The real problem, though, with marketing D&D stuff, as compared to Marvel, is that Marvel is about stories
I think there are two responses to this.
The first is [MENTION=2067]Kamikaze Midget[/MENTION]'s comment, that D&D is about the same thing as stories, namely,
conflict - and it brings with it certain particular tropes for the framing of that conflict (eg underground settings - and the shadows make CG effects easier!; clerics with maces, fighters, wizards with spellbooks and staves, thieves in leather armour; thieves and assassins guilds; druids and monks with ritual combat as part of their practices for establishing hierarchies; etc).
The second is that D&D has bucketloads of stories in its modules, its novels, etc. The GDQ series is a story. Night's Dark Terror is a story. Heck, even Hidden Shrine of Tamoachan can be turned into a story if you edit it down to some highlights and use it as an Indiana Jones-style intro piece.
Whether those stories can be turned into successful movies luckily isn't my problem. But to me they're not inherently worse than the Avengers, which in my view have always been pretty second-tier comics-wise. (I love the X-Men, especially Claremont X-Men, but there's a lot in there that's not all that brilliant in its original form. I think the first X-Men movie is a better version of a Magneto story than any single Magneto story in the comics, for instance, with the possible exception of #150.)
You say you don't think most people were familiar with the LotR novels, I note. I think that's both true and false. It's true, I think, that most people in the audiences hadn't actually read all of the novels. However, I would suggest that most people in the audience were either going with people who had read some or all of the novels, or were least culturally familiar with them, aware of the general themes and so on.
Yes and no. In one sense, everyone who's ever heard a European fairy tale or come across a kids book on knights and castles knows the general themes of LotR: it is good vs bad fantasy, predicated on romantic conceptions of the importance of individual honour, the divine right (and righteousness) of kings, and an ultimate faith in providentially-ordained outcomes that comport with the requirements of justice.
But I find it hard to believe that every group of friends who went to see LotR had at least one reader in it. My evidence for that is, admittedly, little more than conjecture (in my case many of those I went with had read the books, because I went with RPG friends - but my friend who bought them all on DVD, both theatrical and directors' versions, hadn't read the books and didn't see them at the theatre with anyone who had as far as I know - he just fell in love with Liv Tyler's ears). But for what it's worth here it is: heaps of people at my work have seen LotR. Few of them have read LotR. And most of those who haven't I expect move in family/friendship circles where the others haven't either.
People go to see LotR because it is highly promoted, by a well-regarded if somewhat minor director, it involves a well-recognised title, and when you see the trailer it looks beautiful and spectacular.
I would be gobsmacked (but very happy) if any D&D movie compared to LotR. But it seems feasible that it could compare to Dragonheart, or even Ladyhawke.
The key with both Transformers and Iron Man is that while neither had been particularly smash hits prior to their breakout movies, both were easily recognizable IPs that had a dedicated fan base that simply required the right combination of money, talent, script, and timing. Not easy tasks, but far easier than what WotC faces with D&D, which lacks clear ownership of any world or character they might try to use on top of the fact that the D&D brand means completely different things to different people.
Iron Man means different things to different people, too - to most people it means either nothing, or (say in the case of my partner) it means Robert Downey Jr in a funny rocket-powered suit. I don't think D&D is in any worse place than Transformers or Iron Man in terms of market recognition.
You don't make an Iron Man film with the idea of existing Iron Man fans as your core audience (there aren't enough of them). Likewise for a D&D film.
I also don't know what you mean by "WotC lacking clear ownership of any world or character". They own bucketloads of them, starting with Driz'zt and FR, Dragonlance and all its protagonists and antagonists, then heaps of lesser-tier worlds after those one. (The Black Eagle Barony was mentioned upthread.) The D-Series - with its memorable characters including the giant rulers, Obmi, Eclavdra and Lolth is another example, rooted in the game itself rather than spinoff fiction. The Slavers, with memorable characters including Markess, the blind fighter in the eyeless helmet, and Stalman Klim leading the Slave Lords, is another example along those lines.
Whilst there are novels attached, and they've sold well, they don't have a huge rabid fanbase, nor a youthful fanbase (who are the most useful fanbase for getting bums on seats in cinemas, generally, and importantly, selling merchandise
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I could very easily see "Forgotten Realms" or "Dark Sun" becoming big, popular brands, if WotC could get a company to actually make a good, aesthetically striking game set there (and simplify the settings to the point where they were accessible and distinctive). "Ravenloft" might be another option
The core Iron Man product was already there; the core Marvel brand was already there. It just took some dollars to infuse the Iron Man product line. D&D is not nearly as easy to work with. There is no single definition of the core brand that WotC can sell to investors
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Forgotten Realms is the closest thing that they have to being a sellable subbrand
the novel line is for all practical purposes it's own product and brand, the success of which has little to no bearing on any other part of the brand.
I'm not a marketing person, and so some of this "brand" stuff is a bit opaque to me. But wouldn't making "Forgotten Realms" or "Driz'zt" or (perhaps most plausibly) "Dragonlance" into successful brands count, from WotC's point of view, as a growing of the D&D brand? I don't see in what practical sense the novel line is its own product and brand. For instance, it's not as if someone else owns the rights and hence derives the revenue (is it?).
