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.

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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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DEFCON 1

Legend
Supporter
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.
Candyland was good for teaching both my kids the concept of a boardgame and what a person does and how they behave in playing it. It also taught them the idea that good and bad things can happen for no particular reason and how to deal with both situations.

But like with C&L... the realization that the game is random and there is nothing they personally can do to influence the game made them not as fun pretty quickly. But at least Candyland ends much quicker because the penalty cards that send you backwards occur with much less frequency than the chutes in C&L. The fact that the top row has 3 chutes right at the end just prolongs the game interminably for no reason whatsoever.
 

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Panda-s1

Scruffy and Determined
Candyland was good for teaching both my kids the concept of a boardgame and what a person does and how they behave in playing it. It also taught them the idea that good and bad things can happen for no particular reason and how to deal with both situations.

But like with C&L... the realization that the game is random and there is nothing they personally can do to influence the game made them not as fun pretty quickly. But at least Candyland ends much quicker because the penalty cards that send you backwards occur with much less frequency than the chutes in C&L. The fact that the top row has 3 chutes right at the end just prolongs the game interminably for no reason whatsoever.
oh yeah no snakes and ladders is just generally bad game design. I realize it's supposed to teach kids about vice and virtue, but does anyone even use it as a teaching device anymore? is teaching kids whether or not one does good or bad things is up to chance really a good idea?
My kids went through a phase where LIFE was their favorite game, and I kind of hate LIFE (, but not life). I think for them it was a cool insight into the mysteries of adulthood, whereas for me it's just this cruel reminder of the harsh realities of adulthood. ;)
idk I wanted to play LIFE so much when I was little, but for me it was all about playing with the little car and plastic people and using the spinner lol
 

ART!

Deluxe Unhuman
oh yeah no snakes and ladders is just generally bad game design. I realize it's supposed to teach kids about vice and virtue, but does anyone even use it as a teaching device anymore? is teaching kids whether or not one does good or bad things is up to chance really a good idea?

idk I wanted to play LIFE so much when I was little, but for me it was all about playing with the little car and plastic people and using the spinner lol

AND LO! A BOARDGAME GEEK WAS BORN! ;)

I hear tell the Star Wars version of LIFE is actually pretty good.

This thread has derailed, but in a good way. ;)
 

My favorite board game was Hero Quest. But I didn't like the D&D board game from the 3rd Ed because the leveling up was automatic, like the milestone house rule, and a limit for item. In Spain there was a company, CEFA, and the Cobra Empire, whose background mixed sci-fi and magic, was an icon of that age.

Of course today board games have got better rules and design. Maybe someday I will buy "Root" for my niece. I thought about Zombicide Invader or Massive Darkness by CMON but it is too expensive and a lot of space for her room.
 






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