D&D 5E D&D Digital Plans To Be Revealed On February 21st

Brian D. Goldner, Chairman of the Board and CEO at Hasbro took part in the company's Quarter 4 2019 earnings call. This included several references to D&D. D&D grew again for the sixth year in a row. Streaming D&D content was up nearly 50% on last year. Substantial new (digital) gaming plans for D&D will be revealed on February 21st at Hasbro's Analyst Day Total games category grew by 6%...

Brian D. Goldner, Chairman of the Board and CEO at Hasbro took part in the company's Quarter 4 2019 earnings call. This included several references to D&D.

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  • D&D grew again for the sixth year in a row.
  • Streaming D&D content was up nearly 50% on last year.
  • Substantial new (digital) gaming plans for D&D will be revealed on February 21st at Hasbro's Analyst Day
  • Total games category grew by 6%, as D&D, MtG, and Monopoly bolstered declines elsewhere.
  • Profit declined due to digital D&D and M:tG digital games investment.
"Well, good morning, and we did see very strong growth for Magic: The Gathering and increased growth for Dungeons & Dragons. "

"Magic: The Gathering revenues increased more than 30% in the year, behind double-digit growth in tabletop play and a strong first year for Magic: The Gathering Arena. Dungeons & Dragons revenues grew for the sixth straight year, and we are meaningfully investing in both brands to drive engaging storytelling, while developing new digital games with high margin profitable growth longer term. We look forward to sharing our 2020 new gaming plans for Magic and D&D on February 21. MONOPOLY had double-digit revenue growth and grew in each region with new themes and relevant entertainment tie-ins. We advanced our consumer products licensing business growing revenues double digits and expanding operating profit margin. We've broadened our licensed brand portfolio and expanded our reach with original live events that drive consumer engagement."

"In addition, for D&D, we did see our sixth straight year of growth. We are seeing about 150 million hours of content viewed on Twitch and YouTube, which is up nearly 50% year-on-year. In the first half of 2020, we are seeing a lot of new initiatives coming for the brand, but again I'm going to let Chris walk us through at at our Analyst Day, our plans for digital gaming, which are again substantial for D&D that begins in 2020."

"You'll also see great digital game development for D&D. And we will see you on February 21 to outline that."

"Our total games category grew 6% for the year, fueled by growth in Magic: The Gathering and MONOPOLY. Higher revenues from Dungeons & Dragons and several classic games titles did not offset declines in our Hasbro Gaming portfolio"

"Adjusted operating profit and profit margin declined as we invest in digital gaming initiatives including Magic: The Gathering Arena and future Magic and Dungeons & Dragons digital games."

"We delivered compelling gaming experiences, led by the work of our teams at Wizards of the Coast. Our positive results to date have us on plan to double Wizards of the Coast coast revenues over five years from 2018 to 2023."

You can read the full transcript at The Motley Fool.
 

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CleverNickName

Limit Break Dancing
wait what? is mall madness actually bad or are you trying to bash it for being girly?
Oh it's actually, aggressively bad. My sister had that game when she was a pre-teen. It's all of the worst parts of Monopoly combined with an electronic voice that won't shut up.
--bzzzt-- "oooooh, a long line! Try again later!" --bzzt--

I have a bigger problem with the eye-watering clashing colors and art print of the 1980s, than I do with the girls on the box.
 

Panda-s1

Scruffy and Determined
Oh it's actually, aggressively bad. My sister had that game when she was a pre-teen. It's all of the worst parts of Monopoly combined with an electronic voice that won't shut up.
--bzzzt-- "oooooh, a long line! Try again later!" --bzzt--

I have a bigger problem with the eye-watering clashing colors and art print of the 1980s, than I do with the girls on the box.
I guess that's fair. but also I like "the eye-watering clashing colors and art print of the 1980s". I wanted to play this game when I was little, but y'know a little boy playing this game in the 90's was badwrongfun and I didn't have a sister to conveniently own the game and make me play it.

actually my sister did own the game, but it's the 2004 version and we're like 10 years apart. my only real insight into the game was this review by Brutalmoose from 2 years ago, and he seemed to think it was okay.
 

Salthorae

Imperial Mountain Dew Taster
D&D Reader was never released. There were a few articles—like this one—touting it. The one I saw back in the day didn’t tie it directly to WOTC, and given what I knew about D&D Beyond development at the time, I found it hard to believe the Reader project was real. Apparently there was never an explanation for what happened, or even clarity about who exactly was developing it.

I mean... there is a DNDBeyond App where you can download any books you have purchased there on your device.

It's not great, and you can't access characters, but it IS there. They have it for iOS and Android
 




Reynard

Legend
Chutes & Ladders is worse than Monopoly. It can take almost as fricking long to play, and it is completely random, with no skill or thought involved.
When he was little, my son hated Candy Land so much. It was always a table flipping fit. Then I finally realized why: it was completely random. So, I changed the rules and let him hold a hand of 3 cards and pick which one he wanted to play next. After that he wanted to play it all the time.

That day I learned both something important about parenting, and something important about the illusion of choice in games.
 

Panda-s1

Scruffy and Determined
When he was little, my son hated Candy Land so much. It was always a table flipping fit. Then I finally realized why: it was completely random. So, I changed the rules and let him hold a hand of 3 cards and pick which one he wanted to play next. After that he wanted to play it all the time.

That day I learned both something important about parenting, and something important about the illusion of choice in games.
guess your kid is as smart as I was about candy land when I was little lol

though I brought up candy land once at work, and how bad and random it is, but a coworker brought made some good points: kids of the appropriate age for candy land typically aren't able to grasp more advanced game mechanics anyway, and due to its nature it's a game kids can play with adults and actualy have a reasonable chance of winning. it also does work as a way to teach very young kids concepts that are typical to all board games.
 

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