WotC Hasbro Bets Big on D&D

During today's 'Hasbro Fireside Chat', Hasbro's Chris Cocks, chief executive officer, and Cynthia Williams, president of Wizards of the Coast and Digital Gaming mentioned D&D, and about betting big on its name. This was in addition to the Magic: The Gathering discussion they held on the same call. The following are rough notes on what they said. D&D Beyond Leaning heavily on D&D Beyond 13...

During today's 'Hasbro Fireside Chat', Hasbro's Chris Cocks, chief executive officer, and Cynthia Williams, president of Wizards of the Coast and Digital Gaming mentioned D&D, and about betting big on its name. This was in addition to the Magic: The Gathering discussion they held on the same call.

Hasbro.jpg


The following are rough notes on what they said.

D&D Beyond
  • Leaning heavily on D&D Beyond
  • 13 million registered users
  • Give them more ways to express their fandom
  • Hired 350 people last year
  • Low attrition
What’s next for D&D
  • Never been more popular
  • Brand under-monetized
  • Excited about D&D Beyond possibilities
  • Empower accessibility and development of the user base.
  • Data driven insight
  • Window into how players are playing
  • Companion app on their phone
  • Start future monetization starting with D&D Beyond
  • DMs are 20% of the audience but lions share of purchases
  • Digital game recurrent spending for post sale revenue.
  • Speed of digital can expand, yearly book model to include current digital style models.
  • Reach highly engaged multigenerational fans.
  • Dungeons and Dragons has recognition, 10 out of 10
  • Cultural phenomenon right now.
  • DND strategy is a broad four quadrant strategy
  • Like Harry Potter or Lord of the Rings or Marvel
  • New books and accessories, licensed game stuff, and D&D Beyond
  • Huge hopes for D&D
What is success for the D&D Movie
  • First big light up oppourtunity for 4th quadrant
  • Significant marketing
  • They think it’ll have significant box office
  • It has second most viewed trailer at Paramount, only eclipsed by Transformers
  • Will be licensed video games, some on movies
  • Then follow up other media, TV, other movies, etc.
  • Bullish on D&D.
 

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Alzrius

The EN World kitten
I thought the bias against VTTs -- and a belief that in-person TotM was inherently superior and how awful it would be if new players lose it is the theme that ran throughout his video.

The idea that people are limited by interacting with a more elaborately realized environment thereby creates invisible chains is not necessarily wrong. But the impact of it is exaggerated and elevated as the reason to objecting to a mode of play he does not prefer. To be clear though -- if I was stuck playing only on Roll20? I wouldn't prefer it either. But that's because the visual fidelity and options I want aren't available on that platform.

I'm older. I have an elaborate and expensive PC designed for playing RPGs online. I have other uses for it, sure, but make no mistake -- that purpose was the primary use I designed it for. Six of my eight players share this same approach to their own PC environments. We are middle aged men, have a disposable income, and this is our hobby.

While it is commonplace to hear that gamers care mostly about gameplay and not about eye candy, the retail test over a course of 45+ years selling entertainment software and electronic games is that more and better eye & ear candy sells best, all else being equal. And usually when it isn't equal, too. In this, I note that what people say does not match what people actually do.

There is another theme which has emerged in this thread, (not necessarily in your response, so I apologize for that) that making people pay for electronic cosmetics is silly, limiting, or -- dare I say it -- an unwelcome innovation.

No it isn't. It is entirely legitimate. This is a case of not thinking matters through.

I have more than 8,000+ minis in 2 large steel storage cabinets. Call it 600 or so pewter minis, another 1,200 Bones and the rest of them pre-paints from WotC, Wizkids et al. It's a VAST collection and it cost a stupid amount of money. (My wife might have mentioned that, once or twice :)).