And even if the recognition on these D&D novels is not as big as LotR (but perhaps is as big as Iron Man?), they are still stories that could in principle be cinematised and thereby monetised more broadly.
If some movie causes people to identify D&D with some setting or even a new setting, that's great. WOTC doesn't care if they're selling 1,000,000 copies of Dragonlance, Forgotten Realms, or even Birthright, so long as they're selling 1,000,000 copies of one of them.
If they are, then D&D is thriving.
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A well done movie, whether it is an existing storyline or a new one, is only a good thing, and D&D has more than enough brand recognition to explode if a good movie is produced.
This makes perfect sense to me. 1,000,000 books (or action figures, or pairs of socks, or whatever) sold is 1,000,000 things sold, whatever the logo or the precise mental state of the purchasers. Why would WotC not consider that a success?
The D&D Brand just lacks character and in itself does not draw any people outside of PnP games, because only there D&D has some defining characteristics (like D20, etc.)
What would make a D&D movie any different from a generic fantasy movie?
The big problem in gaming is, though, the precedent Bioware set with Dragon Age. They explicitly decided to avoid using D&D, and to create their own IP, so they were beholden to no-one.
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This is an increasingly common view in the games industry - Bobby Kotick from Activision recently noted that a significant reason that Destiny is an original IP was to prevent them ever being beholden to anyone
All fantasy movies are in some sense "generic fantasy movies". Just like Iron Man is a generic superhero movie ("wealthy playboy has morality-inducing experience that leads him to use his wealth to fight wrongdoers in a visually dramatic if bizarrely inefficient manner").
Why do people invest in Marvel's Iron Man movie rather than invent their own generic superhero? Not for the prospect of attracting Iron Man fans to the theatre, I don't think - there aren't enough of them. Presumably it is seen as easier to start with a character and story that is, to some extent at least, already developed. The same considerations, presumably, would make investing in a D&D movie attractive. There are already-developed stories and story elements. Obviously it's not an auto-win, but it doesn't strike me as absurd.
Outside of PnP games people do not care if it is D&D or not. Also, D&D lacks characters to draw people in also. At best they have settings.
So what is left is marketing to draw people and based on previous performances I doubt that Hasbro will spend enough money on it so that whatever gets promoted reaches critical mass.
Battleship has no characters. The closest it has to a "story" is the firing of blind salvos within a defined target area in an attempt to sink enemy vessels. No one (or, at least, no one in serious numbers) goes to see the Battleship movie out of a profound love of the game. At best, they remember playing Battleship as a kid (or with their kids) and that puts the movie on their radar. Yet Hasbro got a movie out of Battleship. Why couldn't D&D (or FR, or Dragonlance, or . . .) do the same?
Until WotC themselves can create a truly sellable product outside of the game itself, no one else is going to bother
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Relying on Hasbro to fill in gaps or provide resources, name, and/or expertise is folly, because D&D isn't owned and controlled by Hasbro directly
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WotC's best chance for success is to reach the level that Blade did with Next
Unless I'm mistaken, WotC is a wholly-owned subsidiary of Hasbro, and D&D is wholly owned by WotC. That makes Hasbro, for all practical purposes, the direct owner and controller of D&D (the brand - not the game, which is outside of their control via the OGL).
So relying on Hasbro to fill in gaps doesn't really make sense - Hasbro doesn't rely on itself, it just does the stuff it thinks it needs to do.
I also think the idea that D&Dnext would reach the level of Blade might be unrealistic. Here is what Wikipedia says about Blade box office:
The film was produced on a budget of $45 million. . .
Blade went to number one in both Spain and Australia for their opening weekends. With 200 theatres showing the film, Spain's cinema goers earned the film $1.5 million (US) in three days, whilst Australia earned $1 million from 132 cinemas showing the film. In the Flemish Region of Belgium, the film earned $323,000 from 20 cinemas, and the Netherlands earned the film $246,000 from 44 cinemas. France made $1.9 million in five days from 241 cinemas, but the film was less successful in Hong Kong (with $182,000 from 22 cinemas) and South Africa ($159,000 from 64 cinemas). The United Kingdom was more successful, taking in $5.7 million over 10 days, as was Brazil, making $855,000 in four days from 133 cinemas.
That's over $11 million, or one quarter of budget, in less than two weeks. Maybe I'm wildly out of touch with the RPG market, but I really wouldn't expect D&Dnext to do anything like that in either absolute or relative terms.
As I understand the WotC/Hasbro strategy, the inability of an RPG to perform at that sort of level is why they want to take D&D in a multimedia direction.
The biggest problem I am seeing on this thread is using success stories from other brands to somehow justify this multimedia thing being successful. For every success, there are tons of failures and so far, D&D has failed in most ways outside of it's RPG.
I think quite simply that Hasbro has overestimated the brand and their abilities.
Who is justifying the multimedia thing being successful? At least for my part, I'm saying that it's not irrational, and there's no inherent reason why it couldn't work.