producing some sort of generic item then distribution won't matter.

By contrast, I would never do business with/in the USA, and that's based on hard numbers. Chapter 11 and similar legal manoeuvres make avoiding debts too easy for US-based businesses, especially when it's backed by its defective, Third World, and yet horribly expensive legal system. At least with the Pacific Rim countries you can work on an L/C basis with countries and banks that actually understand how L/Cs work (instead of going, "That's some kinda escrow thing right? I heard a bad story about that once...") and then have everything handled under Singapore law where going to court in relation to contract disputes is relatively quick, fair, painless, and a fraction of the US cost.

I'll stand by my last post and agree to disagree with you.
 

Nytmare

David Jose
But Hasbro was a manufacturing specialist, one of the top in its field. They had people who know every facet of game manufacturing inside and out. Very little of the company was dedicated to designing games; the vast majority of it was in place to manufacture and sell games. It is surprising (to me, at least) that they're getting out of the manufacturing business.

I'd actually be really interested in finding out how much of "Ye Olde Manufacturing King, Hasbro" is left. I was operating under the assumption at this point that most of those parts of the company had all been trimmed away, sold, or put to pasture.
 

aramis erak

Legend
Could someone please explain what " global brand experiences" means in the real world? What does one DO with a global brand experience? I play games, I play with and read game books. I honestly have no idea why I would buy, or what the hell I would do, with a global brand experience.

How does one enjoy a global brand experience? This isn't making a lot of sense.

You play one of its licensed games or interactive novels.
You watch one of its licensed movies.
You eat one of its branded foods.
You read one of its branded novels.
You listen to the licensed music related to one of the movies, games, or interactive novels.
You play with one of the licensed toys

Then, for maximum enjoyment, you do a different one of the same.

Key example of doing it pretty well:
Hannah Montana: Several TV shows, related toys, board games, and video games, spinoff movies, spin-off music recordings.
In the late 80's, it was He-man: toys, board games, a few video games, the TV show, some comic books...
And late 80's to mid-90's ST-TNG: TV show, toys, RPGs, Computer games, Board Games, Novels, Spin-off-novels, spin-off movies, spin-off shows.

Star Trek overall: TV-Shows, novels, movies, comic books, Toys, computer games, board games, roleplaying games, Novels, lunchpails, clothing, food, language tapes, audio dramas (EP, LP, CD, Audio cassette), stage plays....

Hasbro wants to become Paramount.
 


But Hasbro was a manufacturing specialist, one of the top in its field. They had people who know every facet of game manufacturing inside and out. Very little of the company was dedicated to designing games; the vast majority of it was in place to manufacture and sell games. It is surprising (to me, at least) that they're getting out of the manufacturing business.

It makes sense to me, because I don't think most of their original manufacturing prowess is necessary or viable today.

Printing used to be a big deal for games manufacturing. It used to be a field that required apprenticeship to learn, and required a ton of specialized knowledge and equipment. Not so much today. Toys used to require lots of metal fabrication and woodworking. Nowadays it's all plastic. Electronics for toys used to be rare specialty parts that would have been outsourced. Nowadays they're in everything, and are made better by dedicated manufacturers (that aren't Hasbro).

So, on the one hand I'm also sad to see Hasbro get out of manufacturing. But on the other hand, were I on the management team of Hasbro, I honestly would have probably gone the same way.
 

tomBitonti

Adventurer
If manufacturing has grown to span so many areas (printing, electronics, wood and metal fabrication, publishing, e-publishing, social media, advertising, audio and film production, &etc), perhaps the necessary expertise is about the relationship with the many companies which provide for each of the areas. Then, HasBro would know what specific areas are involved for a particular product, and would know who are the good manufacturers in those areas, and would know the pricing and supply chain issues in each area, and so forth. Having knowledge to bridge the many companies would seem to be very significant.

Thx!

TomB
 

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