How often do I use these now after having gone completely virtual? Rarely since 2011 - and not at all since 2014. HOWEVER, I haven't spent a nickel on minis, paints, bases, glues or flock since then, too. But I do pay for a monthly subscription to Photoshop, I buy Dungeondraft, and subscribe to a number of patreons for digital artists to purchase tokens, digital maps, and textures. It's still buying brushes, paint, battlemats and minis and terrain -- just in a different form.

My point: when you move to electronic remote gaming via VTT, the ability to accessorize in a manner than pre-dates D&D itself is lost. This game started from miniature use, not the other way around. And VTT play necessarily removes those physical minis at a stroke. If what we are left with is another market to buy the same thing we have been buying from Ral Partha, RAFM, Grenadier Citadel et al ---> all the way to the latest Reaper Bones set and STLs printed on the newest and latest 3d printer? We'll likely be just fine with that approach, thanks.

All of that merchandising goes out the window with digital VTT play. So the idea that people will spend $$ on "microtransactions" for digital icons is somehow heresy or "exploits new ground in an offensive manner" ignores the vast money spent on minis in this hobby in years and decades past.

We'll be fine. The hobby will survive quite nicely a player who wants a spiffy digital mini with an animated flaming sword, just as the hobby survives a player buying a mini which matches his PC, paints it up and brings it to the table for use during play. It's no different. At all.

Claims the sky is falling because people will spend money on cosmetics, as if they have not been doing this for 50 years already, is nonsense. What's really going on is that the particular cosmetics virtual play contemplates are not the cosmetics they are used to paying for when they play D&D, so it's BadWrongFun.
Personally, I don't think that the "invisible chains" argument is overstated in the video, largely because he lays out the issue in a very matter-of-fact manner and doesn't engage in hyperbole in terms of either rhetoric or presentation; there's no exaggerated yelling or screaming into the mic, no statements of "it's the death of imagination!" or similar over-the-top statements. He's simply pointing out that this is an aspect to using graphically-immersive 3D VTTs, particularly when they have a lot of interface with what the PCs can do. The more you rely on those built-in functions for interaction with the game world, the more interactions that the system isn't built to handle are marginalized, even inadvertently.

Likewise, there's nothing wrong with pointing to that as a reason to object to a mode of game-play that he doesn't prefer. It's everyone's prerogative to object to the greater prominence of things they don't care for, particularly when doing so marks a shift in resources away from things they do like (whether those resources are on behalf of the creators or among the general audience). That's only a problem when you start making moral judgments about a preferred style, but again, that doesn't happen in the video.

As for issues that aren't raised in that video, but have been here, I largely agree with you that the focus on micro-transactions can function as an effective replacement for minis, and that such a shift could be seen as simply a virtual form of minis. However, I think that there are additional issues which require that we, at the very least, put an asterisk on that level of reasoning.

For one thing, miniatures (i.e. figurines that exist in real-space) have a universality to them which VTT tokens simply don't have. You don't need to use officially-licensed D&D minis in your D&D game; you can use anything from official minis to off-brand minis to Warhammer figures, heroclix, cardboard pawns, etc. And this works with virtually any tabletop game where minis are utilized. Your D&D orc figure can work almost as well as a Shadowrun ork (even if the clothes worn might not be exactly appropriate). So you have multi-applicability not only of the type of minis used, but also in what games they're used in.

VTT tokens won't have that. Even if it's possible for various VTTs to be built on the same engine, and for programmers to make their assets transportable between them, there's no incentive to do so; why bother making it easier for someone to move their stuff over to your competition? So instead, you have people locked into a particular VTT where they've sunk more and more money into building a "mini" collection that can only consist of what's in the official store, but can't be used anywhere else. (Ironically, being locked into a particular digital ecosystem is something brought up in the video.)

Now, admittedly, some VTTs do let you import at least some assets (that I know of) for making virtual tokens, so this might seem like a non-issue. But as VTTs evolve into a more graphically-intensive and interactive 3D environment (like what we saw in WotC's demo showcase a few months ago), I expect this to cease to be the case. Most people aren't digital artists, and can't custom-build assets that are then uploaded into the program. So it'll turn into Fortnite-style "packages" of $0.99 items which can only be used on that platform, with no alternatives if you don't like what's in their shop.

Will we, the gaming community, be "just fine" with that approach? I don't think it will be the death of the gaming community, or the imagination, but I do think it represents a contraction. There's a trade-off going on between creativity and convenience, one which WotC/Hasbro clearly favors because it puts more money in their pocket, but which represents a step back from the inherent "hackability" of how tabletop RPGs work. That's really the point of the entire video, and I think it's a point that's both legitimate and worth considering.
 

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Now I am thinking Hasbro wants to be an entertaiment epire, a new Disney, and they want to use the D&D brand as an icebreaker ship to enter in the market.

D&D is not only Forgotten Realms. Hasbro has realised about the potential value of other IPs: Ravenloft, Spelljammer, Dragonlance, Planescape, Dark Sun...

Other franchises, Gamma World or Star Frontiers, could return before as videogames than TTRPG. I imagine Gamma World videogame with the style of the saga Fallout.

* I feel curiosity about the possible plans by Hasbro about partnerships with other companies. Now they have got a deal with Paramount, but Hasbro also wants good links with Warner and Disney.

Maybe Paramount has got the exclusive licence for cinema productions, but what about videogames? Maybe Hasbro bets to licence different settings for different videogame-studios.

* Maybe there is future skins in Fortnite of the main characters of the action-live movie "D&D: Honor among thiefs".
 


Zaukrie

New Publisher
Or are just working in big corporations themselves and know that CEOs lie. They lie when the adress the personel in a townhall and they lie even more when they adress customers.
I worked at the fifth largest company in the US for 9.75 years......I know exactly how C - level people talk.
 


Steel_Wind

Legend
Probably true, but I think the characters is a sticking point for a D&D franchise. The reason D&D doesn't really have any iconic characters is because the point of the game is to make them yourself.
Drizz't and several of the DragonLance characters would fit this "iconic" definition, at least in terms of characters that do not have the boost of having been the subject of a live-action show or movie.
 

timbannock

Adventurer
Supporter
I'm surprised we're not hearing a lot more about how D&D Beyond will expand into solo-play that isn't entirely video game-like. I feel like that's a no-brainer for getting more player-side purchases.

Just think of all the people (players mostly, but certainly DMs, too) that have a handful (or more like dozens of handfuls) of characters created that aren't getting played.
 

I think that this is a key factor.

So many companies want to move their products to a subscription model. Which makes sense, individually. Think about it from the perspective of both the consumer and company-
Company- Why get $50 now, when I can get $8 every month for years?
Consumer- Why spend $50 to buy a single product, when I can pay $8 and access lots of products?

So far, so good, right? But we rapidly get into a "tragedy of the commons" type of issue (well, if consumers were a common good ... it's not a perfect analogy!). As more companies switch to this model, the individual subscriptions which may not amount to much individually collectively amount to a huge figure.

And as the model spreads, we see more and more companies adopting it even in areas that traditionally wouldn't have it (such as, most recently, the spread into automobiles where you pay a subscription to access your cars features).

If you have a few recurring subscriptions, that's not a problem. But you can quickly end up with hundreds of dollars of these recurring fees- and more and more companies are switching to this model.

When stuff like Amazon Prime and Netflix first came out I remember the quality and convenience being great. But once other companies wanted in on the action and started removing their content (at least without paying a rental fee), it became this thing where Disney, CBS, everyone and his brother wanted a small subscription fee. I made a decision at that point to not buy any more streaming services. Over the years a lot of my software has turned to subscription and that adds a lot too. I am also not the only person in my household making financial decisions, so what these companies often fail to realize is they have to convince both you and your significant other that the subscription price is worth it.
 

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